doodle/cmd/doodad/commands/edit_doodad.go

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package commands
import (
"fmt"
"os"
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"strconv"
"strings"
"git.kirsle.net/apps/doodle/pkg/doodads"
"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/go/render"
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"github.com/urfave/cli/v2"
)
// EditDoodad allows writing doodad metadata.
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var EditDoodad *cli.Command
func init() {
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EditDoodad = &cli.Command{
Name: "edit-doodad",
Usage: "update metadata for a Doodad file",
ArgsUsage: "<filename.doodad>",
Flags: []cli.Flag{
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&cli.BoolFlag{
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Name: "quiet",
Aliases: []string{"q"},
Usage: "limit output (don't show doodad data at the end)",
},
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&cli.StringFlag{
Name: "title",
Usage: "set the doodad title",
},
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&cli.StringFlag{
Name: "author",
Usage: "set the doodad author",
},
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&cli.StringFlag{
Name: "hitbox",
Usage: "set the doodad hitbox (X,Y,W,H or W,H format)",
},
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&cli.StringSliceFlag{
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Name: "tag",
Aliases: []string{"t"},
Usage: "set a key/value tag on the doodad, in key=value format. Empty value deletes the tag.",
},
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&cli.BoolFlag{
Name: "hide",
Usage: "Hide the doodad from the palette",
},
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&cli.BoolFlag{
Name: "unhide",
Usage: "Unhide the doodad from the palette",
},
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&cli.BoolFlag{
Name: "lock",
Usage: "write-lock the level file",
},
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&cli.BoolFlag{
Name: "unlock",
Usage: "remove the write-lock on the level file",
},
Zipfiles as File Format for Levels and Doodads Especially to further optimize memory for large levels, Levels and Doodads can now read and write to a ZIP file format on disk with chunks in external files within the zip. Existing doodads and levels can still load as normal, and will be converted into ZIP files on the next save: * The Chunker.ChunkMap which used to hold ALL chunks in the main json/gz file, now becomes the cache of "hot chunks" loaded from ZIP. If there is a ZIP file, chunks not accessed recently are flushed from the ChunkMap to save on memory. * During save, the ChunkMap is flushed to ZIP along with any non-loaded chunks from a previous zipfile. So legacy levels "just work" when saving, and levels loaded FROM Zip will manage their ChunkMap hot memory more carefully. Memory savings observed on "Azulian Tag - Forest.level": * Before: 1716 MB was loaded from the old level format into RAM along with a slow load screen. * After: only 243 MB memory was used by the game and it loaded with a VERY FAST load screen. Updates to the F3 Debug Overlay: * "Chunks: 20 in 45 out 20 cached" shows the count of chunks inside the viewport (having bitmaps and textures loaded) vs. chunks outside which have their textures freed (but data kept), and the number of chunks currently hot cached in the ChunkMap. The `doodad` tool has new commands to "touch" your existing levels and doodads, to upgrade them to the new format (or you can simply open and re-save them in-game): doodad edit-level --touch ./example.level doodad edit-doodad --touch ./example.doodad The output from that and `doodad show` should say "File format: zipfile" in the headers section. To do: * File attachments should also go in as ZIP files, e.g. wallpapers
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&cli.BoolFlag{
Name: "touch",
Usage: "simply load and re-save the doodad, to migrate it to a zipfile",
},
},
Action: func(c *cli.Context) error {
if c.NArg() < 1 {
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return cli.Exit(
"Usage: doodad edit-doodad <filename.doodad>",
1,
)
}
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var filenames = c.Args().Slice()
for _, filename := range filenames {
if err := editDoodad(c, filename); err != nil {
log.Error("%s: %s", filename, err)
}
}
return nil
},
}
}
func editDoodad(c *cli.Context, filename string) error {
var modified bool
dd, err := doodads.LoadJSON(filename)
if err != nil {
return fmt.Errorf("Failed to load %s: %s", filename, err)
}
log.Info("Edit Doodad: %s", filename)
/***************************
* Update level properties *
***************************/
Zipfiles as File Format for Levels and Doodads Especially to further optimize memory for large levels, Levels and Doodads can now read and write to a ZIP file format on disk with chunks in external files within the zip. Existing doodads and levels can still load as normal, and will be converted into ZIP files on the next save: * The Chunker.ChunkMap which used to hold ALL chunks in the main json/gz file, now becomes the cache of "hot chunks" loaded from ZIP. If there is a ZIP file, chunks not accessed recently are flushed from the ChunkMap to save on memory. * During save, the ChunkMap is flushed to ZIP along with any non-loaded chunks from a previous zipfile. So legacy levels "just work" when saving, and levels loaded FROM Zip will manage their ChunkMap hot memory more carefully. Memory savings observed on "Azulian Tag - Forest.level": * Before: 1716 MB was loaded from the old level format into RAM along with a slow load screen. * After: only 243 MB memory was used by the game and it loaded with a VERY FAST load screen. Updates to the F3 Debug Overlay: * "Chunks: 20 in 45 out 20 cached" shows the count of chunks inside the viewport (having bitmaps and textures loaded) vs. chunks outside which have their textures freed (but data kept), and the number of chunks currently hot cached in the ChunkMap. The `doodad` tool has new commands to "touch" your existing levels and doodads, to upgrade them to the new format (or you can simply open and re-save them in-game): doodad edit-level --touch ./example.level doodad edit-doodad --touch ./example.doodad The output from that and `doodad show` should say "File format: zipfile" in the headers section. To do: * File attachments should also go in as ZIP files, e.g. wallpapers
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if c.Bool("touch") {
log.Info("Just touching and resaving the file")
modified = true
}
if c.String("title") != "" {
dd.Title = c.String("title")
log.Info("Set title: %s", dd.Title)
modified = true
}
if c.String("author") != "" {
dd.Author = c.String("author")
log.Info("Set author: %s", dd.Author)
modified = true
}
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if c.String("hitbox") != "" {
// Setting a hitbox, parse it out.
parts := strings.Split(c.String("hitbox"), ",")
var ints []int
for _, part := range parts {
a, err := strconv.Atoi(strings.TrimSpace(part))
if err != nil {
return err
}
ints = append(ints, a)
}
if len(ints) == 2 {
dd.Hitbox = render.NewRect(ints[0], ints[1])
modified = true
} else if len(ints) == 4 {
dd.Hitbox = render.Rect{
X: ints[0],
Y: ints[1],
W: ints[2],
H: ints[3],
}
modified = true
} else {
return cli.Exit("Hitbox should be in X,Y,W,H or just W,H format, 2 or 4 numbers.", 1)
}
}
// Tags.
tags := c.StringSlice("tag")
if len(tags) > 0 {
for _, tag := range tags {
parts := strings.SplitN(tag, "=", 2)
if len(parts) != 2 {
log.Error("--tag: must be in format `key=value`. Value may be blank to delete a tag. len=%d", len(parts))
os.Exit(1)
}
var (
key = parts[0]
value = parts[1]
)
if value == "" {
log.Debug("Delete tag '%s'", key)
delete(dd.Tags, key)
} else {
log.Debug("Set tag '%s' to '%s'", key, value)
dd.Tags[key] = value
}
modified = true
}
}
if c.Bool("hide") {
dd.Hidden = true
log.Info("Marked doodad Hidden")
modified = true
} else if c.Bool("unhide") {
dd.Hidden = false
log.Info("Doodad is no longer Hidden")
modified = true
}
if c.Bool("lock") {
dd.Locked = true
log.Info("Write lock enabled.")
modified = true
} else if c.Bool("unlock") {
dd.Locked = false
log.Info("Write lock disabled.")
modified = true
}
/******************************
* Save level changes to disk *
******************************/
if modified {
if err := dd.WriteJSON(filename); err != nil {
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return cli.Exit(fmt.Sprintf("Write error: %s", err), 1)
}
} else {
log.Warn("Note: No changes made to level")
}
if c.Bool("quiet") {
return nil
}
return showDoodad(c, filename)
}