package ui import ( "fmt" "image" "code.ur.gs/lupine/ordoor/internal/assetstore" "code.ur.gs/lupine/ordoor/internal/menus" ) // listBox is a TListBox in VCL terms. It has a number of lines of text, one of // which may be selected, and a slider with up and down buttons to scroll if the // options in the box exceed its viewing capacity. // // TODO: multi-select functionality? Is it needed? type listBox struct { locator string upBtn *button downBtn *button // FIXME: can we share code between slider and this element? thumbBase *assetstore.Sprite // Bounds are given by this thumbImg *assetstore.Sprite // This is displayed at offset * (height / steps) lines []*noninteractive // We display to these // The list box acts as a window onto these strings []string // The start of our window offset int } func (d *Driver) buildListBox(group *menus.Group, up, down, thumb *menus.Record, items ...*menus.Record) (*listBox, *Widget, error) { upElem, upWidget, err := d.buildButton(up.Props()) if err != nil { return nil, nil, err } downElem, downWidget, err := d.buildButton(down.Props()) if err != nil { return nil, nil, err } thumbBaseSpr, err := d.menu.Sprite(thumb.ObjectIdx, thumb.Share) if err != nil { return nil, nil, err } thumbImgSpr, err := d.menu.Sprite(thumb.ObjectIdx, thumb.BaseSpriteID()) if err != nil { return nil, nil, err } element := &listBox{ locator: group.Locator, // TODO: upBtn needs to be frozen when offset == 0; downBtn when offset == max upBtn: upElem, downBtn: downElem, // TODO: need to be able to drag the thumb thumbBase: thumbBaseSpr, thumbImg: thumbImgSpr, } // Internal wiring-up upElem.onClick(element.up) downElem.onClick(element.down) // FIXME: Test data for now for i := 0; i < 50; i++ { element.strings = append(element.strings, fmt.Sprintf("FOO %v", i)) } // Register everything. Since we're a composite of other controls, they are // mostly self-registered at the moment. widget := &Widget{ Children: []*Widget{upWidget, downWidget}, Active: group.Active, // FIXME: children have their own active state ownPaintables: []paintable{element}, ownValueables: []valueable{element}, } // FIXME: we should be able to freeze/unfreeze as a group. // HURK: These need to be registered after the other elements so they are // drawn in the correct order to be visible for _, rec := range items { ni, niWidget, err := d.buildStatic(rec.Props()) if err != nil { return nil, nil, err } niWidget.ownClickables = append(niWidget.ownClickables, ni) // TODO: pick the correct font ni.label = &label{ align: AlignModeLeft, font: d.menu.Font(0), rect: ni.rect, } element.lines = append(element.lines, ni) widget.Children = append(widget.Children, niWidget) } element.refresh() return element, widget, nil } func (l *listBox) id() string { return l.locator } func (l *listBox) value() string { return "" } func (l *listBox) setValue(s string) { } func (l *listBox) SetStrings(to []string) { if len(to) < len(l.strings) { l.offset = 0 // FIXME: unconditional? Trim to max? } l.strings = to l.refresh() } // TODO: Selected returns the index and value of the selected item func (l *listBox) Selected() (int, string) { return 0, "" } func (l *listBox) up() { if l.offset <= 0 { return } l.offset -= 1 l.refresh() } func (l *listBox) down() { if l.offset > len(l.strings)-len(l.lines) { return } l.offset += 1 l.refresh() } func (l *listBox) refresh() { for i, ni := range l.lines { // FIXME: noninteractive isn't set up for dynamic text yet. Need to // generate textImg on demand instead of once at start. if ni.label != nil { ni.label.str = "" if len(l.strings) > l.offset+i { ni.label.str = l.strings[l.offset+i] } } } } func (l *listBox) thumbPos() image.Point { pos := l.thumbImg.Rect.Min if len(l.strings) == 0 { return pos } pixPerLine := (l.thumbBase.Rect.Dy()) / (len(l.strings) - len(l.lines)) pos.Y += pixPerLine * l.offset return pos } func (l *listBox) regions(tick int) []region { // Draw the slider at the appropriate point out := oneRegion(l.thumbBase.Rect.Min, l.thumbBase.Image) out = append(out, oneRegion(l.thumbPos(), l.thumbImg.Image)...) return out }