Files
ordoor/cmd/view-menu/main.go
Nick Thomas bfe9fbdf7d Start work on menu interactivity.
With this commit, we get a ui.Interface and ui.Widget type. The
interface monitors hover and mouse click state and tells the widgets
about them; the widgets execute code specified by the application when
events occur.

Next step: have wh40k load the main menu and play sound, etc.
2020-03-22 02:58:52 +00:00

122 lines
2.5 KiB
Go

package main
import (
"flag"
"log"
"os"
"code.ur.gs/lupine/ordoor/internal/assetstore"
"code.ur.gs/lupine/ordoor/internal/ui"
"github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/ebiten/audio"
)
var (
gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
menuName = flag.String("menu", "", "Name of a menu, e.g. Main")
)
type env struct {
ui *ui.Interface
// fonts []*assetstore.Font
// fontObjs []*assetstore.Object
step int
state state
lastState state
}
type state struct{}
func main() {
flag.Parse()
if *gamePath == "" || *menuName == "" {
flag.Usage()
os.Exit(1)
}
assets, err := assetstore.New(*gamePath)
if err != nil {
log.Fatal(err)
}
menu, err := assets.Menu(*menuName)
if err != nil {
log.Fatalf("Couldn't load menu %s: %v", *menuName, err)
}
/* TODO: move i18n, fonts into assetstore
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)
// }
*/
iface, err := ui.NewInterface(menu)
if err != nil {
log.Fatalf("Couldn't initialize interface: %v", err)
}
if menu.Name == "main" {
log.Printf("Installing a click handler!")
widget, err := iface.Widget(2, 5) // Menu 2, submenu 5
if err != nil {
log.Fatalf("Couldn't find widget 2,5: %v", err)
}
widget.OnMouseClick = func() {
os.Exit(0)
}
}
// Yay sound
if _, err := audio.NewContext(48000); err != nil {
log.Fatalf("Failed to audio: %v", err)
}
music, err := assets.Sound("music_interface") // FIXME: should be a reference to Sounds.dat
if err != nil {
log.Fatalf("Failed to find interface music: %v", err)
}
player, err := music.InfinitePlayer()
if err != nil {
log.Fatalf("Failed to generate music player for interface: %v", err)
}
player.Play()
state := state{}
env := &env{
ui: iface,
//objects: menuObjs,
// fonts: loadedFonts,
state: state,
lastState: state,
}
win, err := ui.NewWindow(env, "View Menu: "+*menuName)
if err != nil {
log.Fatal("Couldn't create window: %v", err)
}
if err := win.Run(); err != nil {
log.Fatal(err)
}
}
func (e *env) Update(screenX, screenY int) error {
e.step += 1
e.lastState = e.state
return e.ui.Update(screenX, screenY)
}
func (e *env) Draw(screen *ebiten.Image) error {
return e.ui.Draw(screen)
}