package pncdsl // RegisterDefaultUI installs the SCUMM-style HUD widgets into g.UIManager // in the conventional Z-order (HotspotDebug at the back, Cursor on top). // Domains that want a different layout call this and then either tweak // the registered widgets in place or replace them entirely. // // Layout assumes the default 320×200 internal resolution. func RegisterDefaultUI(g *Game) { g.UIManager.Register(&HotspotDebug{Name: "hotspot_debug"}) g.UIManager.Register(&VerbBar{ Name: "verbs", Origin: Point{X: 4, Y: 152}, Cols: 2, Button: Size{W: 60, H: 14}, }) g.UIManager.Register(&InventoryBar{ Name: "inventory", Origin: Point{X: 132, Y: 152}, Slots: 8, Cols: 8, SlotSize: 22, Gap: 2, }) g.UIManager.Register(&StatusLine{Name: "status", Y: 142, Align: AlignCenter}) g.UIManager.Register(&SpeechBubble{Name: "speech", MaxWidth: 200, Padding: 3, OffsetY: 4, FallbackY: 14}) g.UIManager.Register(&DialogBox{Name: "dialog", Bounds: Rect(0, 140, float64(g.Width), 60), LineHeight: 14, Padding: 6}) g.UIManager.Register(&EndCard{Name: "endcard"}) g.UIManager.Register(&Cursor{Name: "cursor"}) } // RegisterRadialVerbUI installs an alternative HUD that swaps the // permanent verb-bar for a verb-coin (right-click radial menu). Inventory, // dialog, speech and cursor stay the same. func RegisterRadialVerbUI(g *Game) { g.UIManager.Register(&HotspotDebug{Name: "hotspot_debug"}) g.UIManager.Register(&InventoryBar{ Name: "inventory", Origin: Point{X: 4, Y: 178}, Slots: 14, Cols: 14, SlotSize: 22, Gap: 0, }) g.UIManager.Register(&StatusLine{Name: "status", Y: 168, Align: AlignCenter}) g.UIManager.Register(&SpeechBubble{Name: "speech", MaxWidth: 200, Padding: 3, OffsetY: 4, FallbackY: 14}) g.UIManager.Register(&DialogBox{Name: "dialog", Bounds: Rect(0, 140, float64(g.Width), 60), LineHeight: 14, Padding: 6}) g.UIManager.Register(&RadialVerbs{Name: "verbs", Trigger: MouseButtonRight, Radius: 40}) g.UIManager.Register(&EndCard{Name: "endcard"}) g.UIManager.Register(&Cursor{Name: "cursor"}) }