doodle/pkg/windows/doodad_config.go

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Doodad/Actor Runtime Options * Add "Options" support for Doodads: these allow for individual Actor instances on your level to customize properties about the doodad. They're like "Tags" except the player can customize them on a per-actor basis. * Doodad Editor: you can specify the Options in the Doodad Properties window. * Level Editor: when the Actor Tool is selected, on mouse-over of an actor, clicking on the gear icon will open a new "Actor Properties" window which shows metadata (title, author, ID, position) and an Options tab to configure the actor's options. Updates to the scripting API: * Self.Options() returns a list of option names defined on the Doodad. * Self.GetOption(name) returns the value for the named option, or nil if neither the actor nor its doodad have the option defined. The return type will be correctly a string, boolean or integer type. Updates to the doodad command-line tool: * `doodad show` will print the Options on a .doodad file and, when showing a .level file with --actors, prints any customized Options with the actors. * `doodad edit-doodad` adds a --option parameter to define options. Options added to the game's built-in doodads: * Warp Doors: "locked (exit only)" will make it so the door can not be opened by the player, giving the "locked" message (as if it had no linked door), but the player may still exit from the door if sent by another warp door. * Electric Door & Electric Trapdoor: "opened" can make the door be opened by default when the level begins instead of closed. A switch or a button that removes power will close the door as normal. * Colored Doors & Small Key Door: "unlocked" will make the door unlocked at level start, not requiring a key to open it. * Colored Keys & Small Key: "has gravity" will make the key subject to gravity and set its Mobile flag so that if it falls onto a button, it will activate. * Gemstones: they had gravity by default; you can now uncheck "has gravity" to remove their Gravity and IsMobile status. * Gemstone Totems: "has gemstone" will set the totem to its unlocked status by default with the gemstone inserted. No power signal will be emitted; it is cosmetic only. * Fire Region: "name" can let you set a name for the fire region similarly to names for fire pixels: "Watch out for ${name}!" * Invisible Warp Door: "locked (exit only)" added as well.
2022-10-10 00:41:24 +00:00
package windows
import (
"fmt"
"sort"
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
"git.kirsle.net/SketchyMaze/doodle/pkg/uix"
magicform "git.kirsle.net/SketchyMaze/doodle/pkg/uix/magic-form"
"git.kirsle.net/go/render"
"git.kirsle.net/go/ui"
)
// DoodadConfig window is what pops up in Edit Mode when you mouse over
// an actor and click its properties button.
type DoodadConfig struct {
// Settings passed in by doodle
Supervisor *ui.Supervisor
Engine render.Engine
// Configuration options.
EditActor *uix.Actor
ActiveTab string // specify the tab to open
OnRefresh func() // caller should rebuild the window
// Widgets.
TabFrame *ui.TabFrame
}
// NewSettingsWindow initializes the window.
func NewDoodadConfigWindow(cfg *DoodadConfig) *ui.Window {
var (
Width = 400
Height = 300
)
window := ui.NewWindow(cfg.EditActor.Doodad().Title + " - Actor Properties")
window.SetButtons(ui.CloseButton)
window.Configure(ui.Config{
Width: Width,
Height: Height,
Background: render.Grey,
})
///////////
// Tab Bar
tabFrame := ui.NewTabFrame("Tab Frame")
tabFrame.SetBackground(render.DarkGrey)
window.Pack(tabFrame, ui.Pack{
Side: ui.N,
FillX: true,
})
cfg.TabFrame = tabFrame
// Make the tabs.
cfg.makeMetaTab(tabFrame, Width, Height)
cfg.makeOptionsTab(tabFrame, Width, Height)
tabFrame.Supervise(cfg.Supervisor)
return window
}
// DoodadConfig Window "Metadata" Tab
func (c *DoodadConfig) makeMetaTab(tabFrame *ui.TabFrame, Width, Height int) *ui.Frame {
tab := tabFrame.AddTab("Metadata", ui.NewLabel(ui.Label{
Text: "Metadata",
Font: balance.TabFont,
}))
tab.Resize(render.NewRect(Width-4, Height-tab.Size().H-46))
if c.EditActor == nil {
return tab
}
var (
doodad = c.EditActor.Doodad()
actorID = c.EditActor.ID()
// actorPos = c.EditActor.Position().String()
)
form := magicform.Form{
Supervisor: c.Supervisor,
Engine: c.Engine,
Vertical: true,
LabelWidth: 110,
PadY: 2,
}
fields := []magicform.Field{
{
Label: "Doodad",
Font: balance.LabelFont,
},
{
Label: "Title:",
Type: magicform.Value,
Font: balance.UIFont,
TextVariable: &doodad.Title,
},
{
Label: "Author:",
Type: magicform.Value,
Font: balance.UIFont,
TextVariable: &doodad.Author,
},
{
Label: "Actor (Doodad instance in level)",
Font: balance.LabelFont,
},
{
Label: "Actor ID:",
Type: magicform.Value,
Font: balance.UIFont,
TextVariable: &actorID,
},
/* TODO: doesn't update dynamically enough
{
Label: "World Position:",
Type: magicform.Value,
Font: balance.UIFont,
TextVariable: actorPos,
},
*/
}
form.Create(tab, fields)
return tab
}
// SetTextable is a Button or Checkbox widget having a SetText function,
// to support the reset button on the Doodad Options tab.
type SetTextable interface {
SetText(string) error
}
// DoodadConfig Window "Tags" Tab
func (c DoodadConfig) makeOptionsTab(tabFrame *ui.TabFrame, Width, Height int) *ui.Frame {
tab := tabFrame.AddTab("Options", ui.NewLabel(ui.Label{
Text: "Options",
Font: balance.TabFont,
}))
tab.Resize(render.NewRect(Width-4, Height-tab.Size().H-46))
if c.EditActor == nil {
return tab
}
// Draw a table view of the current tags on this doodad.
var (
doodad = c.EditActor.Doodad()
headers = []string{"Type", "Name", "Value", "Reset"}
columns = []int{40, 130, 130, 80} // TODO, Width=400
height = 24
row = ui.NewFrame("HeaderRow")
)
tab.Pack(row, ui.Pack{
Side: ui.N,
FillX: true,
})
for i, value := range headers {
cell := ui.NewLabel(ui.Label{
Text: value,
Font: balance.MenuFontBold,
})
cell.Resize(render.NewRect(columns[i], height))
row.Pack(cell, ui.Pack{
Side: ui.W,
})
}
// No tags?
if len(doodad.Options) == 0 {
label := ui.NewLabel(ui.Label{
Text: "There are no options on this doodad.",
Font: balance.MenuFont,
})
tab.Pack(label, ui.Pack{
Side: ui.N,
FillX: true,
})
} else {
// Initialize the Actor Options if nil
if c.EditActor.Actor.Options == nil {
c.EditActor.Actor.Options = map[string]*level.Option{}
}
// Draw the rows for each tag.
var sortedOpts []string
for name := range doodad.Options {
sortedOpts = append(sortedOpts, name)
}
sort.Strings(sortedOpts)
for _, optName := range sortedOpts {
var (
name = optName
value = c.EditActor.GetOption(name)
)
if value == nil {
continue
}
row = ui.NewFrame("Option Row")
tab.Pack(row, ui.Pack{
Side: ui.N,
FillX: true,
PadY: 2,
})
lblType := ui.NewLabel(ui.Label{
Text: value.Type,
Font: balance.MenuFont,
})
lblType.Resize(render.NewRect(columns[0], height))
lblName := ui.NewLabel(ui.Label{
Text: name,
Font: balance.MenuFont,
})
lblName.Resize(render.NewRect(columns[1], height))
// Value button: show a checkbox for booleans or a clickable
// button for other types (prompts user for value)
var btnValue ui.Widget
var cbValue bool
if value.Type == "bool" {
cbValue = value.Value.(bool)
checkbox := ui.NewCheckbox("Bool Box", &cbValue, ui.NewLabel(ui.Label{
Text: fmt.Sprintf("%v", cbValue),
Font: balance.MenuFont,
}))
checkbox.Resize(render.NewRect(columns[2], height))
checkbox.Handle(ui.Click, func(ed ui.EventData) error {
var label string
if cbValue {
label = "true"
} else {
label = "false"
}
c.EditActor.Actor.SetOption(name, value.Type, label)
checkbox.SetText(label)
return nil
})
checkbox.Supervise(c.Supervisor)
btnValue = checkbox
} else {
button := ui.NewButton("Tag Button", ui.NewLabel(ui.Label{
Text: fmt.Sprintf("%v", value.Value),
Font: balance.MenuFont,
}))
button.Resize(render.NewRect(columns[2], height))
button.Handle(ui.Click, func(ed ui.EventData) error {
shmem.Prompt("Enter new value: ", func(answer string) {
if answer == "" {
return
}
answer = c.EditActor.Actor.SetOption(name, value.Type, answer)
button.SetText(answer)
})
return nil
})
c.Supervisor.Add(button)
btnValue = button
}
// "Delete" / Reset Button: removes the Actor Option so it falls
// back onto the default Doodad Option.
btnDelete := ui.NewButton("Delete Button", ui.NewLabel(ui.Label{
Text: "Reset",
Font: balance.MenuFont,
}))
btnDelete.Resize(render.NewRect(columns[3], height))
btnDelete.SetStyle(&balance.ButtonDanger)
btnDelete.Handle(ui.Click, func(ed ui.EventData) error {
log.Info("Delete option: %s", name)
delete(c.EditActor.Actor.Options, name)
// Update the value button's text label.
if stt, ok := btnValue.(SetTextable); ok {
value := c.EditActor.GetOption(name)
if value != nil {
stt.SetText(fmt.Sprintf("%v", value.Value))
// Set the correct boolean checkbox state.
if value.Type == "bool" {
cbValue = value.Value.(bool)
}
}
}
return nil
})
c.Supervisor.Add(btnDelete)
// Pack the widgets.
row.Pack(lblType, ui.Pack{
Side: ui.W,
})
row.Pack(lblName, ui.Pack{
Side: ui.W,
})
row.Pack(btnValue, ui.Pack{
Side: ui.W,
PadX: 4,
})
row.Pack(btnDelete, ui.Pack{
Side: ui.W,
})
}
}
return tab
}