package game import ( "fmt" "log/slog" "github.com/egoist/mygo/ui" "git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel" ) // Setting is an options row: a choice, or a level. type Setting struct { Name string Choices []string // Max makes a level row, 0 to Max, not Choices. Max int Value *int } // top is the setting's highest value. func (s Setting) top() int { if s.Max > 0 { return s.Max } return len(s.Choices) - 1 } // shown is the setting's value as words. func (s Setting) shown() string { if s.Max > 0 { return fmt.Sprintf("%d/%d", *s.Value, s.Max) } return s.Choices[*s.Value] } type OptionsMenuOptions struct { Disabled bool } type OptionsMenuResult struct { Element *ui.Element Changed bool } // rowH is an options row's height in dots. const rowH = pixel.LineHeight + 2 // OptionsMenu rows settings: Up and Down choose, ◀ ▶ change. func OptionsMenu(c *ui.Context, text string, settings []Setting, row *int, o OptionsMenuOptions) OptionsMenuResult { k := pixel.K(c) if len(settings) == 0 || *row < 0 || *row >= len(settings) { panic(fmt.Sprintf("game: OptionsMenu row %d of %d", *row, len(settings))) } name, value := 0, 0 for _, s := range settings { if (len(s.Choices) > 0) == (s.Max > 0) || s.Value == nil || *s.Value < 0 || *s.Value > s.top() { panic(fmt.Sprintf("game: setting %q needs Choices or Max, and a value in range", s.Name)) } name = max(name, pixel.Measure(s.Name)) value = max(value, 4*s.Max) for _, ch := range s.Choices { value = max(value, pixel.Measure(ch)) } } shell, base, st := pixel.Shell(c, func() *ui.Element { return ui.Box(c).Focusable().Role(ui.RoleList).Label(text).Disabled(o.Disabled) }) res, was := OptionsMenuResult{Element: shell}, *row step := func(d int) { s := settings[*row] if v := *s.Value + d; v >= 0 && v <= s.top() { *s.Value, res.Changed = v, true } } if base.Shortcut(0, ui.KeyUp) && *row > 0 { *row-- } if base.Shortcut(0, ui.KeyDown) && *row < len(settings)-1 { *row++ } if base.Shortcut(0, ui.KeyLeft) { step(-1) } if base.Shortcut(0, ui.KeyRight) { step(1) } // Enter and Space are taken, so clicks come from pointers. base.Shortcut(0, ui.KeyEnter) base.Shortcut(0, ui.KeySpace) aw := pixel.Measure("◀") ax := pixel.Hand.W + 4 + name + 10 vx := ax + aw + 3 bx := vx + value + 3 // A click picks its row; an arrow click steps too. if base.Clicked() { x, y, _ := base.PointerPosition() dx, dy := int(x/k.Dot()), int(y/k.Dot()) if i := dy / rowH; dy >= 0 && i < len(settings) { *row = i switch { case dx >= ax && dx < ax+aw: step(-1) case dx >= bx && dx < bx+aw: step(1) } } } base.Description(settings[*row].Name + ": " + settings[*row].shown()) if res.Changed || *row != was { slog.Debug("8bit: option", "label", text, "setting", settings[*row].Name, "value", settings[*row].shown()) } cur := *row values := make([]int, len(settings)) for i, s := range settings { values[i] = *s.Value } shell.Size(k.D(bx+aw), k.D(len(settings)*rowH)).Draw(func(p *ui.Painter, r ui.Rect) { g := k.Canvas(p, r) for i, s := range settings { y, v := i*rowH, values[i] if i == cur { g.Sprite(0, y+(rowH-pixel.Hand.H)/2, pixel.Hand, 0, pixel.Edge, 1) } g.Text(pixel.Hand.W+4, y, s.Name, pixel.Ink, 1) arrow := func(x int, glyph string, on bool) { ink := pixel.Faint if on { ink = pixel.Accent } g.Text(x, y, glyph, ink, 1) } arrow(ax, "◀", v > 0) arrow(bx, "▶", v < s.top()) if s.Max > 0 { for j := range s.Max { if j < v { g.Rect(vx+j*4, y+5, 3, 7, pixel.Good) } else { g.Checker(vx+j*4, y+5, 3, 7, pixel.Shade) } } continue } ch := s.Choices[v] g.Text(vx+(value-pixel.Measure(ch))/2, y, ch, pixel.Ink, 1) } g.Finish(st) }) return res }