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button.go
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button.go
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// Copyright 2016 Josh Deprez
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package awakengine
import (
"log"
"github.com/DrJosh9000/vec"
)
type Button struct {
*Bubble
*Text
Action func()
added bool
}
func NewButton(text string, action func(), bounds vec.Rect, parent *View) *Button {
if config.Debug {
log.Printf("NewButton: text %q, bounds %v", text, bounds)
}
sz := bounds.Size()
bk, _ := game.BubbleKey()
b := &Button{
Action: action,
Bubble: &Bubble{
View: &View{},
Key: bk,
},
Text: &Text{
View: &View{},
Text: text,
Font: game.Font(),
},
}
b.Bubble.View.SetParent(parent)
b.Bubble.View.SetBounds(bounds)
b.Bubble.View.SetZ(1)
b.Text.View.SetParent(b.Bubble.View)
b.Text.View.SetZ(1)
// Initial size is inset from the bubble by the bubble part size on all sides.
sz = sz.Sub(bubblePartSize.Mul(2))
b.Text.View.SetSize(sz)
b.Text.Layout(true)
// Text should now have the minimal size. Centre the text within button, but offset slightly.
b.Text.View.SetPosition(bounds.Size().Sub(b.Text.View.Size()).Div(2).Sub(vec.I2{1, 1}))
return b
}
func (b *Button) Dispose() {
b.Bubble.Dispose()
b.Bubble = nil
b.Text = nil
}
func (b *Button) Handle(e *Event) (handled bool) {
k1, k2 := game.BubbleKey()
if b.Bubble.View.Bounds().Contains(e.ScreenPos) {
switch {
case e.MouseDown:
b.Text.Invert = true
b.Bubble.Key = k2
case e.Type == EventMouseUp:
b.Text.Invert = false
b.Bubble.Key = k1
if b.Action != nil {
b.Action()
}
return true
}
return false
}
b.Text.Invert = false
b.Bubble.Key = k1
return false
}
func (b *Button) AddToScene(s *Scene) {
if b.added {
return
}
b.added = true
b.Bubble.AddToScene(s)
b.Text.AddToScene(s)
}