doodle/pkg/config.go

55 lines
1.6 KiB
Go
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package doodle
import (
"fmt"
"os"
"path/filepath"
"regexp"
"strings"
"git.kirsle.net/apps/doodle/pkg/log"
Draw Actors Embedded in Levels in Edit Mode Add the JSON format for embedding Actors (Doodad instances) inside of a Level. I made a test map that manually inserted a couple of actors. Actors are given to the Canvas responsible for the Level via the function `InstallActors()`. So it means you'll call LoadLevel and then InstallActors to hook everything up. The Canvas creates sub-Canvas widgets from each Actor. After drawing the main level geometry from the Canvas.Chunker, it calls the drawActors() function which does the same but for Actors. Levels keep a global map of all Actors that exist. For any Actors that are visible within the Viewport, their sub-Canvas widgets are presented appropriately on top of the parent Canvas. In case their sub-Canvas overlaps the parent's boundaries, their sub-Canvas is resized and moved appropriately. - Allow the MainWindow to be resized at run time, and the UI recalculates its sizing and position. - Made the in-game Shell properties editable via environment variables. The kirsle.env file sets a blue and pink color scheme. - Begin the ground work for Levels and Doodads to embed files inside their data via the level.FileSystem type. - UI: Labels can now contain line break characters. It will appropriately render multiple lines of render.Text and take into account the proper BoxSize to contain them all. - Add environment variable DOODLE_DEBUG_ALL=true that will turn on ALL debug overlay and visualization options. - Add debug overlay to "tag" each Canvas widget with some of its details, like its Name and World Position. Can be enabled with the environment variable DEBUG_CANVAS_LABEL=true - Improved the FPS debug overlay to show in labeled columns and multiple colors, with easy ability to add new data points to it.
2018-10-19 20:31:58 +00:00
"git.kirsle.net/apps/doodle/pkg/userdir"
)
Draw Actors Embedded in Levels in Edit Mode Add the JSON format for embedding Actors (Doodad instances) inside of a Level. I made a test map that manually inserted a couple of actors. Actors are given to the Canvas responsible for the Level via the function `InstallActors()`. So it means you'll call LoadLevel and then InstallActors to hook everything up. The Canvas creates sub-Canvas widgets from each Actor. After drawing the main level geometry from the Canvas.Chunker, it calls the drawActors() function which does the same but for Actors. Levels keep a global map of all Actors that exist. For any Actors that are visible within the Viewport, their sub-Canvas widgets are presented appropriately on top of the parent Canvas. In case their sub-Canvas overlaps the parent's boundaries, their sub-Canvas is resized and moved appropriately. - Allow the MainWindow to be resized at run time, and the UI recalculates its sizing and position. - Made the in-game Shell properties editable via environment variables. The kirsle.env file sets a blue and pink color scheme. - Begin the ground work for Levels and Doodads to embed files inside their data via the level.FileSystem type. - UI: Labels can now contain line break characters. It will appropriately render multiple lines of render.Text and take into account the proper BoxSize to contain them all. - Add environment variable DOODLE_DEBUG_ALL=true that will turn on ALL debug overlay and visualization options. - Add debug overlay to "tag" each Canvas widget with some of its details, like its Name and World Position. Can be enabled with the environment variable DEBUG_CANVAS_LABEL=true - Improved the FPS debug overlay to show in labeled columns and multiple colors, with easy ability to add new data points to it.
2018-10-19 20:31:58 +00:00
// Regexp to match simple filenames for maps and doodads.
var reSimpleFilename = regexp.MustCompile(`^([A-Za-z0-9-_.,+ '"\[\](){}]+)$`)
/*
EditFile opens a drawing file (Level or Doodad) in the EditorScene.
The filename can be one of the following:
- A simple filename with no path separators in it and/or no file extension.
- An absolute path beginning with "/"
- A relative path beginning with "./"
If the filename has an extension (`.level` or `.doodad`), that will disambiguate
how to find the file and which mode to start the EditorMode in. Otherwise, the
"levels" folder is checked first and the "doodads" folder second.
*/
func (d *Doodle) EditFile(filename string) error {
var absPath string
// Is it a simple filename?
if m := reSimpleFilename.FindStringSubmatch(filename); len(m) > 0 {
log.Debug("EditFile: simple filename %s", filename)
extension := strings.ToLower(filepath.Ext(filename))
Draw Actors Embedded in Levels in Edit Mode Add the JSON format for embedding Actors (Doodad instances) inside of a Level. I made a test map that manually inserted a couple of actors. Actors are given to the Canvas responsible for the Level via the function `InstallActors()`. So it means you'll call LoadLevel and then InstallActors to hook everything up. The Canvas creates sub-Canvas widgets from each Actor. After drawing the main level geometry from the Canvas.Chunker, it calls the drawActors() function which does the same but for Actors. Levels keep a global map of all Actors that exist. For any Actors that are visible within the Viewport, their sub-Canvas widgets are presented appropriately on top of the parent Canvas. In case their sub-Canvas overlaps the parent's boundaries, their sub-Canvas is resized and moved appropriately. - Allow the MainWindow to be resized at run time, and the UI recalculates its sizing and position. - Made the in-game Shell properties editable via environment variables. The kirsle.env file sets a blue and pink color scheme. - Begin the ground work for Levels and Doodads to embed files inside their data via the level.FileSystem type. - UI: Labels can now contain line break characters. It will appropriately render multiple lines of render.Text and take into account the proper BoxSize to contain them all. - Add environment variable DOODLE_DEBUG_ALL=true that will turn on ALL debug overlay and visualization options. - Add debug overlay to "tag" each Canvas widget with some of its details, like its Name and World Position. Can be enabled with the environment variable DEBUG_CANVAS_LABEL=true - Improved the FPS debug overlay to show in labeled columns and multiple colors, with easy ability to add new data points to it.
2018-10-19 20:31:58 +00:00
if foundFilename := userdir.ResolvePath(filename, extension, false); foundFilename != "" {
log.Info("EditFile: resolved name '%s' to path %s", filename, foundFilename)
absPath = foundFilename
} else {
return fmt.Errorf("EditFile: %s: no level or doodad found", filename)
}
} else {
log.Debug("Not a simple: %s %+v", filename, reSimpleFilename)
if _, err := os.Stat(filename); !os.IsNotExist(err) {
log.Debug("EditFile: verified path %s exists", filename)
absPath = filename
}
}
d.EditDrawing(absPath)
return nil
}