Interface is now Driver, and Widget is now a set of interfaces with a struct per widget type. This should make it easier to add other types.
52 lines
1.0 KiB
Go
52 lines
1.0 KiB
Go
package main
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import (
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"flag"
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"log"
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"os"
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"code.ur.gs/lupine/ordoor/internal/assetstore"
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"code.ur.gs/lupine/ordoor/internal/ui"
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)
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var (
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gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
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menuName = flag.String("menu", "", "Name of a menu, e.g. Main")
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winX = flag.Int("win-x", 1280, "Pre-scaled window X dimension")
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winY = flag.Int("win-y", 1024, "Pre-scaled window Y dimension")
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)
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func main() {
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flag.Parse()
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if *gamePath == "" || *menuName == "" {
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flag.Usage()
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os.Exit(1)
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}
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assets, err := assetstore.New(*gamePath)
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if err != nil {
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log.Fatal(err)
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}
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menu, err := assets.Menu(*menuName)
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if err != nil {
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log.Fatalf("Couldn't load menu %s: %v", *menuName, err)
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}
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driver, err := ui.NewDriver(menu)
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if err != nil {
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log.Fatalf("Couldn't initialize interface: %v", err)
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}
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win, err := ui.NewWindow(driver, "View Menu: "+*menuName, *winX, *winY)
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if err != nil {
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log.Fatal("Couldn't create window: %v", err)
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}
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if err := win.Run(); err != nil {
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log.Fatal(err)
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}
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}
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