holy crap click handling works too
This commit was merged in pull request #5.
This commit is contained in:
@@ -9,7 +9,7 @@ import (
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"github.com/hajimehoshi/ebiten/v2/vector"
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)
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func New(ops ...Option) elements.ElementFunc {
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func New(ops ...Option) elements.InitFunc {
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return func(d elements.Bounds) elements.Element {
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b := Block{
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ContainerBounds: d,
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@@ -41,8 +41,8 @@ func (b *Block) Size() (w, h float64) {
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return
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}
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func (b *Block) Draw(image *ebiten.Image) (w, h float64) {
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w, h = b.Size()
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func (b *Block) Draw(image *ebiten.Image) {
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w, h := b.Size()
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if b.backgroundColor != nil {
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vector.DrawFilledRect(
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image,
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@@ -1,70 +0,0 @@
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package elements
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//
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//import (
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// "image/color"
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//)
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//
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//type xAlign int
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//type yAlign int
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//
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//const (
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// AlignCente xAlign = iota
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// AlignLeft
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// AlignRight
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//)
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//
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//const (
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// AlignCenter yAlign = iota
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// AlignTop
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// AlignBottom
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//)
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//
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//type Button struct {
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// mouseHandler
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// block
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// Label string
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// OnClick func() error
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// OnRightClick func() error
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// Style struct {
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// MouseDownColor *color.Color
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// }
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//}
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//
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//func (b *Button) HandleClick(_ MouseState) error {
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// if b.OnClick == nil {
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// return nil
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// }
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// return b.OnClick()
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//}
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//
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//
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//func (b *Button) getFont() font.Face {
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// if b.block.Font == nil {
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// return ux.FontFace
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// }
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//
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// return *b.block.block.Font
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//}
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//
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//func (b *Button) backgroundColor() color.Color {
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// var c *color.Color
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// if b.block.block.BackgroundColor != nil {
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// c = b.block.block.BackgroundColor
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// } else {
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// c = &ux.BackgroundColor
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// }
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//
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// if (b.mouseState.RightDown || b.mouseState.LeftDown) && b.Style.MouseDownColor != nil {
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// c = b.Style.MouseDownColor
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// }
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//
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// return *c
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//}
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//
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//func (b *Button) Draw(ctx context.Context, image *ebiten.Image) error {
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//
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// vector.StrokeRect(image, xz, yz, w, h, 1, b.backgroundColor(), true)
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//
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// return nil
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//}
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50
common/elements/v1/buttons/button.go
Normal file
50
common/elements/v1/buttons/button.go
Normal file
@@ -0,0 +1,50 @@
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package buttons
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import (
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"git.vezzani.net/ben/games/common/elements/v1"
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"git.vezzani.net/ben/games/common/elements/v1/blocks"
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"git.vezzani.net/ben/games/common/elements/v1/mouse"
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)
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func New(ops ...Option) elements.InitFunc {
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return func(bounds elements.Bounds) elements.Element {
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b := Button{
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Block: blocks.Block{ContainerBounds: bounds},
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}
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for op := range ops {
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ops[op](&b)
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}
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return &b
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}
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}
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type Button struct {
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blocks.Block
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onClick func(ms mouse.State)
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onMouseDown func(ms mouse.State)
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onMouseUp func(ms mouse.State)
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}
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func (b *Button) HandleMouseEvent(ms mouse.State) bool {
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if !b.Block.ContainerBounds.Contains(elements.Point{
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X: float64(ms.X),
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Y: float64(ms.Y),
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}) {
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return false
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}
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switch {
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case b.onClick != nil && (ms.RightClicked || ms.LeftClicked):
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b.onClick(ms)
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return true
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case b.onMouseUp != nil && (ms.RightChanged && !ms.RightDown || ms.LeftChanged && !ms.LeftDown):
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b.onMouseUp(ms)
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return true
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case b.onMouseDown != nil && (ms.RightChanged && ms.RightDown || ms.LeftChanged && ms.LeftDown):
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b.onMouseDown(ms)
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return true
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}
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return false
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}
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32
common/elements/v1/buttons/options.go
Normal file
32
common/elements/v1/buttons/options.go
Normal file
@@ -0,0 +1,32 @@
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package buttons
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import (
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"git.vezzani.net/ben/games/common/elements/v1/blocks"
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"git.vezzani.net/ben/games/common/elements/v1/mouse"
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)
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type Option func(button *Button)
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func OnClick(f func(ms mouse.State)) Option {
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return func(button *Button) {
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button.onClick = f
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}
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}
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func OnMouseDown(f func(ms mouse.State)) Option {
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return func(button *Button) {
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button.onMouseDown = f
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}
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}
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func OnMouseUp(f func(ms mouse.State)) Option {
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return func(button *Button) {
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button.onMouseUp = f
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}
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}
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func BlockOpt(o blocks.Option) Option {
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return func(s *Button) {
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o(&s.Block)
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}
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}
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@@ -1,22 +1,15 @@
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package elements
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import (
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"git.vezzani.net/ben/games/common/elements/v1/mouse"
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"github.com/hajimehoshi/ebiten/v2"
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)
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type ElementFunc func(Bounds) Element
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type Clickable interface {
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}
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type Mouseable interface {
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}
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type InitFunc func(Bounds) Element
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type Element interface {
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HandleMouseEvent(s mouse.State) bool
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Size() (w, h float64)
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Draw(image *ebiten.Image) (w, h float64)
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Draw(image *ebiten.Image)
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}
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type Point struct {
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@@ -27,3 +20,7 @@ type Bounds struct {
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Min Point
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Width, Height float64
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}
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func (b *Bounds) Contains(p Point) bool {
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return p.X >= b.Min.X && p.X <= b.Min.X+b.Width && p.Y >= b.Min.Y && p.Y <= b.Min.Y+b.Height
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}
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@@ -1,6 +1,7 @@
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package mouse
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import (
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"git.vezzani.net/ben/games/common/elements/v1"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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)
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@@ -11,6 +12,14 @@ func (n NopHandler) HandleMouseEvent(s State) bool {
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return false
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}
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type ChildrenProvider interface {
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GetChildren() []elements.Element
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}
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type EventHandler interface {
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HandleMouseEvent(s State) bool
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}
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type State struct {
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X, Y int
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LeftDown, RightDown bool
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@@ -19,13 +28,30 @@ type State struct {
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Clicked bool
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}
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//func ClickHandler(e elements.Element) func() bool {
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// newState := StateBuilder()
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// return func() bool {
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// _ = newState()
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// if
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// }
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//}
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func Handler(e elements.Element) func() bool {
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newState := StateBuilder()
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ms := newState()
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return func() bool {
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ms = newState()
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return propagateMouse(e, ms)
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}
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}
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func propagateMouse(e elements.Element, ms State) bool {
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if p, ok := e.(ChildrenProvider); ok {
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for _, c := range p.GetChildren() {
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if propagateMouse(c, ms) {
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return true
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}
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}
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}
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if e, ok := e.(EventHandler); ok {
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return e.HandleMouseEvent(ms)
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}
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return false
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}
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func StateBuilder() func() State {
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prevState := State{}
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@@ -57,6 +83,8 @@ func StateBuilder() func() State {
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state.LeftChanged = state.LeftDown != prevState.LeftDown
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state.RightChanged = state.RightDown != prevState.RightDown
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state.LeftClicked = state.LeftChanged && state.LeftDown
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state.RightClicked = state.RightChanged && state.RightDown
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prevState = state
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return state
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@@ -13,9 +13,9 @@ func BlockOpt(o blocks.Option) Option {
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}
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}
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func Children(children ...elements.ElementFunc) Option {
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func Children(children ...elements.InitFunc) Option {
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return func(s *Stack) {
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s.children = children
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s.childrenInit = children
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}
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}
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@@ -8,7 +8,7 @@ import (
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"github.com/hajimehoshi/ebiten/v2"
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)
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func New(ops ...Option) elements.ElementFunc {
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func New(ops ...Option) elements.InitFunc {
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return func(d elements.Bounds) elements.Element {
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s := Stack{
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Block: blocks.Block{ContainerBounds: d},
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@@ -16,6 +16,26 @@ func New(ops ...Option) elements.ElementFunc {
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for op := range ops {
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ops[op](&s)
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}
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d.Width, d.Height = s.Block.Size()
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if s.horizontal {
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d.Width /= float64(len(s.childrenInit))
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} else {
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d.Height /= float64(len(s.childrenInit))
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}
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s.Children = make([]elements.Element, len(s.childrenInit))
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var offsetX, offsetY float64
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for i := range s.childrenInit {
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s.Children[i] = s.childrenInit[i](d)
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offsetX, offsetY = s.Children[i].Size()
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if s.horizontal {
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d.Min.X += offsetX
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} else {
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d.Min.Y += offsetY
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}
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}
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return &s
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}
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}
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@@ -23,29 +43,19 @@ func New(ops ...Option) elements.ElementFunc {
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type Stack struct {
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blocks.Block
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mouse.NopHandler
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horizontal bool
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children []elements.ElementFunc
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horizontal bool
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childrenInit []elements.InitFunc
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Children []elements.Element
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}
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func (s *Stack) Draw(image *ebiten.Image) (w, h float64) {
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func (s *Stack) Draw(image *ebiten.Image) {
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s.Block.Draw(image)
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d := s.ContainerBounds
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d.Width, d.Height = s.Block.Size()
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if s.horizontal {
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d.Width /= float64(len(s.children))
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} else {
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d.Height /= float64(len(s.children))
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for i := range s.Children {
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s.Children[i].Draw(image)
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}
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var offsetX, offsetY float64
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for i := range s.children {
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offsetX, offsetY = s.children[i](d).Draw(image)
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if s.horizontal {
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d.Min.X += offsetX
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} else {
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d.Min.Y += offsetY
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}
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}
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return s.Block.Size()
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}
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func (s *Stack) GetChildren() []elements.Element {
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return s.Children
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}
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@@ -5,6 +5,8 @@ import (
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"git.vezzani.net/ben/games/common/elements/v1"
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"git.vezzani.net/ben/games/common/elements/v1/blocks"
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"git.vezzani.net/ben/games/common/elements/v1/buttons"
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"git.vezzani.net/ben/games/common/elements/v1/mouse"
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"git.vezzani.net/ben/games/common/elements/v1/stacks"
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"git.vezzani.net/ben/games/common/sprites/v1"
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"github.com/hajimehoshi/ebiten/v2"
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@@ -20,7 +22,12 @@ var root = stacks.New(
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stacks.New(
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stacks.BlockOpt(blocks.Name("left")),
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stacks.Children(
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blocks.New(blocks.BackgroundColor(colornames.Green)),
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buttons.New(
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buttons.BlockOpt(blocks.BackgroundColor(colornames.Green)),
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buttons.OnClick(func(ms mouse.State) {
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println("green")
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}),
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),
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blocks.New(blocks.BackgroundColor(colornames.Yellow)),
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)),
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stacks.New(
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@@ -38,15 +45,14 @@ func newEditor() *editor {
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}
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type editor struct {
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root elements.Element
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bounds elements.Bounds
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root elements.Element
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bounds elements.Bounds
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handleMouse func() bool
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}
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//var handleClick = mouse.ClickHandler(root)
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func (e *editor) Update() error {
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sprites.Update()
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//handleClick()
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e.handleMouse()
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return nil
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}
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@@ -62,6 +68,7 @@ func (e *editor) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHei
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Height: float64(outsideHeight),
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}
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e.root = root(e.bounds)
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e.handleMouse = mouse.Handler(e.root)
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}
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return outsideWidth, outsideHeight
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Reference in New Issue
Block a user