Extended ControlBase. Added/changed Point/PointF/Rectangle (now backed by SDL struct). Tweaked poppy traits.
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1cf13b0ec9
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@ -42,16 +42,10 @@ func run() error {
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defer ctx.Destroy()
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if ctx.Settings.Window.Location == nil {
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ctx.Settings.Window.Location = &tins2020.Point{
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X: sdl.WINDOWPOS_UNDEFINED,
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Y: sdl.WINDOWPOS_UNDEFINED,
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}
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ctx.Settings.Window.Location = tins2020.PtPtr(sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED)
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}
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if ctx.Settings.Window.Size == nil {
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ctx.Settings.Window.Size = &tins2020.Point{
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X: 800,
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Y: 600,
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}
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ctx.Settings.Window.Size = tins2020.PtPtr(800, 600)
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}
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sdl.SetHint(sdl.HINT_RENDER_SCALE_QUALITY, "1")
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@ -74,7 +68,8 @@ func run() error {
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err = ctx.Fonts.LoadDesc(
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tins2020.FontDescriptor{Name: "debug", Path: "fonts/OpenSans-Regular.ttf", Size: 12},
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tins2020.FontDescriptor{Name: "default", Path: "fonts/FiraMono-Regular.ttf", Size: 10},
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tins2020.FontDescriptor{Name: "default", Path: "fonts/FiraMono-Regular.ttf", Size: 16},
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tins2020.FontDescriptor{Name: "small", Path: "fonts/FiraMono-Regular.ttf", Size: 12},
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)
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if err != nil {
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return err
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@ -113,10 +108,10 @@ func run() error {
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switch e.Event {
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case sdl.WINDOWEVENT_MOVED:
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x, y := window.GetPosition()
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ctx.Settings.Window.Location = &tins2020.Point{X: x, Y: y}
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ctx.Settings.Window.Location = tins2020.PtPtr(x, y)
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case sdl.WINDOWEVENT_SIZE_CHANGED:
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w, h := window.GetSize()
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ctx.Settings.Window.Size = &tins2020.Point{X: w, Y: h}
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ctx.Settings.Window.Size = tins2020.PtPtr(w, h)
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}
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case *sdl.KeyboardEvent:
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switch e.Keysym.Sym {
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14
control.go
14
control.go
@ -9,10 +9,18 @@ type Control interface {
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}
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type ControlBase struct {
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Bounds Rectangle
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IsMouseOver bool
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}
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func (b *ControlBase) Handle(*Context, sdl.Event) {}
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func (b *ControlBase) Init(*Context) error { return nil }
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func (b *ControlBase) Handle(ctx *Context, event sdl.Event) {
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switch e := event.(type) {
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case *sdl.MouseMotionEvent:
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b.IsMouseOver = b.Bounds.IsPointInside(e.X, e.Y)
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}
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}
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func (b *ControlBase) Render(*Context) {}
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func (b *ControlBase) Init(*Context) error { return nil }
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13
flower.go
13
flower.go
@ -34,13 +34,14 @@ type FlowerResistance struct {
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// NewPoppyTraits creates the traits of a poppy, a very generic flower that thrives in a moderate climate.
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func NewPoppyTraits() FlowerTraits {
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return FlowerTraits{
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Spread: 0.0007,
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Life: 0.99991,
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// Spread: 0.0011,
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Spread: 0.0011,
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Life: 0.99993,
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Resistance: FlowerResistance{
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Cold: 0.3,
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Hot: 0.3,
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Dry: 0.3,
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Wet: 0.3,
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Cold: 0.5,
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Hot: 0.5,
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Dry: 0.5,
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Wet: 0.5,
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},
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}
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}
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6
fonts.go
6
fonts.go
@ -42,11 +42,11 @@ func (f *Font) RenderCopyAlign(renderer *sdl.Renderer, text string, pos Point, c
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rect := texture.Rect()
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switch align {
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case TextAlignmentLeft:
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texture.Copy(renderer, &sdl.Rect{X: pos.X, Y: pos.Y, W: rect.W, H: rect.H})
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texture.Copy(renderer, RectSize(pos.X, pos.Y, rect.W, rect.H).SDLPtr())
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case TextAlignmentCenter:
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texture.Copy(renderer, &sdl.Rect{X: pos.X - (rect.W / 2), Y: pos.Y, W: rect.W, H: rect.H})
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texture.Copy(renderer, RectSize(pos.X-(rect.W/2), pos.Y, rect.W, rect.H).SDLPtr())
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case TextAlignmentRight:
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texture.Copy(renderer, &sdl.Rect{X: pos.X - rect.W, Y: pos.Y, W: rect.W, H: rect.H})
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texture.Copy(renderer, RectSize(pos.X-rect.W, pos.Y, rect.W, rect.H).SDLPtr())
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}
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return nil
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}
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@ -46,7 +46,7 @@ func (b *ButtonBar) Handle(ctx *Context, event sdl.Event) {
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}
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func (b *ButtonBar) Render(ctx *Context) {
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ctx.Renderer.FillRect(&sdl.Rect{X: b.Left, Y: b.Top, W: b.Left + buttonBarWidth, H: b.Bottom})
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ctx.Renderer.FillRect(Rect(b.Left, b.Top, b.Left+buttonBarWidth, b.Bottom).SDLPtr())
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texture := func(b Button) *Texture {
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if b.IsDisabled {
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texture := ctx.Textures.Texture(b.Disabled)
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@ -97,7 +97,8 @@ func (c *GameControls) Handle(ctx *Context, event sdl.Event) {
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}
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func (c *GameControls) Render(ctx *Context) {
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ctx.Renderer.SetDrawColor(74, 198, 154, 255)
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// ctx.Renderer.SetDrawColor(74, 198, 154, 255) // #4ac69a
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ctx.Renderer.SetDrawColor(53, 109, 173, 255)
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c.menu.Render(ctx)
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c.flowers.Render(ctx)
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}
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26
point.go
26
point.go
@ -1,18 +1,34 @@
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package tins2020
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import "github.com/veandco/go-sdl2/sdl"
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type Point struct {
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X, Y int32
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sdl.Point
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}
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func (p Point) Add(q Point) Point { return Pt(p.X+q.X, p.Y+q.Y) }
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func (p Point) In(r Rectangle) bool { return r.IsPointInsidePt(p) }
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type PointF struct {
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X, Y float32
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sdl.FPoint
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}
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func (p PointF) Add(q PointF) PointF { return PtF(p.X+q.X, p.Y+q.Y) }
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func (p PointF) Add(q PointF) PointF {
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return PtF(p.X+q.X, p.Y+q.Y)
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}
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func (p PointF) Sub(q PointF) PointF { return PtF(p.X-q.X, p.Y-q.Y) }
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func Pt(x, y int32) Point { return Point{x, y} }
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func PtF(x, y float32) PointF { return PointF{x, y} }
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func Pt(x, y int32) Point { return Point{sdl.Point{X: x, Y: y}} }
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func PtF(x, y float32) PointF { return PointF{sdl.FPoint{X: x, Y: y}} }
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func PtPtr(x, y int32) *Point {
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p := Pt(x, y)
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return &p
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}
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func PtFPtr(x, y float32) *PointF {
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p := PtF(x, y)
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return &p
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}
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@ -11,7 +11,7 @@ type projection struct {
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zoom float32
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zoomInv float32
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windowRect sdl.Rect
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windowRect Rectangle
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tileScreenDelta PointF
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tileScreenDeltaInv PointF
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tileScreenOffset Point
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@ -64,7 +64,7 @@ func (p *projection) update(renderer *sdl.Renderer) {
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log.Fatal(err)
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}
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p.windowCenter = Pt(windowW/2, windowH/2)
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p.windowRect = sdl.Rect{X: buttonBarWidth, Y: 0, W: windowW - 2*buttonBarWidth, H: windowH - 0}
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p.windowRect = RectSize(buttonBarWidth, 0, windowW-2*buttonBarWidth, windowH)
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}
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func (p *projection) visibleTiles(action func(int32, int32, Point)) {
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28
rect.go
Normal file
28
rect.go
Normal file
@ -0,0 +1,28 @@
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package tins2020
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import "github.com/veandco/go-sdl2/sdl"
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type Rectangle struct {
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sdl.Rect
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}
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func (r Rectangle) IsPointInside(x, y int32) bool {
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return x >= r.X && x < r.X+r.W && y >= r.Y && y < r.Y+r.H
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}
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func (r Rectangle) IsPointInsidePt(p Point) bool { return r.IsPointInside(p.X, p.Y) }
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func Rect(x1, y1, x2, y2 int32) Rectangle {
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if x1 > x2 {
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x1, x2 = x2, x1
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}
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if y1 > y2 {
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y1, y2 = y2, y1
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}
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return Rectangle{sdl.Rect{X: x1, Y: y1, W: x2 - x1, H: y2 - y1}}
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}
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func RectSize(x, y, w, h int32) Rectangle { return Rectangle{sdl.Rect{X: x, Y: y, W: w, H: h}} }
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func (r Rectangle) SDL() sdl.Rect { return r.Rect }
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func (r Rectangle) SDLPtr() *sdl.Rect { return &r.Rect }
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@ -35,24 +35,25 @@ func (r *terrainRenderer) Handle(ctx *Context, event sdl.Event) {
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if e.Button == sdl.BUTTON_LEFT {
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r.interact.mouseLeftDown = e.Type == sdl.MOUSEBUTTONDOWN
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if r.interact.mouseLeftDown && r.interact.mouseDrag == nil {
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r.interact.mouseDrag = &Point{e.X, e.Y}
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r.interact.mouseDrag = PtPtr(e.X, e.Y)
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} else if !r.interact.mouseLeftDown && r.interact.mouseDrag != nil {
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r.interact.mouseDrag = nil
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}
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}
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case *sdl.MouseMotionEvent:
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if insideRect(e.X, e.Y, &r.project.windowRect) {
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if r.project.windowRect.IsPointInside(e.X, e.Y) {
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hover := r.project.screenToMap(e.X, e.Y)
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r.hover = &Point{X: int32(Round32(hover.X)), Y: int32(Round32(hover.Y))}
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r.hover = PtPtr(int32(Round32(hover.X)), int32(Round32(hover.Y)))
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} else {
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r.hover = nil
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}
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if r.interact.mouseDrag != nil {
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r.project.center = r.project.center.Sub(r.project.screenToMapRel(e.X-r.interact.mouseDrag.X, e.Y-r.interact.mouseDrag.Y))
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r.project.update(ctx.Renderer)
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r.interact.mouseDrag = &Point{e.X, e.Y}
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r.interact.mouseDrag = PtPtr(e.X, e.Y)
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}
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case *sdl.MouseWheelEvent:
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if r.project.windowRect.IsPointInside(e.X, e.Y) {
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if e.Y > 0 && r.project.zoom > .5 {
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r.project.zoom *= .5
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r.project.update(ctx.Renderer)
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@ -60,6 +61,7 @@ func (r *terrainRenderer) Handle(ctx *Context, event sdl.Event) {
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r.project.zoom *= 2
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r.project.update(ctx.Renderer)
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}
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}
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case *sdl.WindowEvent:
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if e.Event == sdl.WINDOWEVENT_RESIZED {
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r.project.update(ctx.Renderer)
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@ -67,12 +69,6 @@ func (r *terrainRenderer) Handle(ctx *Context, event sdl.Event) {
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}
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}
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func insideRect(x, y int32, rect *sdl.Rect) bool {
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return x >= rect.X && x < rect.X+rect.W && y >= rect.Y && y < rect.Y+rect.H
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}
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func insideRectPt(p Point, rect *sdl.Rect) bool { return insideRect(p.X, p.Y, rect) }
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func (r *terrainRenderer) Render(ctx *Context) {
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toTileTexture := func(x, y int32) *Texture {
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temp := r.terrain.Temp.Value(x, y)
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