package game import ( "fmt" "image/color" "log/slog" "openquell/assets" "openquell/gameui" "openquell/observers" "github.com/ebitenui/ebitenui" "github.com/ebitenui/ebitenui/image" "github.com/ebitenui/ebitenui/widget" "github.com/hajimehoshi/ebiten/v2" ) type SelectScene struct { Game *Game Next SceneName Whoami SceneName UseCache bool Ui *ebitenui.UI SelectedLevel int } func NewSelectScene(game *Game) Scene { scene := &SelectScene{Whoami: Select, Game: game, Next: Select} scene.SetupUI() return scene } func (scene *SelectScene) SetLevel(level int) {} func (scene *SelectScene) GetNext() SceneName { return scene.Next } func (scene *SelectScene) ResetNext() { scene.Next = scene.Whoami } func (scene *SelectScene) SetNext(next SceneName) { scene.Next = next } func (scene *SelectScene) Clearscreen() bool { // both level_scene AND the popup must not clear to get an actual popup return true } func (scene *SelectScene) Update() error { scene.Ui.Update() return nil } func (scene *SelectScene) Draw(screen *ebiten.Image) { scene.Ui.Draw(screen) } type LevelEntry struct { Id int Name string } func (scene *SelectScene) SetupUI() { gameobserver := observers.GetGameObserver(scene.Game.World) blue := color.RGBA{0, 255, 128, 255} rowContainer := gameui.NewRowContainer() label := widget.NewText( widget.TextOpts.Text("Select Level", *assets.FontRenderer.FontBig, blue), widget.TextOpts.Position(widget.TextPositionCenter, widget.TextPositionCenter), ) levels := make([]any, 0, len(scene.Game.Levels)) for id := 0; id < len(scene.Game.Levels); id++ { levels = append(levels, LevelEntry{Id: id, Name: scene.Game.Levels[id].Name}) } slog.Debug("levels", "levels", levels) buttonImage, err := gameui.LoadButtonImage() if err != nil { panic(err) } list := widget.NewList( // Set how wide the list should be widget.ListOpts.ContainerOpts(widget.ContainerOpts.WidgetOpts( widget.WidgetOpts.MinSize(150, 0), widget.WidgetOpts.LayoutData(widget.AnchorLayoutData{ HorizontalPosition: widget.AnchorLayoutPositionCenter, VerticalPosition: widget.AnchorLayoutPositionEnd, StretchVertical: true, }), )), // Set the entries in the list widget.ListOpts.Entries(levels), widget.ListOpts.ScrollContainerOpts( // Set the background images/color for the list widget.ScrollContainerOpts.Image(&widget.ScrollContainerImage{ Idle: image.NewNineSliceColor(color.NRGBA{100, 100, 100, 255}), Disabled: image.NewNineSliceColor(color.NRGBA{100, 100, 100, 255}), Mask: image.NewNineSliceColor(color.NRGBA{100, 100, 100, 255}), }), ), widget.ListOpts.SliderOpts( // Set the background images/color for the background of the slider track widget.SliderOpts.Images(&widget.SliderTrackImage{ Idle: image.NewNineSliceColor(color.NRGBA{100, 100, 100, 255}), Hover: image.NewNineSliceColor(color.NRGBA{100, 100, 100, 255}), }, buttonImage), widget.SliderOpts.MinHandleSize(5), // Set how wide the track should be widget.SliderOpts.TrackPadding(widget.NewInsetsSimple(2))), // Hide the horizontal slider widget.ListOpts.HideHorizontalSlider(), // Set the font for the list options widget.ListOpts.EntryFontFace(*assets.FontRenderer.FontNormal), // Set the colors for the list widget.ListOpts.EntryColor(&widget.ListEntryColor{ Selected: color.NRGBA{0, 255, 0, 255}, // Foreground color for the unfocused selected entry Unselected: color.NRGBA{254, 255, 255, 255}, // Foreground color for the unfocused unselected entry SelectedBackground: color.NRGBA{R: 130, G: 130, B: 200, A: 255}, // Background color for the unfocused selected entry SelectedFocusedBackground: color.NRGBA{R: 130, G: 130, B: 170, A: 255}, // Background color for the focused selected entry FocusedBackground: color.NRGBA{R: 170, G: 170, B: 180, A: 255}, // Background color for the focused unselected entry DisabledUnselected: color.NRGBA{100, 100, 100, 255}, // Foreground color for the disabled unselected entry DisabledSelected: color.NRGBA{100, 100, 100, 255}, // Foreground color for the disabled selected entry DisabledSelectedBackground: color.NRGBA{100, 100, 100, 255}, // Background color for the disabled selected entry }), // This required function returns the string displayed in the list widget.ListOpts.EntryLabelFunc(func(e interface{}) string { return e.(LevelEntry).Name }), // Padding for each entry widget.ListOpts.EntryTextPadding(widget.NewInsetsSimple(5)), // Text position for each entry widget.ListOpts.EntryTextPosition(widget.TextPositionStart, widget.TextPositionCenter), // This handler defines what function to run when a list item is selected. widget.ListOpts.EntrySelectedHandler(func(args *widget.ListEntrySelectedEventArgs) { entry := args.Entry.(LevelEntry) fmt.Println("Entry Selected: ", entry) gameobserver.CurrentLevel = entry.Id }), ) buttonPlay := gameui.NewMenuButton("Play selected level", *assets.FontRenderer.FontNormal, func(args *widget.ButtonClickedEventArgs) { scene.SetNext(Play) }) rowContainer.AddChild(label) rowContainer.AddChild(list) rowContainer.AddChild(buttonPlay) scene.Ui = &ebitenui.UI{ Container: rowContainer.Container(), } }