feat(ui): implement new ui system
This commit is contained in:
parent
8a0f738767
commit
402192742b
11 changed files with 430 additions and 113 deletions
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@ -6,33 +6,37 @@ import (
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"tetris/game"
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"tetris/game/state"
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"tetris/game/ui"
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"tetris/game/ui/layouts"
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"tetris/game/ui/widgets"
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"tetris/game/uievents"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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type MainMenu struct {
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menu *ui.Menu
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list *layouts.ListBox
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}
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func NewMainMenu(fsm state.Transitioner) *MainMenu {
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return &MainMenu{
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menu: ui.NewMenu([]ui.Widget{
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ui.NewButton("Start", func() { fsm.Switch("gameplay") }),
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ui.NewButton("Quit", func() { fsm.Switch("quit") }),
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}).OnSelect(uievents.MenuSelect),
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list: layouts.NewListBox([]ui.InputWidget{
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widgets.NewButton("Start", 32, func() { fsm.Switch("gameplay") }),
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widgets.NewButton("Options", 32, func() { fsm.Switch("options") }),
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widgets.NewButton("Quit", 32, func() { fsm.Switch("quit") }),
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}).Spacing(10).
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OnSelect(uievents.MenuSelect),
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}
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}
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func (main *MainMenu) Enter() {
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main.menu.Select(0)
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main.list.Select(0)
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}
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func (MainMenu) Exit() {
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}
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func (menu *MainMenu) Update(fsm state.Transitioner, delta float32) {
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menu.menu.HandleInput()
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menu.list.HandleInput()
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}
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func (MainMenu) renderLogo(offset_x, offset_y int32) {
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@ -57,19 +61,11 @@ func (MainMenu) renderLogo(offset_x, offset_y int32) {
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}
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}
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func (menu MainMenu) renderEntries(offset_x, offset_y int32) {
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y := offset_y
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for i, entry := range menu.menu.Entries() {
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entry.Draw(offset_x, y, menu.menu.IsSelected(i))
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y += 40
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}
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}
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func (menu MainMenu) Render() {
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render.Begin(rl.Black)
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menu.renderLogo(20, 150)
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menu.renderEntries(340, 400)
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menu.list.Draw(340, 400)
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render.End()
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}
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26
game/ui/base/focus.go
Normal file
26
game/ui/base/focus.go
Normal file
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@ -0,0 +1,26 @@
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package base
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// WithFocus is a base component that implements the Focusable interface
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type WithFocus struct {
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focus bool
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}
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// SetFocus - Set the focus value on this component
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func (f *WithFocus) SetFocus(value bool) {
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f.focus = value
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}
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// Focus - focus this component, syntactic sugar for f.SetFocus(true)
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func (f *WithFocus) Focus() {
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f.SetFocus(true)
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}
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// Unfocus - unfocus this component, syntactic sugar for f.SetFocus(false)
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func (f *WithFocus) Unfocus() {
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f.SetFocus(false)
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}
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// HasFocus - Returns true if this component has focus.
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func (f WithFocus) HasFocus() bool {
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return f.focus
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}
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@ -1,33 +0,0 @@
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package ui
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import (
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"tetris/engine/render"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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type Button struct {
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Text string
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Action func()
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}
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func NewButton(text string, action func()) Button {
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return Button{
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Text: text,
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Action: action,
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}
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}
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func (b Button) HandleInput() {
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if rl.IsKeyPressed(rl.KeyEnter) {
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b.Action()
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}
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}
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func (b Button) Draw(x, y int32, selected bool) {
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col := rl.White
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if selected {
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col = rl.Red
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}
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render.DrawTextCenter(x, y, 32, b.Text, col)
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}
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14
game/ui/component.go
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14
game/ui/component.go
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@ -0,0 +1,14 @@
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package ui
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// Focusable is a component that can have focus
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type Focusable interface {
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SetFocus(value bool)
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Focus()
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Unfocus()
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HasFocus() bool
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}
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// ReceivesInput is a component that can receive user input.
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type ReceivesInput interface {
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HandleInput()
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}
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57
game/ui/layouts/input_control.go
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57
game/ui/layouts/input_control.go
Normal file
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@ -0,0 +1,57 @@
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package layouts
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import (
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"tetris/engine/core"
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"tetris/game/ui"
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"tetris/game/ui/base"
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"tetris/game/ui/widgets"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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// InputControl is a layout that has a label and an a widget associated with it.
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type InputControl struct {
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*base.WithFocus
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label *widgets.Label
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widget ui.InputWidget
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spacing int
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}
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func NewInputControl(label *widgets.Label, wiget ui.InputWidget) *InputControl {
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return &InputControl{
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WithFocus: &base.WithFocus{},
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label: label,
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widget: wiget,
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spacing: 10,
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}
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}
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func (ic InputControl) Size() core.Vec2i {
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return core.Vec2i{
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X: ic.label.Size().X + ic.widget.Size().X + ic.spacing,
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Y: max(ic.label.Size().Y, ic.widget.Size().Y),
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}
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}
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func (ic *InputControl) SetFocus(value bool) {
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ic.WithFocus.SetFocus(value)
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ic.widget.SetFocus(value)
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// TODO: use a theme system here so colors are not hardcoded.
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if value {
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ic.label.SetColor(rl.Red)
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} else {
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ic.label.SetColor(rl.White)
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}
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}
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func (ic InputControl) HandleInput() {
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ic.widget.HandleInput()
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}
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func (ic InputControl) Draw(x, y int32) {
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size := ic.Size()
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label_y := (int32(size.Y) - int32(ic.label.Size().Y)) / 2
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ic.label.Draw(x, y+label_y)
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ic.widget.Draw(x+int32(ic.label.Size().X+ic.spacing), y)
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}
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84
game/ui/layouts/list_box.go
Normal file
84
game/ui/layouts/list_box.go
Normal file
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@ -0,0 +1,84 @@
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package layouts
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import (
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"tetris/game/ui"
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"tetris/game/ui/base"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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type OnSelectCallback func()
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type ListBox struct {
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*base.WithFocus
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selected int
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entries []ui.InputWidget
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onSelect OnSelectCallback
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spacing int
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}
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func NewListBox(entries []ui.InputWidget) *ListBox {
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lb := &ListBox{
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WithFocus: &base.WithFocus{},
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entries: entries,
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onSelect: func() {},
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}
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lb.entries[0].SetFocus(true)
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return lb
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}
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func (lb *ListBox) Spacing(value int) *ListBox {
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lb.spacing = value
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return lb
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}
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func (lb *ListBox) OnSelect(callback OnSelectCallback) *ListBox {
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lb.onSelect = callback
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return lb
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}
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func (lb ListBox) Entries() []ui.InputWidget {
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return lb.entries
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}
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func (lb *ListBox) Select(index int) {
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if index >= 0 && index < len(lb.entries) {
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lb.entries[lb.selected].SetFocus(false)
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lb.selected = index
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lb.entries[lb.selected].SetFocus(true)
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lb.onSelect()
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}
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}
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func (lb ListBox) Selected() ui.InputWidget {
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return lb.entries[lb.selected]
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}
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func (lb ListBox) IsSelected(index int) bool {
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return lb.selected == index
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}
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func (lb *ListBox) Next() {
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lb.Select(lb.selected + 1)
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}
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func (lb *ListBox) Previous() {
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lb.Select(lb.selected - 1)
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}
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func (lb *ListBox) HandleInput() {
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if rl.IsKeyPressed(rl.KeyDown) {
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lb.Next()
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} else if rl.IsKeyPressed(rl.KeyUp) {
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lb.Previous()
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} else {
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lb.Selected().HandleInput()
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}
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}
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func (lb *ListBox) Draw(x, y int32) {
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for _, ent := range lb.entries {
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ent.Draw(x, y)
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y += int32(ent.Size().Y + lb.spacing)
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}
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}
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@ -1,62 +0,0 @@
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package ui
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import (
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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type OnSelectCallback func()
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type Menu struct {
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selected int
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entries []Widget
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onSelect OnSelectCallback
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}
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func NewMenu(entries []Widget) *Menu {
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return &Menu{
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entries: entries,
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onSelect: func() {},
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}
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}
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func (menu *Menu) OnSelect(callback OnSelectCallback) *Menu {
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menu.onSelect = callback
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return menu
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}
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func (menu Menu) Entries() []Widget {
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return menu.entries
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}
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func (menu *Menu) Select(index int) {
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if index >= 0 && index < len(menu.entries) {
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menu.selected = index
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menu.onSelect()
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}
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}
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func (menu Menu) Selected() Widget {
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return menu.entries[menu.selected]
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}
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func (menu Menu) IsSelected(index int) bool {
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return menu.selected == index
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}
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func (menu *Menu) Next() {
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menu.Select(menu.selected + 1)
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}
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func (menu *Menu) Previous() {
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menu.Select(menu.selected - 1)
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}
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func (menu *Menu) HandleInput() {
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if rl.IsKeyPressed(rl.KeyDown) {
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menu.Next()
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} else if rl.IsKeyPressed(rl.KeyUp) {
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menu.Previous()
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} else {
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menu.Selected().HandleInput()
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}
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}
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@ -1,6 +1,18 @@
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package ui
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import (
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"tetris/engine/core"
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)
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// Widget is a base widget (Can be drawn on screen)
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type Widget interface {
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HandleInput()
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Draw(x, y int32, selected bool)
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Size() core.Vec2i
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Draw(x, y int32)
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}
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// InputWidget is a widget that also handles user input and can have focus.
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type InputWidget interface {
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Widget
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Focusable
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ReceivesInput
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}
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48
game/ui/widgets/button.go
Normal file
48
game/ui/widgets/button.go
Normal file
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@ -0,0 +1,48 @@
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package widgets
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import (
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"tetris/engine/core"
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"tetris/engine/render"
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"tetris/game/ui/base"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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type Button struct {
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*base.WithFocus
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Text string
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TextSize int32
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Action func()
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}
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func NewButton(text string, size int32, action func()) Button {
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return Button{
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WithFocus: &base.WithFocus{},
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Text: text,
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TextSize: size,
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Action: action,
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}
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}
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func (b Button) Size() core.Vec2i {
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s := int(b.TextSize)
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return core.Vec2i{
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X: len(b.Text) * s,
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Y: s,
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}
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}
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func (b Button) HandleInput() {
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if rl.IsKeyPressed(rl.KeyEnter) {
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b.Action()
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}
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}
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func (b Button) Draw(x, y int32) {
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// TODO: use a theme system here so colors are not hardcoded.
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col := rl.White
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if b.HasFocus() {
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col = rl.Red
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}
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render.DrawTextCenter(x, y, b.TextSize, b.Text, col)
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}
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39
game/ui/widgets/label.go
Normal file
39
game/ui/widgets/label.go
Normal file
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@ -0,0 +1,39 @@
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package widgets
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import (
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"image/color"
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"tetris/engine/core"
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"tetris/engine/render"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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type Label struct {
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text string
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size int32
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color color.RGBA
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}
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func NewLabel(text string, size int32) *Label {
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return &Label{
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text: text,
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size: size,
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color: rl.White,
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}
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}
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func (label Label) Size() core.Vec2i {
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return core.Vec2i{
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X: int(label.size) * len(label.text),
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Y: int(label.size),
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}
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}
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func (label *Label) SetColor(col color.RGBA) {
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label.color = col
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}
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func (label Label) Draw(x, y int32) {
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render.DrawText(x, y, label.size, label.text, label.color)
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}
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136
game/ui/widgets/slider.go
Normal file
136
game/ui/widgets/slider.go
Normal file
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@ -0,0 +1,136 @@
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package widgets
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import (
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"fmt"
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"image/color"
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"tetris/engine/core"
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"tetris/engine/input"
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"tetris/engine/render"
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"tetris/game/ui/base"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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const (
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sliderBorderSize = 4
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sliderWidth = 200
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sliderHeight = 30
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sliderTextSize = 12
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sliderTextOffset = 6
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)
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type SliderOnChange func(this *Slider)
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type Slider struct {
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*base.WithFocus
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Min int
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Max int
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Step int
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Value int
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borderSize int32
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onChange SliderOnChange
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}
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func NewSlider(min, max, step int) *Slider {
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return &Slider{
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WithFocus: &base.WithFocus{},
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Min: min,
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Max: max,
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Step: step,
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borderSize: 4,
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}
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}
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func (slider *Slider) WithOnChange(callback SliderOnChange) *Slider {
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slider.onChange = callback
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return slider
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}
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func (slider Slider) Size() core.Vec2i {
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w := sliderWidth + (sliderBorderSize * 2)
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return core.Vec2i{
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X: w + sliderTextOffset + (sliderTextSize * len(slider.ValueText())),
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Y: sliderHeight + (sliderBorderSize * 2),
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}
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}
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func (slider *Slider) HandleInput() {
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if input.KeyPressedWithRepeat(rl.KeyLeft) {
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slider.Decrement()
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} else if input.KeyPressedWithRepeat(rl.KeyRight) {
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slider.Increment()
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}
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}
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func (slider *Slider) SetValue(value int) {
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if value != slider.Value {
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slider.Value = value
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slider.onChange(slider)
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}
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}
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func (slider *Slider) Increment() {
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slider.SetValue(min(slider.Max, slider.Value+slider.Step))
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}
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func (slider *Slider) Decrement() {
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slider.SetValue(max(slider.Min, slider.Value-slider.Step))
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}
|
||||
|
||||
func (slider Slider) Percent() float32 {
|
||||
return float32(slider.Min+slider.Value) / float32(slider.Max)
|
||||
}
|
||||
|
||||
func (slider Slider) drawTrack(rect rl.RectangleInt32) {
|
||||
spacing := int32(2)
|
||||
num_marks := int32(10)
|
||||
mark_width := float32(rect.Width-((num_marks+1)*spacing)) / float32(num_marks)
|
||||
|
||||
markRect := rl.Rectangle{
|
||||
X: float32(rect.X + spacing),
|
||||
Y: float32(rect.Y + spacing),
|
||||
Width: mark_width,
|
||||
Height: float32(rect.Height - (spacing * 2)),
|
||||
}
|
||||
|
||||
for range num_marks {
|
||||
rl.DrawRectangleRec(markRect, rl.DarkGray)
|
||||
markRect.X += mark_width + float32(spacing)
|
||||
}
|
||||
}
|
||||
|
||||
func (slider Slider) drawHandle(x, y, width int32, height int32, col color.RGBA) {
|
||||
handleWidth := int32(10)
|
||||
x = x + int32(float32(width-handleWidth-2)*slider.Percent())
|
||||
rl.DrawRectangle(x, y, handleWidth, height, col)
|
||||
}
|
||||
|
||||
func (slider Slider) ValueText() string {
|
||||
return fmt.Sprintf("%d", int(slider.Percent()*100))
|
||||
}
|
||||
|
||||
func (slider Slider) Draw(x, y int32) {
|
||||
// rl.DrawRectangle(x, y, int32(slider.Size().X), int32(slider.Size().Y), rl.Green)
|
||||
|
||||
// TODO: use a theme system here so colors are not hardcoded.
|
||||
handleColor := rl.White
|
||||
if slider.HasFocus() {
|
||||
handleColor = rl.Red
|
||||
}
|
||||
|
||||
rect := rl.RectangleInt32{
|
||||
X: x + sliderBorderSize,
|
||||
Y: y + sliderBorderSize,
|
||||
Width: sliderWidth,
|
||||
Height: sliderHeight,
|
||||
}
|
||||
|
||||
render.DrawRectOutlineBorder(rect, slider.borderSize, handleColor)
|
||||
slider.drawTrack(rect)
|
||||
slider.drawHandle(rect.X+1, rect.Y+1, int32(rect.Width), sliderHeight-2, handleColor)
|
||||
|
||||
textOffset := x + int32(rect.Width) + (sliderBorderSize * 2) + sliderTextOffset
|
||||
|
||||
render.DrawText(textOffset, rect.Y+8, sliderTextSize, slider.ValueText(), rl.White)
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue