refactor level, getting to tiles

This commit is contained in:
anton.gurov
2019-10-31 14:01:54 +03:00
parent e0bab00a23
commit c372670953
11 changed files with 189 additions and 180 deletions

View File

@ -9,16 +9,32 @@ import (
type MainWindow struct {
ctx util.ClientCtx
layers []types.Renderable
layers map[string]types.Renderable
}
func Init(ctx util.ClientCtx) *MainWindow {
ctx.Logger().Info().Msgf("Opening main window...")
mw := MainWindow{ctx: ctx}
mw := MainWindow{ctx: ctx, layers: make(map[string]types.Renderable, 0)}
mw.Open()
return &mw
}
func (mw *MainWindow) AddLayer(name string, idx int, colorName string) *MainWindow {
c := blt.ColorFromName(colorName)
mw.layers[name] = &Layer{idx: idx, defaultColor: c}
return mw
}
func (mw *MainWindow) GetLayer(name string) *Layer {
if layer, ok := mw.layers[name]; ok {
return layer.(*Layer)
}
mw.ctx.Logger().Fatal().Msgf("No layer with such name %s", name)
return nil
}
func (mw *MainWindow) Open() {
config := mw.ctx.Config()
blt.Open()
@ -46,8 +62,4 @@ func (mw *MainWindow) Render() {
for _, l := range mw.layers {
l.Render()
}
}
func (mw *MainWindow) AddLayer(li types.Renderable) {
mw.layers = append(mw.layers, li)
}
}