Added configurable land dialog

master
Mark 2024-01-25 21:58:41 -08:00
parent f184a40877
commit cb68e9d376
Signed by: Mark
GPG Key ID: C6D63995FE72FD80
6 changed files with 431 additions and 115 deletions

18
content/ui.toml Normal file
View File

@ -0,0 +1,18 @@
[ui.landed]
frame.sprite = "ui::planet"
frame.pos = [0.0, 0.0]
frame.dim = [800.0, 800.0]
landscape.mask = "ui::landscapemask"
landscape.pos = [32.0, 75.0]
landscape.dim = [344.0, 173.0]
landscape.loc_div = 512
button.sprite = "ui::planet::button"
button.pos = [356, 90]
button.dim = [113.569, 20]
button.loc_div = 512
button.on_mouse_enter.edge = "on:top"
button.on_mouse_enter.duration = 0.1
button.on_mouse_leave.edge = "off:top"
button.on_mouse_leave.duration = 0.1

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@ -33,6 +33,7 @@ mod syntax {
use crate::{
config,
part::{effect, faction, outfit, ship, sprite, system},
ui,
};
#[derive(Debug, Deserialize)]
@ -44,6 +45,7 @@ mod syntax {
pub faction: Option<HashMap<String, faction::syntax::Faction>>,
pub effect: Option<HashMap<String, effect::syntax::Effect>>,
pub config: Option<config::syntax::Config>,
pub ui: Option<ui::syntax::Ui>,
}
fn merge_hashmap<K, V>(
@ -81,6 +83,7 @@ mod syntax {
faction: None,
effect: None,
config: None,
ui: None,
}
}
@ -96,6 +99,7 @@ mod syntax {
.with_context(|| "while merging factions")?;
merge_hashmap(&mut self.effect, other.effect)
.with_context(|| "while merging effects")?;
if self.config.is_some() {
if other.config.is_some() {
bail!("invalid content dir, multiple config tables")
@ -103,6 +107,15 @@ mod syntax {
} else {
self.config = other.config;
}
if self.ui.is_some() {
if other.ui.is_some() {
bail!("invalid content dir, multiple ui tables")
}
} else {
self.ui = other.ui;
}
return Ok(());
}
}
@ -159,6 +172,7 @@ pub struct Content {
factions: Vec<Faction>,
effects: Vec<Effect>,
config: Config,
ui: Option<Ui>,
}
// Loading methods
@ -227,6 +241,7 @@ impl Content {
factions: Vec::new(),
effects: Vec::new(),
sprite_index: HashMap::new(),
ui: None,
};
// TODO: enforce sprite and image limits
@ -239,6 +254,7 @@ impl Content {
&mut content,
)?;
}
if root.effect.is_some() {
part::effect::Effect::build(
root.effect.take().unwrap(),
@ -247,6 +263,10 @@ impl Content {
)?;
}
if root.ui.is_some() {
part::ui::Ui::build(root.ui.take().unwrap(), &mut build_context, &mut content)?;
}
// Order below this line does not matter
if root.ship.is_some() {
part::ship::Ship::build(root.ship.take().unwrap(), &mut build_context, &mut content)?;
@ -353,4 +373,9 @@ impl Content {
pub fn get_config(&self) -> &Config {
return &self.config;
}
/// Get ui configuration
pub fn get_ui(&self) -> &Ui {
return self.ui.as_ref().unwrap();
}
}

View File

@ -8,6 +8,7 @@ pub(crate) mod outfitspace;
pub(crate) mod ship;
pub(crate) mod sprite;
pub(crate) mod system;
pub(crate) mod ui;
pub use config::Config;
pub use effect::*;
@ -20,3 +21,4 @@ pub use ship::{
};
pub use sprite::*;
pub use system::{System, SystemObject};
pub use ui::*;

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@ -0,0 +1,250 @@
use anyhow::{Context, Result};
use nalgebra::{Point2, Vector2};
use crate::{handle::SpriteHandle, Content, ContentBuildContext, SectionEdge};
pub(crate) mod syntax {
use crate::{sprite::syntax::SectionEdge, Content, ContentBuildContext};
use anyhow::{bail, Context, Result};
use nalgebra::{Point2, Vector2};
use serde::Deserialize;
// Raw serde syntax structs.
// These are never seen by code outside this crate.
#[derive(Debug, Deserialize)]
pub struct Ui {
pub landed: UiLanded,
}
#[derive(Debug, Deserialize)]
pub struct UiLanded {
pub frame: UiSprite,
pub landscape: UiSprite,
pub button: UiSprite,
}
#[derive(Debug, Deserialize)]
pub struct UiSprite {
pub sprite: Option<String>,
pub pos: [f32; 2],
pub dim: [f32; 2],
pub loc_div: Option<f32>,
pub mask: Option<String>,
pub on_mouse_enter: Option<EdgeSpec>,
pub on_mouse_leave: Option<EdgeSpec>,
}
#[derive(Debug, Deserialize)]
pub struct EdgeSpec {
pub edge: SectionEdge,
pub duration: f32,
}
impl UiSprite {
pub fn build(
self,
build_context: &ContentBuildContext,
ct: &Content,
// If true, this ui sprite will be positioned relative to another
is_child: bool,
// If true, fail if self.sprite is missing.
// If false, fail if self.sprite exists.
// This is false for sprites that may change---for example, planet landscapes
should_have_sprite: bool,
) -> Result<super::UiSpriteConfig> {
let sprite = {
if should_have_sprite {
if self.sprite.is_none() {
bail!("no sprite given, but expected a value")
}
match ct.sprite_index.get(self.sprite.as_ref().unwrap()) {
None => bail!("ui sprite `{}` doesn't exist", self.sprite.unwrap()),
Some(t) => Some(*t),
}
} else {
if self.sprite.is_some() {
bail!("got a sprite, but didn't expect one")
}
None
}
};
let mask = if let Some(mask) = self.mask {
Some(match ct.sprite_index.get(&mask) {
None => bail!("mask `{}` doesn't exist", mask),
Some(t) => *t,
})
} else {
None
};
let on_mouse_enter = {
if let Some(x) = self.on_mouse_enter {
if sprite.is_none() {
bail!("got `on_mouse_enter` on a ui element with no fixed sprite")
}
Some(
x.edge
.resolve_as_edge(sprite.unwrap(), build_context, x.duration)
.with_context(|| format!("failed to resolve mouse enter edge"))?,
)
} else {
None
}
};
let on_mouse_leave = {
if let Some(x) = self.on_mouse_leave {
if sprite.is_none() {
bail!("got `on_mouse_leave` on a ui element with no fixed sprite")
}
Some(
x.edge
.resolve_as_edge(sprite.unwrap(), build_context, x.duration)
.with_context(|| format!("failed to resolve mouse leave edge"))?,
)
} else {
None
}
};
let d = self.loc_div.unwrap_or(1.0);
let rect = {
if is_child {
super::UiSpriteRect::Relative {
pos: Point2::new(self.pos[0], self.pos[1]) / d,
dim: Vector2::new(self.dim[0], self.dim[1]) / d,
}
} else {
super::UiSpriteRect::Absolute {
pos: Point2::new(self.pos[0], self.pos[1]) / d,
dim: Vector2::new(self.dim[0], self.dim[1]) / d,
}
}
};
return Ok(super::UiSpriteConfig {
sprite,
mask,
on_mouse_enter,
on_mouse_leave,
rect,
});
}
}
}
/// UI Configuration
#[derive(Debug, Clone)]
pub struct Ui {
/// Landed interface frame
pub landed_frame: UiSpriteConfig,
/// Landed interface image
pub landed_landscape: UiSpriteConfig,
/// Test button
pub landed_button: UiSpriteConfig,
}
/// A UI sprite's position
#[derive(Debug, Clone)]
pub enum UiSpriteRect {
/// Positioning relative to a parent sprite
Relative {
// Note that both pos and dim include transparent pixels,
// of this sprite AND its parent.
// We use the top left corner here because that's how inkscape
// positions its objects. This makes it very easy to compute position.
// TODO: maybe add anchors here too?
/// The position of this sprite's northeast corner, relative to its parent's NE corner.
/// Positive X is right, positive Y is down.
pos: Point2<f32>,
/// This sprite's w and h, as a fraction of the parent's width and height.
dim: Vector2<f32>,
},
/// Absolute positioning
Absolute {
/// The position of the center of this sprite, in logical pixels,
/// with 0, 0 at the center of the screen
pos: Point2<f32>,
/// This sprite's w and h, in logical pixels.
dim: Vector2<f32>,
},
}
impl UiSpriteRect {
/// Get this rectangle's position
pub fn get_pos(&self) -> &Point2<f32> {
match self {
Self::Relative { pos, .. } => pos,
Self::Absolute { pos, .. } => pos,
}
}
/// Get this rectangle's dimensions
pub fn get_dim(&self) -> &Vector2<f32> {
match self {
Self::Relative { dim, .. } => dim,
Self::Absolute { dim, .. } => dim,
}
}
}
/// A single UI sprite instance
#[derive(Debug, Clone)]
pub struct UiSpriteConfig {
/// The sprite to show
pub sprite: Option<SpriteHandle>,
/// The mask to use
pub mask: Option<SpriteHandle>,
/// This sprite's position and size
pub rect: UiSpriteRect,
/// Animation edge to take when mouse enters this sprite
pub on_mouse_enter: Option<SectionEdge>,
/// Animation edge to take when mouse leaves this sprite
pub on_mouse_leave: Option<SectionEdge>,
}
impl crate::Build for Ui {
type InputSyntaxType = syntax::Ui;
fn build(
ui: Self::InputSyntaxType,
build_context: &mut ContentBuildContext,
ct: &mut Content,
) -> Result<()> {
ct.ui = Some(Ui {
landed_frame: ui
.landed
.frame
.build(build_context, ct, false, true)
.with_context(|| format!("in ui config (frame)"))?,
landed_landscape: ui
.landed
.landscape
.build(build_context, ct, true, false)
.with_context(|| format!("in ui config (image)"))?,
landed_button: ui
.landed
.button
.build(build_context, ct, true, true)
.with_context(|| format!("in ui config (button)"))?,
});
return Ok(());
}
}

View File

@ -10,7 +10,9 @@ pub(super) struct Planet {
// UI elements
planet_desc: UiTextArea,
planet_name: UiTextArea,
sprite: UiSprite,
frame: UiSprite,
landscape: UiSprite,
button: UiSprite,
/// What object we're displaying currently.
/// Whenever this changes, we need to reflow text.
@ -21,32 +23,13 @@ pub(super) struct Planet {
impl Planet {
pub fn new(ct: &Content, state: &mut RenderState) -> Self {
let mut sprite = UiSprite::new(
ct.get_sprite_handle("ui::planet"),
None,
SpriteRect {
pos: Point2::new(0.0, 0.0),
dim: Vector2::new(800.0, 800.0),
},
);
sprite.add_child_under(Box::new(UiSprite::new(
let frame = UiSprite::from(ct, &ct.get_ui().landed_frame);
let button = UiSprite::from(ct, &ct.get_ui().landed_button);
let landscape = UiSprite::from_with_sprite(
ct,
&ct.get_ui().landed_landscape,
ct.get_sprite_handle("ui::landscape::test"),
Some(ct.get_sprite_handle("ui::landscapemask")),
SpriteRect {
pos: Point2::new(32.0, 75.0) / 512.0,
dim: Vector2::new(344.0, 173.0) / 512.0,
},
)));
sprite.add_child_under(Box::new(UiSprite::new(
ct.get_sprite_handle("ui::planet::button"),
None,
SpriteRect {
pos: Point2::new(375.0, 90.0) / 512.0,
dim: Vector2::new(113.569, 20.0) / 512.0,
},
)));
);
let s = Self {
// height of element in logical pixels
@ -55,9 +38,9 @@ impl Planet {
planet_desc: UiTextArea::new(
ct,
state,
ct.get_sprite_handle("ui::planet"),
frame.get_sprite(),
Point2::new(0.0, 0.0),
800.0,
frame.get_height(),
SpriteRect {
pos: Point2::new(25.831, 284.883) / 512.0,
dim: Vector2::new(433.140, 97.220) / 512.0,
@ -70,9 +53,9 @@ impl Planet {
planet_name: UiTextArea::new(
ct,
state,
ct.get_sprite_handle("ui::planet"),
frame.get_sprite(),
Point2::new(0.0, 0.0),
800.0,
frame.get_height(),
SpriteRect {
pos: Point2::new(165.506, 82.0) / 512.0,
dim: Vector2::new(74.883, 17.0) / 512.0,
@ -82,9 +65,9 @@ impl Planet {
Align::Center,
),
// TODO: use both dimensions,
// not just height
sprite,
frame,
landscape,
button,
};
return s;
@ -134,8 +117,16 @@ impl Planet {
self.reflow(planet, state);
}
self.button.step(input, state);
self.landscape.step(input, state);
self.frame.step(input, state);
// Draw elements
self.sprite.push_to_buffer(input, state);
self.button
.push_to_buffer(input, state, Some(self.frame.get_rect(input)));
self.landscape
.push_to_buffer(input, state, Some(self.frame.get_rect(input)));
self.frame.push_to_buffer(input, state, None);
}
pub fn get_textarea(&self, input: &RenderInput, state: &RenderState) -> [TextArea; 2] {

View File

@ -1,119 +1,145 @@
use galactica_content::SpriteHandle;
use galactica_content::{Content, SectionEdge, SpriteAutomaton, SpriteHandle, UiSpriteConfig};
use galactica_util::to_radians;
use nalgebra::{Point2, Vector2};
use super::{SpriteRect, UiElement};
use super::SpriteRect;
use crate::{vertexbuffer::types::UiInstance, PositionAnchor, RenderInput, RenderState};
pub struct UiSprite {
sprite: SpriteHandle,
pub anim: SpriteAutomaton,
mask: Option<SpriteHandle>,
rect: SpriteRect,
children_under: Vec<Box<dyn UiElement>>,
children_above: Vec<Box<dyn UiElement>>,
has_mouse: bool,
on_mouse_enter: Option<SectionEdge>,
on_mouse_leave: Option<SectionEdge>,
}
impl UiSprite {
pub fn new(sprite: SpriteHandle, mask: Option<SpriteHandle>, rect: SpriteRect) -> Self {
pub fn from(ct: &Content, ui: &UiSpriteConfig) -> Self {
Self::from_with_sprite(ct, ui, ui.sprite.unwrap())
}
pub fn from_with_sprite(ct: &Content, ui: &UiSpriteConfig, sprite: SpriteHandle) -> Self {
if ui.sprite.is_none() {
unreachable!("called `UiSprite.from()` on a UiSprite with a None sprite!")
}
return Self {
sprite,
mask,
rect,
children_under: Vec::new(),
children_above: Vec::new(),
anim: SpriteAutomaton::new(ct, sprite),
mask: ui.mask,
rect: SpriteRect {
pos: *ui.rect.get_pos(),
dim: *ui.rect.get_dim(),
},
has_mouse: false,
on_mouse_enter: ui.on_mouse_enter,
on_mouse_leave: ui.on_mouse_leave,
};
}
/// Add a child under this sprite
pub fn add_child_under(&mut self, child: Box<dyn UiElement>) {
self.children_under.push(child);
pub fn step(&mut self, input: &RenderInput, state: &RenderState) {
if self.contains_mouse(input, state, Some(self.get_rect(input)))
&& !self.has_mouse
&& self.on_mouse_enter.is_some()
{
self.has_mouse = true;
self.anim.jump_to(input.ct, self.on_mouse_enter.unwrap())
}
if !self.contains_mouse(input, state, Some(self.get_rect(input)))
&& self.has_mouse
&& self.on_mouse_leave.is_some()
{
self.has_mouse = false;
self.anim.jump_to(input.ct, self.on_mouse_leave.unwrap())
}
self.anim.step(input.ct, input.time_since_last_run);
}
/// Add a child above this sprite
//pub fn add_child_above(&mut self, child: Box<dyn UiElement>) {
// self.children_above.push(child);
//}
pub fn contains_mouse(
&self,
input: &RenderInput,
state: &RenderState,
parent: Option<SpriteRect>,
) -> bool {
let rect = self.get_relative_rect(input, parent);
/// Add this image to the gpu sprite buffer
pub fn push_to_buffer(&self, input: &RenderInput, state: &mut RenderState) {
let fac = state.window.scale_factor() as f32;
let window_size = Vector2::new(
state.window_size.width as f32 / fac,
state.window_size.height as f32 / fac,
);
let pos = input.player.input.get_mouse_pos();
let mouse_pos = Vector2::new(
pos.x / fac - window_size.x / 2.0,
window_size.y / 2.0 - pos.y / fac,
);
let ne = rect.ne_corner();
let sw = rect.sw_corner();
return (mouse_pos.y < ne.y && mouse_pos.y > sw.y)
&& (mouse_pos.x > ne.x && mouse_pos.x < sw.x);
}
pub fn get_rect(&self, input: &RenderInput) -> SpriteRect {
let pos = Point2::new(self.rect.pos.x, self.rect.pos.y);
let dim = Vector2::new(
self.rect.dim.y * input.ct.get_sprite(self.sprite).aspect,
self.rect.dim.y * input.ct.get_sprite(self.anim.get_sprite()).aspect,
self.rect.dim.y,
);
for c in &self.children_under {
c.push_to_buffer_child(input, state, pos, dim);
}
return SpriteRect { dim, pos };
}
let sprite = input.ct.get_sprite(self.sprite);
let texture_a = sprite.get_first_frame(); // ANIMATE
pub fn get_relative_rect(&self, input: &RenderInput, parent: Option<SpriteRect>) -> SpriteRect {
if let Some(parent) = parent {
let zero = Point2::new(
parent.pos.x - (parent.dim.x / 2.0),
parent.pos.y + (parent.dim.y / 2.0),
);
state.push_ui_buffer(UiInstance {
anchor: PositionAnchor::CC.to_int(),
position: pos.into(),
angle: to_radians(90.0),
size: dim.y,
color: [1.0, 1.0, 1.0, 1.0],
texture_index: [texture_a, texture_a],
texture_fade: 1.0,
mask_index: self
.mask
.map(|x| {
let sprite = input.ct.get_sprite(x);
let texture_b = sprite.get_first_frame(); // ANIMATE
[1, texture_b]
})
.unwrap_or([0, 0]),
});
let mut pos = zero
+ Vector2::new(
self.rect.pos.x * parent.dim.x,
-self.rect.pos.y * parent.dim.y,
);
let dim = Vector2::new(
self.rect.dim.x * parent.dim.x,
self.rect.dim.y * parent.dim.y,
);
for c in &self.children_above {
c.push_to_buffer_child(input, state, pos, dim);
pos += Vector2::new(dim.x, -dim.y) / 2.0;
return SpriteRect { dim, pos };
} else {
return self.get_rect(input);
}
}
}
impl UiElement for UiSprite {
/// Add this image to the gpu sprite buffer,
/// as a child of another sprite
fn push_to_buffer_child(
/// Add this image to the gpu sprite buffer
pub fn push_to_buffer(
&self,
input: &RenderInput,
state: &mut RenderState,
parent_pos: Point2<f32>,
parent_size: Vector2<f32>,
parent: Option<SpriteRect>,
) {
let zero = Point2::new(
parent_pos.x - (parent_size.x / 2.0),
parent_pos.y + (parent_size.y / 2.0),
);
let pos = zero
+ Vector2::new(
self.rect.pos.x * parent_size.x,
-self.rect.pos.y * parent_size.y,
);
let dim = Vector2::new(
self.rect.dim.x * parent_size.x,
self.rect.dim.y * parent_size.y,
);
for c in &self.children_under {
c.push_to_buffer_child(input, state, pos, dim);
}
let sprite = input.ct.get_sprite(self.sprite);
let texture_a = sprite.get_first_frame(); // ANIMATE
let rect = self.get_relative_rect(input, parent.clone());
// TODO: use both dimensions,
// not just height
let anim_state = self.anim.get_texture_idx();
state.push_ui_buffer(UiInstance {
anchor: PositionAnchor::CNw.to_int(),
position: pos.into(),
anchor: PositionAnchor::CC.to_int(),
position: rect.pos.into(),
angle: to_radians(90.0),
size: dim.y,
size: rect.dim.y,
color: [1.0, 1.0, 1.0, 1.0],
texture_index: [texture_a, texture_a],
texture_fade: 1.0,
texture_index: anim_state.texture_index(),
texture_fade: anim_state.fade,
mask_index: self
.mask
.map(|x| {
@ -123,9 +149,13 @@ impl UiElement for UiSprite {
})
.unwrap_or([0, 0]),
});
}
for c in &self.children_above {
c.push_to_buffer_child(input, state, pos, dim);
}
pub fn get_sprite(&self) -> SpriteHandle {
self.anim.get_sprite()
}
pub fn get_height(&self) -> f32 {
self.rect.dim.y
}
}