doodle/pkg/level/filesystem.go

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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
package level
import (
"archive/zip"
"encoding/json"
"errors"
"fmt"
"io/ioutil"
"sort"
"strings"
"git.kirsle.net/apps/doodle/pkg/log"
)
/*
FileSystem embeds a map of files inside a parent drawing.
Old-style drawings this was a map of filenames to their data in the JSON.
New-style drawings this just holds the filenames and the data is read
from the zipfile on demand.
*/
type FileSystem struct {
filemap map[string]File `json:"-"` // Legacy JSON format
Zipfile *zip.Reader `json:"-"` // New Zipfile format accessor
}
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
// File holds details about a file in the FileSystem.
type File struct {
Data []byte `json:"data,omitempty"`
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
}
// NewFileSystem initializes the FileSystem struct.
func NewFileSystem() *FileSystem {
return &FileSystem{
filemap: map[string]File{},
}
}
// Get a file from the FileSystem.
func (fs *FileSystem) Get(filename string) ([]byte, error) {
if fs.filemap == nil {
fs.filemap = map[string]File{}
}
// Legacy file map.
if file, ok := fs.filemap[filename]; ok {
if len(file.Data) > 0 {
return file.Data, nil
}
}
// Check in the zipfile.
if fs.Zipfile != nil {
file, err := fs.Zipfile.Open(filename)
if err != nil {
return []byte{}, fmt.Errorf("%s: not in zipfile: %s", filename, err)
}
bin, err := ioutil.ReadAll(file)
if err != nil {
return bin, fmt.Errorf("%s: couldn't read zipfile member: %s", filename, err)
}
return bin, nil
}
return []byte{}, fmt.Errorf("no such file")
}
// Set a file into the FileSystem. Note: it will go into the legacy map
// structure until the next save to disk, at which point queued files
// are committed to ZIP.
func (fs *FileSystem) Set(filename string, data []byte) {
if fs.filemap == nil {
fs.filemap = map[string]File{}
}
fs.filemap[filename] = File{
Data: data,
}
}
// Delete a file from the FileSystem. This will store zero bytes in the
// legacy file map structure to mark it for deletion. On the next save,
// filemap files with zero bytes skip the ZIP archive.
func (fs *FileSystem) Delete(filename string) {
if fs.filemap == nil {
fs.filemap = map[string]File{}
}
fs.filemap[filename] = File{
Data: []byte{},
}
}
// List files in the FileSystem, including the ZIP file.
//
// In the ZIP file, attachments are under the "assets/" prefix so this
// function won't mistakenly return chunks or level.json/doodad.json.
func (fs *FileSystem) List() []string {
var (
result = []string{}
seen = map[string]interface{}{}
)
// List the legacy or recently modified files first.
if fs.filemap != nil {
for filename := range fs.filemap {
result = append(result, filename)
seen[filename] = nil
}
}
// List the zipfile members.
if fs.Zipfile != nil {
for _, file := range fs.Zipfile.File {
if !strings.HasPrefix(file.Name, "assets/") {
continue
}
if _, ok := seen[file.Name]; !ok {
result = append(result, file.Name)
seen[file.Name] = nil
}
}
}
sort.Strings(result)
return result
}
// ListPrefix returns a list of files starting with the prefix.
func (fs *FileSystem) ListPrefix(prefix string) []string {
var result = []string{}
for _, name := range fs.List() {
if strings.HasPrefix(name, prefix) {
result = append(result, name)
}
}
return result
}
// UnmarshalJSON reads in a FileSystem from its legacy JSON representation.
func (fs *FileSystem) UnmarshalJSON(text []byte) error {
// Legacy format was a simple map[string]File.
var legacy map[string]File
err := json.Unmarshal(text, &legacy)
if err != nil {
return err
}
fs.filemap = legacy
return nil
}
// MigrateZipfile is called on save to write attached files to the ZIP
// file format.
func (fs *FileSystem) MigrateZipfile(zf *zip.Writer) error {
// Identify the files that we have marked for deletion.
var (
filesDeleted = map[string]interface{}{}
filesZipped = map[string]interface{}{}
)
if fs.filemap != nil {
for filename, data := range fs.filemap {
if len(data.Data) == 0 {
log.Info("FileSystem.MigrateZipfile: %s has become empty, remove from zip", filename)
filesDeleted[filename] = nil
}
}
}
// Copy all COLD STORED files from the old Zipfile into the new Zipfile
// except for the ones marked for deletion OR the ones currently in the
// warm cache which will be written next.
if fs.Zipfile != nil {
log.Info("FileSystem.MigrateZipfile: Copying files from old zip to new zip")
for _, file := range fs.Zipfile.File {
if !strings.HasPrefix(file.Name, "assets/") {
continue
}
if _, ok := filesDeleted[file.Name]; ok {
log.Debug("Skip copying attachment %s: was marked for deletion")
continue
}
// Skip files currently in memory.
if fs.filemap != nil {
if _, ok := fs.filemap[file.Name]; ok {
log.Debug("Skip copying attachment %s: one is loaded in memory")
continue
}
}
log.Debug("Copy zipfile attachment %s", file.Name)
filesZipped[file.Name] = nil
if err := zf.Copy(file); err != nil {
return err
}
}
}
// Export currently warmed up files to ZIP, these will be ones that
// were updated recently OR legacy files from an old level read.
if fs.filemap != nil {
log.Info("FileSystem.MigrateZipfile: has %d files in memory to write to ZIP", len(fs.filemap))
for filename, file := range fs.filemap {
if _, ok := filesZipped[filename]; ok {
continue
}
writer, err := zf.Create(filename)
if err != nil {
return err
}
n, err := writer.Write(file.Data)
if err != nil {
return err
}
log.Debug("Exported file to zip: %s (%d bytes)", filename, n)
}
}
return nil
}
////////////////
// Level class methods for its filesystem access
////////////////
// SetFile sets a file's data in the level.
func (l *Level) SetFile(filename string, data []byte) {
l.Files.Set(filename, data)
}
// GetFile looks up an embedded file.
func (l *Level) GetFile(filename string) ([]byte, error) {
if l.Files == nil {
return []byte{}, errors.New("filesystem not initialized")
}
return l.Files.Get(filename)
}
// DeleteFile removes an embedded file.
func (l *Level) DeleteFile(filename string) bool {
l.Files.Delete(filename)
return true
}
// DeleteFiles removes all files beginning with the prefix.
func (l *Level) DeleteFiles(prefix string) int {
var count int
for _, filename := range l.Files.ListPrefix(prefix) {
l.Files.Delete(filename)
count++
}
return count
}
// ListFiles returns the list of all embedded file names, alphabetically.
func (l *Level) ListFiles() []string {
if l == nil {
log.Error("Level.ListFiles() was called on a nil Level??")
return []string{}
}
if l.Files == nil {
log.Error("Level(%s).ListFiles: FileSystem not initialized", l.Title)
return []string{}
}
return l.Files.List()
}
// ListFilesAt returns the list of files having a common prefix.
func (l *Level) ListFilesAt(prefix string) []string {
return l.Files.ListPrefix(prefix)
}