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slotlist.go
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slotlist.go
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/*
* slotlist.go
*
* Copyright 2019-2024 Dariusz Sikora <ds@isangeles.dev>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
* MA 02110-1301, USA.
*
*
*/
package mtk
import (
"image/color"
"golang.org/x/image/colornames"
"github.com/gopxl/pixel"
)
// Struct for list with slots.
type SlotList struct {
bgSpr *pixel.Sprite
bgSize pixel.Vec
bgColor color.Color
drawArea pixel.Rect
upButton *Button
downButton *Button
slots []*Slot
spl int // slots per line
lines int
lineID int // current line
}
// NewSlotList creates new list with slots.
func NewSlotList(bgSize pixel.Vec, bgColor color.Color, slotSize Size) *SlotList {
sl := new(SlotList)
sl.bgSize = bgSize
sl.bgColor = bgColor
// Buttons.
buttonParams := Params{
Size: SizeMini,
FontSize: SizeMini,
Shape: ShapeSquare,
MainColor: colornames.Red,
}
sl.upButton = NewButton(buttonParams)
sl.upButton.SetOnClickFunc(sl.onUpButtonClicked)
sl.downButton = NewButton(buttonParams)
sl.downButton.SetOnClickFunc(sl.onDownButtonClicked)
// Calculating amount of slots based on background and
// buttons sizes.
slotSizeRaw := slotSize.SlotSize()
bgWidth := sl.Size().X - sl.upButton.Size().X
sl.spl = int(bgWidth / (slotSizeRaw.X + ConvSize(2)))
sl.lines = int(sl.Size().Y/(slotSizeRaw.Y+ConvSize(2))) - 1
return sl
}
// Draw draws list.
func (sl *SlotList) Draw(t pixel.Target, matrix pixel.Matrix) {
// Draw area.
sl.drawArea = MatrixToDrawArea(matrix, sl.bgSize)
// Background.
if sl.bgSpr != nil {
sl.bgSpr.Draw(t, matrix)
} else {
DrawRect(t, sl.drawArea, sl.bgColor)
}
// Buttons.
upButtonPos := MoveTR(sl.Size(), sl.upButton.Size())
downButtonPos := MoveBR(sl.Size(), sl.downButton.Size())
sl.upButton.Draw(t, matrix.Moved(upButtonPos))
sl.downButton.Draw(t, matrix.Moved(downButtonPos))
// Slots.
// TODO: too slow.
if len(sl.slots) < 1 {
return
}
slotStart := pixel.V(-sl.Size().X/2+sl.slots[0].Size().X/2,
sl.Size().Y/2-sl.slots[0].Size().Y/2)
slotMove := slotStart
splCount := 0
lineCount := 0
startSlot := 0
startSlot = sl.lineID * sl.spl
for i, s := range sl.slots {
if i < startSlot {
continue
}
s.Draw(t, matrix.Moved(slotMove))
slotMove.X += s.Size().X + ConvSize(2)
splCount += 1
if splCount >= sl.spl {
slotMove.X = slotStart.X
slotMove.Y -= s.Size().Y + ConvSize(2)
splCount = 0
lineCount += 1
}
if lineCount > sl.lines {
break
}
}
}
// SetUpButtonBackground sets specified sprite as scroll up button
// background.
func (sl *SlotList) SetUpButtonBackground(s *pixel.Sprite) {
sl.upButton.SetBackground(s)
sl.upButton.SetColor(nil)
}
// SetDownButtonBackground sets specified sprite as scroll down button
// background.
func (sl *SlotList) SetDownButtonBackground(s *pixel.Sprite) {
sl.downButton.SetBackground(s)
sl.downButton.SetColor(nil)
}
// Update updates list.
func (sl *SlotList) Update(win *Window) {
// Buttons.
sl.upButton.Update(win)
sl.downButton.Update(win)
// Slots.
for _, s := range sl.slots {
s.Update(win)
}
}
// Add adds specified slot to list.
func (sl *SlotList) Add(s *Slot) {
sl.slots = append(sl.slots, s)
}
// Slots returns all slots from list.
func (sl *SlotList) Slots() []*Slot {
return sl.slots
}
// EmptySlot returns first empty slot.
func (sl *SlotList) EmptySlot() *Slot {
for _, s := range sl.slots {
if len(s.Values()) < 1 {
return s
}
}
return nil
}
// Clear clears all slots on the list.
func (sl *SlotList) Clear() {
for _, s := range sl.slots {
s.Clear()
}
}
// Bounds retruns background size.
func (sl *SlotList) Size() pixel.Vec {
if sl.bgSpr == nil {
return sl.bgSize
}
return sl.bgSpr.Frame().Size()
}
// setStartLine sets specified line ID as current
// line ID.
func (sl *SlotList) setStartLine(line int) {
if line*sl.spl > len(sl.slots) || line*sl.spl < 0 {
return
}
sl.lineID = line
}
// Triggered after up button clicked.
func (sl *SlotList) onUpButtonClicked(b *Button) {
sl.setStartLine(sl.lineID - 1)
}
// Triggered after down button clicked.
func (sl *SlotList) onDownButtonClicked(b *Button) {
sl.setStartLine(sl.lineID + 1)
}