Files
ordoor/cmd/view-menu/main.go
Nick Thomas 0320743b30 Play around with menus some more
We now display the buttons in Main.mnu, but a lot remains unknown.
2019-10-09 00:41:41 +01:00

269 lines
6.0 KiB
Go

package main
import (
"flag"
"fmt"
"log"
"os"
"path/filepath"
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
"golang.org/x/image/colornames"
"ur.gs/ordoor/internal/conv"
"ur.gs/ordoor/internal/data"
"ur.gs/ordoor/internal/fonts"
"ur.gs/ordoor/internal/menus"
"ur.gs/ordoor/internal/ui"
)
var (
gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
menuFile = flag.String("menu", "", "Path to a .mnu file, e.g. ./orig/Menu/MainGame.mnu")
)
type env struct {
menu *menus.Menu
objects []*conv.Object
batch *pixel.Batch
fonts []*conv.Font
fontObjs []*conv.Object
fontBatch *pixel.Batch
}
type state struct {
env *env
cam pixel.Matrix
step int
// Redraw the window if these change
winPos pixel.Vec
winBounds pixel.Rect
}
func loadObjects(names ...string) ([]*conv.Object, *pixel.Batch) {
var raw []*data.Object
for _, name := range names {
objFile := filepath.Join(filepath.Dir(*menuFile), name)
obj, err := data.LoadObject(objFile)
if err != nil {
log.Fatalf("Failed to load %s: %v", name, err)
}
obj.Name = name
raw = append(raw, obj)
}
objects, spritesheet := conv.ConvertObjects(raw)
batch := pixel.NewBatch(&pixel.TrianglesData{}, spritesheet)
return objects, batch
}
func main() {
flag.Parse()
if *gamePath == "" || *menuFile == "" {
flag.Usage()
os.Exit(1)
}
menu, err := menus.LoadMenu(*menuFile)
if err != nil {
log.Fatalf("Couldn't load menu file %s: %v", *menuFile, err)
}
if i18n, err := data.LoadI18n(filepath.Join(*gamePath, "Data", data.I18nFile)); err != nil {
log.Printf("Failed to load i18n data, skipping internationalization: %v", err)
} else {
menu.Internationalize(i18n)
}
loadedFonts, err := loadFonts(menu.FontNames...)
if err != nil {
log.Fatalf("Failed to load font: %v", err)
}
menuObjs, menuBatch := loadObjects(menu.ObjectFiles...)
env := &env{
menu: menu, objects: menuObjs, batch: menuBatch,
fonts: loadedFonts,
}
// The main thread now belongs to pixelgl
pixelgl.Run(env.run)
}
func loadFonts(names ...string) ([]*conv.Font, error) {
var out []*conv.Font
for _, name := range names {
fnt, err := fonts.LoadFont(filepath.Join(*gamePath, "Fonts", name+".fnt"))
if err != nil {
return nil, fmt.Errorf("%v: %v", name, err)
}
out = append(out, conv.ConvertFont(fnt))
}
return out, nil
}
func (e *env) run() {
win, err := ui.NewWindow("View Menu: " + *menuFile)
if err != nil {
log.Fatal("Couldn't create window: %v", err)
}
pWin := win.PixelWindow
state := &state{env: e}
// For now, just try to display the various objects
// left + right to change object, up + down to change frame
win.Run(func() {
oldState := *state
state = state.runStep(pWin)
if oldState != *state || oldState.step == 0 {
state.present(pWin)
}
state.step += 1
})
}
func (s *state) runStep(pWin *pixelgl.Window) *state {
newState := *s
newState.winPos = pWin.GetPos()
newState.winBounds = pWin.Bounds()
newState.handleKeys(pWin)
return &newState
}
const (
origX = 640.0
origY = 480.0
)
func (s *state) present(pWin *pixelgl.Window) {
pWin.Clear(colornames.Black)
s.env.batch.Clear()
// The menus expect to be drawn to a 640x480 screen. We need to scale and
// project that so it fills the window appropriately. This is a combination
// of translate + zoom
winSize := pWin.Bounds().Max
scaleFactor := pixel.Vec{winSize.X / origX, winSize.Y / origY}
cam := pixel.IM
cam = cam.ScaledXY(pixel.ZV, pixel.Vec{1.0, -1.0}) // invert the Y axis
cam = cam.Moved(pixel.Vec{origX / 2, origY / 2})
cam = cam.ScaledXY(pixel.ZV, scaleFactor)
s.cam = cam
s.env.batch.SetMatrix(cam)
textCanvas := pixelgl.NewCanvas(pWin.Bounds())
textCanvas.SetMatrix(pixel.IM.ScaledXY(pixel.ZV, scaleFactor))
for _, record := range s.env.menu.Records {
s.drawRecord(record, s.env.batch, textCanvas)
}
s.env.batch.Draw(pWin)
textCanvas.Draw(pWin, pixel.IM)
}
func (s *state) drawRecord(record *menus.Record, target, textTarget pixel.Target) {
// Draw this record if it's valid to do so. FIXME: lots to learn
if len(record.SpriteId) >= 0 {
spriteId := record.SpriteId[0]
x := float64(record.X)
y := float64(record.Y)
// Theory: we either give spriteid, or y,x,spriteId
if len(record.SpriteId) == 3 {
x = x + float64(record.SpriteId[1])
y = y + float64(record.SpriteId[0]*2) // FIXME: *2 works, no idea
spriteId = record.SpriteId[2]
}
// FIXME: some here are set at -1. Presume that means don't draw.
if spriteId < 0 {
goto out
}
// FIXME: some are set at -1, -1. No idea why. Origin?
if x < 0.0 {
x = 0.0
}
if y < 0.0 {
y = 0.0
}
log.Printf(
"Drawing id=%v type=%v spriteid=%v x=%v y=%v desc=%q parent=%p",
record.Id, record.Type, spriteId, record.X, record.Y, record.Desc, record.Parent,
)
// FIXME: Need to handle multiple objects
offset := pixel.V(x, y)
obj := s.env.objects[0]
sprite := obj.Sprites[spriteId]
sprite.Spr.Draw(target, pixel.IM.Moved(offset))
// FIXME: we probably shouldn't draw everything?
// FIXME: handle multiple fonts
if len(s.env.fonts) > 0 && record.Desc != "" {
s.env.fonts[0].Output(textTarget, pixel.IM.Moved(offset), record.Desc)
}
}
out:
// Draw all children of this record
for _, child := range record.Children {
s.drawRecord(child, target, textTarget)
}
}
func (s *state) handleKeys(pWin *pixelgl.Window) {
if pWin.JustPressed(pixelgl.MouseButton1) {
log.Printf("cam: %#v", s.cam)
pos := s.cam.Unproject(pWin.MousePosition())
log.Printf("X=%v Y=%v", pos.X, pos.Y)
}
/*
if pWin.JustPressed(pixelgl.KeyLeft) {
if s.objIdx > 0 {
s.objIdx -= 1
s.spriteIdx = 0
}
}
if pWin.JustPressed(pixelgl.KeyRight) {
if s.objIdx < s.env.set.Count()-1 {
s.objIdx += 1
s.spriteIdx = 0
}
}
if pWin.JustPressed(pixelgl.KeyDown) {
if s.spriteIdx > 0 {
s.spriteIdx -= 1
}
}
if pWin.JustPressed(pixelgl.KeyUp) {
if s.spriteIdx < len(s.curObject().Sprites)-1 {
s.spriteIdx += 1
}
}
// Zoom in and out with the mouse wheel
s.zoom *= math.Pow(1.2, pWin.MouseScroll().Y)
*/
}