func (c *Chooser) Respond(g *gui.Gui, group gui.EventGroup) bool { cursor := group.Events[0].Key.Cursor() if cursor != nil { c.mx, c.my = cursor.Point() } if found, event := group.FindEvent(gin.MouseLButton); found && event.Type == gin.Press { buttons := c.buttons if c.optionsHeight() <= c.layout.Options.Dy { buttons = c.non_scroll_buttons } for _, button := range buttons { if button.handleClick(c.mx, c.my, nil) { return true } clicked := false c.doOnOptions(func(index int, opt Option, data doOnOptionData) { if clicked { return } if data.hovered { c.selector(index, c.selected, true) clicked = true } }) } } return false }
func (c *Console) Respond(ui *gui.Gui, group gui.EventGroup) bool { if found, event := group.FindEvent(GetDefaultKeyMap()["console"].Id()); found && event.Type == gin.Press { if group.Focus { ui.DropFocus() } else { ui.TakeFocus(c) } return true } if group.Focus { // if found, event := group.FindEvent(gin.Left); found && event.Type == gin.Press { // c.xscroll += 250 // } // if found, event := group.FindEvent(gin.Right); found && event.Type == gin.Press { // c.xscroll -= 250 // } } if c.xscroll > 0 { c.xscroll = 0 } if found, event := group.FindEvent(gin.AnySpace); found && event.Type == gin.Press { c.xscroll = 0 } return group.Focus }
func (a *SummonAction) HandleInput(group gui.EventGroup, g *game.Game) (bool, game.ActionExec) { cursor := group.Events[0].Key.Cursor() if cursor != nil { bx, by := g.GetViewer().WindowToBoard(cursor.Point()) bx += 0.5 by += 0.5 if bx < 0 { bx-- } if by < 0 { by-- } a.cx = int(bx) a.cy = int(by) } if found, event := group.FindEvent(gin.MouseLButton); found && event.Type == gin.Press { if g.IsCellOccupied(a.cx, a.cy) { return true, nil } if a.Personal_los && !a.ent.HasLos(a.cx, a.cy, 1, 1) { return true, nil } if a.ent.Stats.ApCur() >= a.Ap { var exec summonExec exec.SetBasicData(a.ent, a) exec.Pos = a.ent.Game().ToVertex(a.cx, a.cy) return true, &exec } return true, nil } return false, nil }
func (sm *StartMenu) Respond(g *gui.Gui, group gui.EventGroup) bool { cursor := group.Events[0].Key.Cursor() if cursor != nil { sm.mx, sm.my = cursor.Point() } if found, event := group.FindEvent(gin.MouseLButton); found && event.Type == gin.Press { hit := false for _, button := range sm.buttons { if button.handleClick(sm.mx, sm.my, nil) { hit = true } } if hit { return true } } else { hit := false for _, button := range sm.buttons { if button.Respond(group, nil) { hit = true } } if hit { return true } } return false }
func (a *Interact) HandleInput(group gui.EventGroup, g *game.Game) (bool, game.ActionExec) { if found, event := group.FindEvent(gin.MouseLButton); found && event.Type == gin.Press { bx, by := g.GetViewer().WindowToBoard(gin.In().GetCursor("Mouse").Point()) room_num := a.ent.CurrentRoom() room := g.House.Floors[0].Rooms[room_num] for door_num, door := range room.Doors { rect := makeRectForDoor(room, door) if rect.Contains(float64(bx), float64(by)) { var exec interactExec exec.Toggle_door = true exec.SetBasicData(a.ent, a) exec.Room = room_num exec.Door = door_num return true, &exec } } } target := g.HoveredEnt() if target == nil { return false, nil } if found, event := group.FindEvent(gin.MouseLButton); found && event.Type == gin.Press { for i := range a.targets { if a.targets[i] == target && distBetweenEnts(a.ent, target) <= a.Range { var exec interactExec exec.SetBasicData(a.ent, a) exec.Target = target.Id return true, &exec } } return true, nil } return false, nil }
func (sw *SaveWidget) Respond(ui *gui.Gui, event_group gui.EventGroup) bool { if found, event := event_group.FindEvent(gin.Return); found && event.Type == gin.Press { sw.on_save(sw.filename.GetText()) return true } sw.VerticalTable.Respond(ui, event_group) return true }
func (w *WallPanel) Respond(ui *gui.Gui, group gui.EventGroup) bool { if w.VerticalTable.Respond(ui, group) { return true } if found, event := group.FindEvent(gin.DeleteOrBackspace); found && event.Type == gin.Press { algorithm.Choose2(&w.room.WallTextures, func(wt *WallTexture) bool { return wt != w.wall_texture }) w.wall_texture = nil w.prev_wall_texture = nil return true } if found, event := group.FindEvent(gin.Escape); found && event.Type == gin.Press { w.onEscape() return true } if found, event := group.FindEvent(base.GetDefaultKeyMap()["flip"].Id()); found && event.Type == gin.Press { if w.wall_texture != nil { w.wall_texture.Flip = !w.wall_texture.Flip } return true } if found, event := group.FindEvent(gin.MouseWheelVertical); found { if w.wall_texture != nil && gin.In().GetKey(gin.Space).CurPressAmt() == 0 { w.wall_texture.Rot += float32(event.Key.CurPressAmt() / 100) } } if found, event := group.FindEvent(gin.MouseLButton); found && event.Type == gin.Press { if w.wall_texture != nil { w.wall_texture.temporary = false w.wall_texture = nil } else if w.wall_texture == nil { w.wall_texture = w.textureNear(event.Key.Cursor().Point()) if w.wall_texture != nil { w.prev_wall_texture = new(WallTexture) *w.prev_wall_texture = *w.wall_texture w.wall_texture.temporary = true wx, wy := w.viewer.BoardToWindowf(w.wall_texture.X, w.wall_texture.Y) px, py := event.Key.Cursor().Point() w.drag_anchor.X = float32(px) - wx w.drag_anchor.Y = float32(py) - wy } } return true } return false }
func (sm *OnlineMenu) Respond(g *gui.Gui, group gui.EventGroup) bool { cursor := group.Events[0].Key.Cursor() if cursor != nil { sm.mx, sm.my = cursor.Point() } if found, event := group.FindEvent(gin.MouseLButton); found && event.Type == gin.Press { for _, button := range sm.buttons { if button.handleClick(sm.mx, sm.my, nil) { return true } } for _, glb := range []*gameListBox{&sm.layout.Active, &sm.layout.Unstarted} { inside := gui.Point{sm.mx, sm.my}.Inside(glb.Scroll.Region()) if cursor == nil || inside { for _, game := range glb.games { if game.join.handleClick(sm.mx, sm.my, nil) { return true } if game.delete != nil && game.delete.handleClick(sm.mx, sm.my, nil) { return true } } } } } hit := false for _, button := range sm.buttons { if button.Respond(group, nil) { hit = true } } for _, glb := range []*gameListBox{&sm.layout.Active, &sm.layout.Unstarted} { inside := gui.Point{sm.mx, sm.my}.Inside(glb.Scroll.Region()) if cursor == nil || inside { for _, game := range glb.games { if game.join.Respond(group, nil) { hit = true } if game.delete != nil && game.delete.Respond(group, nil) { hit = true } } } } if hit { return true } return false }
func (m *MainBar) Respond(g *gui.Gui, group gui.EventGroup) bool { if g.FocusWidget() != nil { return false } cursor := group.Events[0].Key.Cursor() if cursor != nil { m.mx, m.my = cursor.Point() if m.my > m.layout.Background.Data().Dy() { return false } } buttons := m.no_actions_buttons if m.ent != nil && len(m.ent.Actions) > m.layout.Actions.Count { buttons = m.all_buttons } for _, button := range buttons { if button.Respond(group, m) { return true } } if found, event := group.FindEvent(gin.MouseLButton); found && event.Type == gin.Press { for _, button := range buttons { if button.handleClick(m.mx, m.my, m) { return true } } if m.ent != nil { index := m.pointInsideAction(m.mx, m.my) if index != -1 { m.state.Actions.clicked = m.ent.Actions[index] } } } if found, event := group.FindEvent(gin.MouseWheelVertical); found { x := int(m.layout.Conditions.X) y := int(m.layout.Conditions.Y) x2 := int(m.layout.Conditions.X + m.layout.Conditions.Width) y2 := int(m.layout.Conditions.Y + m.layout.Conditions.Height) if m.mx >= x && m.my >= y && m.mx < x2 && m.my < y2 { m.state.Conditions.scroll_pos += event.Key.FramePressAmt() } } return cursor != nil }
func (cm *CreditsMenu) Respond(g *gui.Gui, group gui.EventGroup) bool { cursor := group.Events[0].Key.Cursor() if cursor != nil { cm.mx, cm.my = cursor.Point() } if found, event := group.FindEvent(gin.MouseLButton); found && event.Type == gin.Press { for _, button := range cm.buttons { if button.handleClick(cm.mx, cm.my, nil) { return true } } } hit := false for _, button := range cm.buttons { if button.Respond(group, nil) { hit = true } } return hit }
func (a *AoeAttack) HandleInput(group gui.EventGroup, g *game.Game) (bool, game.ActionExec) { cursor := group.Events[0].Key.Cursor() if cursor != nil && cursor.Name() == "Mouse" { bx, by := g.GetViewer().WindowToBoard(cursor.Point()) a.tx = int(bx) a.ty = int(by) } if found, event := group.FindEvent(gin.MouseLButton); found && event.Type == gin.Press { ex, ey := a.ent.Pos() if dist(ex, ey, a.tx, a.ty) <= a.Range && a.ent.HasLos(a.tx, a.ty, 1, 1) { var exec aoeExec exec.SetBasicData(a.ent, a) exec.X, exec.Y = a.tx, a.ty return true, &exec } else { return true, nil } return true, nil } return false, nil }
func (a *Move) HandleInput(group gui.EventGroup, g *game.Game) (bool, game.ActionExec) { cursor := group.Events[0].Key.Cursor() if cursor != nil { fx, fy := g.GetViewer().WindowToBoard(cursor.Point()) a.findPath(a.ent, int(fx), int(fy)) } if found, _ := group.FindEvent(gin.MouseLButton); found { if len(a.path) > 0 { if a.cost <= a.ent.Stats.ApCur() { var exec moveExec exec.SetBasicData(a.ent, a) algorithm.Map2(a.path, &exec.Path, func(v [2]int) int { return g.ToVertex(v[0], v[1]) }) return true, &exec } return true, nil } else { return false, nil } } return false, nil }
func (ep *EntityPlacer) Respond(g *gui.Gui, group gui.EventGroup) bool { cursor := group.Events[0].Key.Cursor() if cursor != nil { ep.mx, ep.my = cursor.Point() } // If we're dragging around an ent then we'll update its position here. if ep.game.new_ent != nil { bx, by := DiscretizePoint32(ep.game.viewer.WindowToBoard(ep.mx, ep.my)) ep.game.new_ent.X, ep.game.new_ent.Y = float64(bx), float64(by) } if found, event := group.FindEvent(gin.MouseLButton); found && event.Type == gin.Press { for _, button := range ep.buttons { if button.handleClick(ep.mx, ep.my, nil) { return true } } } if found, event := group.FindEvent(gin.MouseLButton); found && event.Type == gin.Press { if pointInsideRect(ep.mx, ep.my, ep.region.X, ep.region.Y, ep.region.Dx, ep.region.Dy) { return true } } if ep.game.new_ent == nil { return false } if found, event := group.FindEvent(gin.MouseLButton); found && event.Type == gin.Press { ent := ep.game.new_ent if ep.game.placeEntity(ep.pattern) { cost := ep.roster[ent.Name] ep.points -= cost ep.ents = append(ep.ents, ent) sound.PlaySound("Haunts/SFX/UI/Place") if cost <= ep.points { ep.game.new_ent = MakeEntity(ent.Name, ep.game) ep.game.viewer.AddDrawable(ep.game.new_ent) } return true } } return false }
func (hdt *houseRelicsTab) Respond(ui *gui.Gui, group gui.EventGroup) bool { if hdt.VerticalTable.Respond(ui, group) { return true } if found, event := group.FindEvent(gin.Escape); found && event.Type == gin.Press { hdt.onEscape() return true } if found, event := group.FindEvent(gin.DeleteOrBackspace); found && event.Type == gin.Press { algorithm.Choose2(&hdt.house.Floors[0].Spawns, func(s *SpawnPoint) bool { return s != hdt.temp_relic }) hdt.temp_relic = nil hdt.prev_relic = nil return true } cursor := group.Events[0].Key.Cursor() floor := hdt.house.Floors[hdt.current_floor] if found, event := group.FindEvent(gin.MouseLButton); found && event.Type == gin.Press { if hdt.temp_relic != nil { if !hdt.temp_relic.invalid { hdt.temp_relic.temporary = false hdt.temp_relic = nil } } else { for _, sp := range floor.Spawns { fbx, fby := hdt.viewer.WindowToBoard(cursor.Point()) bx, by := roundDown(fbx), roundDown(fby) x, y := sp.Pos() dx, dy := sp.Dims() if bx >= x && bx < x+dx && by >= y && by < y+dy { hdt.temp_relic = sp hdt.prev_relic = new(SpawnPoint) *hdt.prev_relic = *hdt.temp_relic hdt.temp_relic.temporary = true hdt.drag_anchor.x = fbx - float32(hdt.temp_relic.X) hdt.drag_anchor.y = fby - float32(hdt.temp_relic.Y) break } } } } return false }
func (rc *RosterChooser) Respond(ui *gui.Gui, group gui.EventGroup) bool { base.Log().Printf("RosterChooser.Respond") if found, event := group.FindEvent('l'); found && event.Type == gin.Press { rc.focus += rc.layout.Num_options return true } if found, event := group.FindEvent('o'); found && event.Type == gin.Press { rc.focus -= rc.layout.Num_options return true } if found, event := group.FindEvent(gin.MouseLButton); found && event.Type == gin.Press { x, y := event.Key.Cursor().Point() gp := gui.Point{x, y} if gp.Inside(rc.render.down) { rc.focus += rc.layout.Num_options return true } else if gp.Inside(rc.render.up) { rc.focus -= rc.layout.Num_options return true } else if gp.Inside(rc.render.all_options) { for i := range rc.render.options { if gp.Inside(rc.render.options[i]) { rc.selector(i, rc.selected, true) return true } } } else if gp.Inside(rc.render.done) { if rc.selector(-1, rc.selected, false) { base.Log().Printf("calling on-complete") rc.on_complete(rc.selected) } return true } else if rc.on_undo != nil && gp.Inside(rc.render.undo) { rc.on_undo() return true } } return false }
func (w *FurniturePanel) Respond(ui *gui.Gui, group gui.EventGroup) bool { if w.VerticalTable.Respond(ui, group) { return true } // On escape we want to revert the furniture we're moving back to where it was // and what state it was in before we selected it. If we don't have any // furniture selected then we don't do anything. if found, event := group.FindEvent(gin.Escape); found && event.Type == gin.Press { w.onEscape() return true } // If we hit delete then we want to remove the furniture we're moving around // from the room. If we're not moving anything around then nothing happens. if found, event := group.FindEvent(gin.DeleteOrBackspace); found && event.Type == gin.Press { algorithm.Choose2(&w.Room.Furniture, func(f *Furniture) bool { return f != w.furniture }) w.furniture = nil w.prev_object = nil return true } if found, event := group.FindEvent(w.key_map["rotate left"].Id()); found && event.Type == gin.Press { if w.furniture != nil { w.furniture.RotateLeft() } } if found, event := group.FindEvent(w.key_map["rotate right"].Id()); found && event.Type == gin.Press { if w.furniture != nil { w.furniture.RotateRight() } } if found, event := group.FindEvent(w.key_map["flip"].Id()); found && event.Type == gin.Press { if w.furniture != nil { w.furniture.Flip = !w.furniture.Flip } } if found, event := group.FindEvent(gin.MouseLButton); found && event.Type == gin.Press { if w.furniture != nil { if !w.furniture.invalid { w.furniture.temporary = false w.furniture = nil } } else if w.furniture == nil { bx, by := w.RoomViewer.WindowToBoard(event.Key.Cursor().Point()) for i := range w.Room.Furniture { x, y := w.Room.Furniture[i].Pos() dx, dy := w.Room.Furniture[i].Dims() if int(bx) >= x && int(bx) < x+dx && int(by) >= y && int(by) < y+dy { w.furniture = w.Room.Furniture[i] w.prev_object = new(Furniture) *w.prev_object = *w.furniture w.furniture.temporary = true px, py := w.furniture.Pos() w.drag_anchor.x = bx - float32(px) w.drag_anchor.y = by - float32(py) break } } } return true } return false }
func (gp *GamePanel) Respond(ui *gui.Gui, group gui.EventGroup) bool { if gp.AnchorBox.Respond(ui, group) { return true } if !gp.Active() { return false } if group.Events[0].Type == gin.Release { return false } cursor := group.Events[0].Key.Cursor() if cursor != nil { if gp.game.hovered_ent != nil { gp.game.hovered_ent.hovered = false } gp.game.hovered_ent = nil mx, my := cursor.Point() for i := range gp.game.Ents { fx, fy := gp.game.Ents[i].FPos() wx, wy := gp.game.viewer.BoardToWindow(float32(fx), float32(fy)) if gp.game.Ents[i].Stats != nil && gp.game.Ents[i].Stats.HpCur() <= 0 { continue // Don't bother showing dead units } x := wx - int(gp.game.Ents[i].last_render_width/2) y := wy x2 := wx + int(gp.game.Ents[i].last_render_width/2) y2 := wy + int(150*gp.game.Ents[i].last_render_width/100) if mx >= x && mx <= x2 && my >= y && my <= y2 { if gp.game.hovered_ent != nil { gp.game.hovered_ent.hovered = false } gp.game.hovered_ent = gp.game.Ents[i] gp.game.hovered_ent.hovered = true } } } if found, event := group.FindEvent(gin.Escape); found && event.Type == gin.Press { if gp.game.selected_ent != nil { switch gp.game.Action_state { case noAction: gp.game.selected_ent.selected = false gp.game.selected_ent.hovered = false gp.game.selected_ent = nil return true case preppingAction: gp.game.SetCurrentAction(nil) return true case doingAction: // Do nothing - we don't cancel an action that's in progress } } } if gp.game.Action_state == noAction { if found, _ := group.FindEvent(gin.MouseLButton); found { if gp.game.hovered_ent != nil && gp.game.hovered_ent.Side() == gp.game.Side { if gp.game.selected_ent != nil { gp.game.selected_ent.selected = false } gp.game.selected_ent = gp.game.hovered_ent gp.game.selected_ent.selected = true } return true } } if gp.game.Action_state == preppingAction { consumed, exec := gp.game.current_action.HandleInput(group, gp.game) if consumed { if exec != nil { gp.game.current_exec = exec // TODO: Should send the exec across the wire here } return true } } // After this point all events that we check for require that we have a // selected entity if gp.game.selected_ent == nil { return false } if gp.game.Action_state == noAction || gp.game.Action_state == preppingAction { if len(group.Events) == 1 && group.Events[0].Key.Id() >= '1' && group.Events[0].Key.Id() <= '9' { index := int(group.Events[0].Key.Id() - '1') if index >= 0 && index < len(gp.game.selected_ent.Actions) { action := gp.game.selected_ent.Actions[index] if action != gp.game.current_action && action.Prep(gp.game.selected_ent, gp.game) { gp.game.SetCurrentAction(action) } } } } return false }
func (hdt *houseDoorTab) Respond(ui *gui.Gui, group gui.EventGroup) bool { if hdt.VerticalTable.Respond(ui, group) { return true } if found, event := group.FindEvent(gin.Escape); found && event.Type == gin.Press { hdt.onEscape() return true } if found, event := group.FindEvent(gin.DeleteOrBackspace); found && event.Type == gin.Press { algorithm.Choose2(&hdt.temp_room.Doors, func(d *Door) bool { return d != hdt.temp_door }) hdt.temp_room = nil hdt.temp_door = nil hdt.prev_room = nil hdt.prev_door = nil return true } cursor := group.Events[0].Key.Cursor() var bx, by float32 if cursor != nil { bx, by = hdt.viewer.WindowToBoard(cursor.Point()) } if cursor != nil && hdt.temp_door != nil { room := hdt.viewer.FindClosestDoorPos(hdt.temp_door, bx, by) if room != hdt.temp_room { algorithm.Choose2(&hdt.temp_room.Doors, func(d *Door) bool { return d != hdt.temp_door }) hdt.temp_room = room hdt.temp_door.invalid = (hdt.temp_room == nil) hdt.temp_room.Doors = append(hdt.temp_room.Doors, hdt.temp_door) } if hdt.temp_room == nil { hdt.temp_door.invalid = true } else { other_room, _ := hdt.house.Floors[0].findRoomForDoor(hdt.temp_room, hdt.temp_door) hdt.temp_door.invalid = (other_room == nil) } } floor := hdt.house.Floors[hdt.current_floor] if found, event := group.FindEvent(gin.MouseLButton); found && event.Type == gin.Press { if hdt.temp_door != nil { other_room, other_door := floor.findRoomForDoor(hdt.temp_room, hdt.temp_door) if other_room != nil { other_room.Doors = append(other_room.Doors, other_door) hdt.temp_door.temporary = false hdt.temp_door = nil hdt.prev_door = nil } } else { hdt.temp_room, hdt.temp_door = hdt.viewer.FindClosestExistingDoor(bx, by) if hdt.temp_door != nil { hdt.prev_door = new(Door) *hdt.prev_door = *hdt.temp_door hdt.prev_room = hdt.temp_room hdt.temp_door.temporary = true room, door := hdt.house.Floors[0].FindMatchingDoor(hdt.temp_room, hdt.temp_door) if room != nil { algorithm.Choose2(&room.Doors, func(d *Door) bool { return d != door }) } } } return true } return false }
func (hdt *houseDataTab) Respond(ui *gui.Gui, group gui.EventGroup) bool { if hdt.VerticalTable.Respond(ui, group) { return true } if found, event := group.FindEvent(gin.Escape); found && event.Type == gin.Press { hdt.onEscape() return true } if found, event := group.FindEvent(gin.DeleteOrBackspace); found && event.Type == gin.Press { if hdt.temp_room != nil { spawns := make(map[*SpawnPoint]bool) for i := range hdt.temp_spawns { spawns[hdt.temp_spawns[i]] = true } algorithm.Choose2(&hdt.house.Floors[0].Spawns, func(s *SpawnPoint) bool { return !spawns[s] }) algorithm.Choose2(&hdt.house.Floors[0].Rooms, func(r *Room) bool { return r != hdt.temp_room }) hdt.temp_room = nil hdt.prev_room = nil hdt.viewer.SetBounds() } return true } floor := hdt.house.Floors[hdt.current_floor] if found, event := group.FindEvent(gin.MouseLButton); found && event.Type == gin.Press { if hdt.temp_room != nil { if !hdt.temp_room.invalid { hdt.temp_room.temporary = false floor.removeInvalidDoors() hdt.temp_room = nil hdt.prev_room = nil hdt.viewer.SetBounds() } } else { cx, cy := event.Key.Cursor().Point() bx, by := hdt.viewer.WindowToBoard(cx, cy) for i := range floor.Rooms { x, y := floor.Rooms[i].Pos() dx, dy := floor.Rooms[i].Dims() if int(bx) >= x && int(bx) < x+dx && int(by) >= y && int(by) < y+dy { hdt.temp_room = floor.Rooms[i] hdt.prev_room = new(Room) *hdt.prev_room = *hdt.temp_room hdt.temp_room.temporary = true hdt.drag_anchor.x = bx - float32(x) hdt.drag_anchor.y = by - float32(y) break } } if hdt.temp_room != nil { hdt.temp_spawns = hdt.temp_spawns[0:0] for _, sp := range hdt.house.Floors[0].Spawns { x, y := sp.Pos() rx, ry := hdt.temp_room.Pos() rdx, rdy := hdt.temp_room.Dims() if x >= rx && x < rx+rdx && y >= ry && y < ry+rdy { hdt.temp_spawns = append(hdt.temp_spawns, sp) } } } } return true } return false }