Files
ordoor/internal/ui/selectors.go
Nick Thomas 20ad9ae6f8 Add a slider UI widget
I'm not too happy with how I have to configure the step for each one
separately, but it's the best I can do at the moment.
2020-03-24 22:33:26 +00:00

260 lines
5.1 KiB
Go

package ui
import (
"image"
"log"
"math"
"strconv"
"code.ur.gs/lupine/ordoor/internal/assetstore"
"code.ur.gs/lupine/ordoor/internal/menus"
)
func init() {
registerBuilder(menus.TypeCheckbox, registerCheckbox)
registerBuilder(menus.TypeSlider, registerSlider)
}
// A checkbox can be a fancy button
type checkbox struct {
button
valueImpl
}
// A slider is harder. Two separate elements to render
type slider struct {
path string
baseSpr *assetstore.Sprite
clickSpr *assetstore.Sprite
sliderSpr *assetstore.Sprite
hv bool // horizontal (false) or vertical (true) slider
steps map[int]int // A list of valid steps. value:offset
clickImpl
mouseImpl
valueImpl
}
// A checkbox has 3 sprites, and 3 states: unchecked, checked, disabled.
func registerCheckbox(d *Driver, r *menus.Record) error {
sprites, err := d.menu.Sprites(r.Share, 3) // unchecked, disabled, checked
if err != nil {
return err
}
checkbox := &checkbox{
button: button{
path: r.Path(),
baseSpr: sprites[0], // unchecked
clickSpr: sprites[2], // checked
frozenSpr: sprites[1],
hoverImpl: hoverImpl{text: r.Desc},
},
valueImpl: valueImpl{str: "0"},
}
d.clickables = append(d.clickables, checkbox)
d.freezables = append(d.freezables, checkbox)
d.hoverables = append(d.hoverables, checkbox)
d.paintables = append(d.paintables, checkbox)
d.valueables = append(d.valueables, checkbox)
return nil
}
func registerSlider(d *Driver, r *menus.Record) error {
sprites, err := d.menu.Sprites(r.Share, 3) // base, clicked, slider element
if err != nil {
return err
}
slider := &slider{
path: r.Path(),
baseSpr: sprites[0],
clickSpr: sprites[1],
sliderSpr: sprites[2],
hv: sprites[0].Rect.Dy() > sprites[0].Rect.Dx(), // A best guess
}
d.clickables = append(d.clickables, slider)
d.mouseables = append(d.mouseables, slider)
d.paintables = append(d.paintables, slider)
d.valueables = append(d.valueables, slider)
return nil
}
func (c *checkbox) registerMouseClick() {
if c.value() == "1" { // Click disables
c.setValue("0")
} else { // Click enables
c.setValue("1")
}
}
func (c *checkbox) regions(tick int) []region {
if c.isFrozen() {
return oneRegion(c.bounds().Min, c.frozenSpr.Image)
}
if c.value() == "1" {
return oneRegion(c.bounds().Min, c.clickSpr.Image)
}
return oneRegion(c.bounds().Min, c.baseSpr.Image)
}
func (s *slider) id() string {
return s.path
}
// The bounds of the slider are the whole thing
func (s *slider) bounds() image.Rectangle {
return s.baseSpr.Rect
}
func (s *slider) registerMouseClick() {
var value int
if s.hv {
value = s.valueFromPix(s.bounds().Min.Y, s.sliderPos().Y)
} else {
value = s.valueFromPix(s.bounds().Min.X, s.sliderPos().X)
}
s.valueImpl.str = strconv.Itoa(value)
log.Printf("Slider value: %#v", s.valueImpl.str)
log.Printf("%#+v", s.steps)
s.clickImpl.registerMouseClick()
}
func (s *slider) regions(tick int) []region {
var out []region
if s.mouseDownState() {
out = append(out, oneRegion(s.bounds().Min, s.clickSpr.Image)...)
} else {
out = append(out, oneRegion(s.bounds().Min, s.baseSpr.Image)...)
}
out = append(out, oneRegion(s.sliderPos(), s.sliderSpr.Image)...)
return out
}
func (s *slider) sliderPos() image.Point {
if s.hv {
return s.sliderPosVertical()
}
return s.sliderPosHorizontal()
}
func (s *slider) sliderPosHorizontal() image.Point {
pos := s.bounds().Min
if s.mouseDownState() {
pos.X = s.constrainPix(s.bounds().Min.X, s.mouseImpl.pos.X)
} else {
pos.X = s.bounds().Min.X + s.offsetFromValue(s.valueInt())
}
return pos
}
func (s *slider) sliderPosVertical() image.Point {
pos := s.bounds().Min
if s.mouseDownState() {
pos.Y = s.constrainPix(s.bounds().Min.Y, s.mouseImpl.pos.Y)
} else {
pos.Y = s.bounds().Min.Y + s.offsetFromValue(s.valueInt())
}
return pos
}
func (s *slider) valueFromPix(start, actual int) int {
if len(s.steps) == 0 {
return actual - start
}
minDistance := 9999
var out int
for value, offset := range s.steps {
pix := start + offset
distance := int(math.Abs(float64(actual - pix)))
if distance < minDistance {
minDistance = distance
out = value
}
}
return out
}
func (s *slider) offsetFromValue(value int) int {
if len(s.steps) == 0 {
return value
}
value = s.constrainValue(value)
return s.steps[value]
}
func (s *slider) constrainPix(start, actual int) int {
if len(s.steps) == 0 {
return actual
}
minDistance := 9999
out := actual
for _, offset := range s.steps {
pix := start + offset
distance := int(math.Abs(float64(actual - pix)))
if distance < minDistance {
minDistance = distance
out = pix
}
}
return out
}
func (s *slider) constrainValue(actual int) int {
if len(s.steps) == 0 {
return actual
}
minDistance := 9999
out := actual
for value, _ := range s.steps {
distance := int(math.Abs(float64(value - actual)))
if distance < minDistance {
minDistance = distance
out = value
}
}
return out
}
func (s *slider) valueInt() int {
v, _ := strconv.Atoi(s.valueImpl.value())
return s.constrainValue(v)
}
func (s *slider) value() string {
return strconv.Itoa(s.valueInt())
}