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