Files
ordoor/internal/flow/flow.go
2020-11-21 19:27:09 +00:00

331 lines
7.3 KiB
Go

package flow
import (
"errors"
"fmt"
"log"
"strings"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"code.ur.gs/lupine/ordoor/internal/assetstore"
"code.ur.gs/lupine/ordoor/internal/config"
"code.ur.gs/lupine/ordoor/internal/data"
"code.ur.gs/lupine/ordoor/internal/scenario"
"code.ur.gs/lupine/ordoor/internal/ship"
"code.ur.gs/lupine/ordoor/internal/ui"
)
// type Flow is responsible for wiring up UI elements to each other and ensuring
// they behave as expected. This includes forward / back buttons to switch
// between screens, loading and saving options, launching a scenario, etc
type Flow struct {
assets *assetstore.AssetStore
config *config.Config
current *ui.Driver
drivers map[driverName]*ui.Driver
generic *data.Generic
// Some screens can be returned to from more than one place. Where this is
// the case, instead of hardcoding it, we'll store an entry in here so we
// know where we're going back to
//
// FIXME: this really suggests wiring everything up at the start is wrong.
returns map[driverName]driverName
// If we're currently playing a scenario, it it placed here
scenario *scenario.Scenario
ship *ship.Ship
exit error
}
var (
ErrExit = errors.New("exiting gracefully")
// Constants used for sliders
h3Slider = map[int]int{1: 8, 2: 56, 3: 110, 4: 120}
v10Slider = map[int]int{
0: 0,
10: 9, 20: 18, 30: 27, 40: 36, 50: 45,
60: 54, 70: 63, 80: 72, 90: 81, 100: 90,
}
h9Slider = map[int]int{
0: 0,
10: 10, 20: 20, 30: 30, 40: 40,
50: 50, 60: 60, 70: 70, 80: 80,
}
)
func New(assets *assetstore.AssetStore, config *config.Config, ship *ship.Ship) (*Flow, error) {
generic, err := assets.Generic()
if err != nil {
return nil, fmt.Errorf("Failed to read generic data: %v", err)
}
out := &Flow{
assets: assets,
config: config,
generic: generic,
drivers: make(map[driverName]*ui.Driver, len(driverNames)),
returns: make(map[driverName]driverName),
ship: ship,
}
// Load all the drivers upfront
for _, name := range driverNames {
driver, err := buildDriver(assets, name)
if err != nil {
return nil, err
}
out.drivers[name] = driver
}
out.linkDrivers()
out.reset()
return out, out.exit
}
func (f *Flow) SetScenario(scenario *scenario.Scenario) {
f.current = f.drivers[mainGame]
f.scenario = scenario
}
func (f *Flow) Update(screenX, screenY int) error {
if f.exit != nil {
return f.exit
}
// Keybindings for map control
// FIXME: this needs a big rethink
if f.current != nil && f.scenario != nil && !f.current.IsInDialogue() {
step := 32
if ebiten.IsKeyPressed(ebiten.KeyLeft) {
f.scenario.Viewpoint.X -= step
}
if ebiten.IsKeyPressed(ebiten.KeyRight) {
f.scenario.Viewpoint.X += step
}
if ebiten.IsKeyPressed(ebiten.KeyUp) {
f.scenario.Viewpoint.Y -= step
}
if ebiten.IsKeyPressed(ebiten.KeyDown) {
f.scenario.Viewpoint.Y += step
}
if inpututil.IsMouseButtonJustReleased(ebiten.MouseButtonLeft) {
f.scenario.SelectHighlightedCharacter()
// Now we need to update the info screens with data about the
// selected character. FIXME: oh, for data binding
f.selectedMainGameCharacter(f.scenario.SelectedCharacter())
}
}
if f.scenario != nil {
if err := f.scenario.Update(screenX, screenY); err != nil {
return err
}
}
if f.current != nil {
if err := f.current.Update(screenX, screenY); err != nil {
return err
}
}
return nil
}
func (f *Flow) Draw(screen *ebiten.Image) error {
if f.exit != nil {
return f.exit
}
if f.scenario != nil {
if err := f.scenario.Draw(screen); err != nil {
return err
}
}
if f.current != nil {
if err := f.current.Draw(screen); err != nil {
return err
}
}
return nil
}
func (f *Flow) Cursor() (*ebiten.Image, *ebiten.DrawImageOptions, error) {
if f.current != nil {
return f.current.Cursor()
}
// FIXME: we should get a cursor from current all the time.
return nil, nil, nil
}
func (f *Flow) linkDrivers() {
// linkMain
f.onClick(main, "2.1", f.setReturningDriver(main, newGame)) // New game
f.onClick(main, "2.2", f.setReturningDriver(main, loadGame)) // Load game
f.setFreeze(main, "2.3", true) // Multiplayer - disable for now
f.onClick(main, "2.4", f.setReturningDriver(main, options)) // Options
f.onClick(main, "2.5", f.setExit) // Quit
// Now link immediate children. They will link their children, and so on
f.linkNewGame()
f.linkLoadGame()
// TODO: link multiplayer
f.linkOptions()
}
func maybeErr(driver driverName, err error) error {
if err != nil {
return fmt.Errorf("%v: %v", driver, err)
}
return nil
}
func (f *Flow) configureSlider(driver driverName, id string, steps map[int]int) {
if f.exit != nil {
return
}
f.exit = f.drivers[driver].ConfigureSlider(id, steps)
}
func (f *Flow) onClick(driver driverName, id string, fn func()) {
if f.exit != nil {
return
}
f.exit = maybeErr(driver, f.drivers[driver].OnClick(id, fn))
}
func (f *Flow) setFreeze(driver driverName, id string, value bool) {
if f.exit != nil {
return
}
f.exit = maybeErr(driver, f.drivers[driver].SetFreeze(id, value))
}
func (f *Flow) setValueBool(driver driverName, id string, value bool) {
if f.exit != nil {
return
}
f.exit = f.drivers[driver].SetValueBool(id, value)
}
func (f *Flow) valueBool(driver driverName, id string) bool {
if f.exit != nil {
return false
}
var value bool
f.exit = f.drivers[driver].ValueBool(id, &value)
return value
}
func (f *Flow) playNextScenario(from driverName) func() {
return func() {
log.Printf("Loading scenario: %v", f.ship.NextScenario)
// TODO: we *could* load scenario assets in a separate assetstore to
// make it easier to chuck them away at the end?
scenario, err := scenario.NewScenario(f.assets, f.ship.NextScenario)
if err != nil {
f.exit = err
return
}
f.setReturningDriverNow(from, mainGame)
f.scenario = scenario
}
}
func (f *Flow) setActive(driver driverName, id string, value bool) func() {
return func() {
if f.exit != nil {
return
}
f.exit = maybeErr(driver, f.setActiveNow(driver, id, value))
}
}
func (f *Flow) setActiveNow(driver driverName, id string, value bool) error {
return f.drivers[driver].SetActive(locator(driver, id), value)
}
func (f *Flow) toggleActive(driver driverName, id string) func() {
return func() {
if f.exit != nil {
return
}
f.exit = maybeErr(driver, f.drivers[driver].ToggleActive(locator(driver, id)))
}
}
func (f *Flow) showDialogue(driver driverName, id string) func() {
return func() {
if f.exit != nil {
return
}
f.exit = maybeErr(driver, f.drivers[driver].ShowDialogue(locator(driver, id)))
}
}
func (f *Flow) hideDialogue(driver driverName) func() {
return f.drivers[driver].HideDialogue
}
func (f *Flow) withScenario(then func()) func() {
return func() {
if f.scenario != nil {
then()
}
}
}
func (f *Flow) reset() {
if f.exit != nil {
return
}
f.setDriverNow(main) // Back to the main interface
// Wipe out any returns that may exist
f.returns = make(map[driverName]driverName)
// FIXME: these should really happen via data binding.
f.resetLevelPlyInventorySelect()
f.exit = f.configIntoOptions()
}
func (f *Flow) setExit() {
f.exit = ErrExit
}
// TODO: convert all to locators
func locator(driver driverName, id string) string {
return fmt.Sprintf("%v:%v", strings.ToLower(string(driver)), id)
}