* Loadscreen: put the progress bar between the Title and Subtitle so it
looks good even on mobile landscape orientation (narrow height)
* Bugfixes around window OnResize events: the loadscreen handles
resizing correctly now and the Level Editor (or w/e) will also be the
right size if you resized the window during loading.
UI improvements specifically for mobile (running the game with the
`-w mobile` or `-w landscape` options) screen sizes.
* Rework the Settings window to be mobile friendly to landscape
oriented screens (`doodle -w landscape`) and migrate Options tab
to magicform.
* The toolbar in the Editor will be a single column of buttons
on small screens, such as `-w mobile` (375x812) portrait mode
smartphone. On larger screens the toolbar shows in two columns
of buttons.
* Fix tooltips not drawing on top.
* Centralize the hard-coded references to specific font filenames
* Add cheat code: `test load screen` to bring a sample loading screen up
for a few seconds. It needs improvement on `-w landscape`
Two new tools added to the Level Editor:
* Pan Tool: left-click to scroll the level around safely.
* Text Tool: write text onto your level.
Features of the Text Tool:
* Can choose from the game's built-in fonts, size and enter the message
you want to write.
* The mouse cursor previews the text when hovered over the level.
* Click to "stamp" the text onto your level. The currently selected
color swatch will be used to color the text in.
* Adds two new fonts: Azulian.ttf and Rive.ttf that can be selected in
the Text Tool.
Some implementation notes:
* Added package native/engine_sdl.go that handles the lower-level
SDL2_TTF logic to rasterize the text into a black&white image.
* WASM not supported yet (if the game even still built for WASM);
native/engine_wasm.go stubs out the TextToImage() call with a "not
supported" error just in case.
Other changes:
* New Toolbar icons: they are 24x24 instead of 32x32 to make more room
for more tools.
* The toolbar now shows two buttons per row for a more densely packed
layout. For very narrow screen widths (< 600px) the default Vertical
Toolbar layout will use one-button-per-row to not eat too much screen
real estate.
* In the Horizontal Toolbars layout there are 2 buttons per column.
* Fix the Doodad Dropper and Registration windows not stealing the focus
when they are opened via menu bars.
* Bugfixes in gamepad support: stop at the first controller found,
Draw() to handle controllers going away and hide the mouse cursor
* Added a Settings window for game options, such as enabling the
horizontal toolbars in Edit Mode. The Settings window also has a
Controls tab showing the gameplay buttons and keyboard shortcuts.
* The Settings window is available as a button on the home screen OR
from the Edit->Settings menu in the EditScene.
* Bugfix: using WASD to move the player character now works better and
is considered by the game to be identical to the arrow key inputs. Boy
now updates his animation based on these keys, and they register as
boolean on/off keys instead of affected by key-repeat.
* Refactor the boolProps: they are all part of usercfg now, and if you
run e.g. "boolProp show-all-doodads true" and then cause the user
settings to save to disk, that boolProp will be permanently enabled
until turned off again.
On small screen sizes like the Pinephone, the toolbars in the Level
Editor are best made horizontal across the top and bottom of the screen
leaving more room for the drawing.
Enable it with a boolProp for now, and then reopen the level editor:
boolProp horizontalToolbars true
When launching `doodle -w mobile` it will automatically enable this
option.
* When editing a doodad in the Editor Mode, the toolbar has a "Lyr."
button that opens the Layers window.
* The Layers window allows switching the active doodad layer that you
are drawing on, as well as create and rename layers.
* With this feature, Doodads may be fully drawn in-game, including
adding alternate named layers for animations and multiple-state
doodads.
* Update the Pager component to have a configurable MaxPageButtons.
Controls that have more pages than this limit will stop having buttons
drawn after the limit. The "Forward" and "Next" buttons can still
navigate into the extra pages.
* Refactored and centralized the various popup windows in Editor Mode
into editor_ui_popups.go; the SetupPopups() and various methods such
as ShowPaletteWindow() and ShowDoodadDropper() make management of
popups simple for the editor_ui!
* The Menu Bar in Editor Mode now has context-specific tools in the
Tools menu: the Doodad Dropper for levels and Layers for doodads.
* Bugfix the Palette Editor window to work equally between Levels and
Doodads, by only having it care about the Palette and not the Level
that owns it.
* Start the program window maximized with the `-w maximized` CLI option.
* Move the Doodad Palette off the right-side dock of the Editor Scene and
into its own pop-up window: the DoodadDropper.
* Shrink the width of the Color Palette panel and show only the colors in
the buttons. The name of the swatch is available in the mouse-over tooltip.
* Added an "Edit" button to the Color Palette. It opens a Palette Editor
window where you can rename, change colors and attributes of existing colors
OR insert new colors into your palette. (Deleting colors not yet supported).
* level.Chunker gets a Redraw method: invalidates all cached textures of all
chunks forcing the level to redraw itself, possibly with an updated palette.
* Take advantage of the new Window Manager feature of the UI toolkit.
* Move the MenuScene's "New Level" and "Play/Edit Level" windows into
stand-alone functions in new pkg/windows/ package. The 'windows'
package is isolated from the rest of Doodle and communicates using
config variables and callback functions to avoid circular dependency.
* MenuScene calls the window constructors from the new package.
* Add an "Options" button to the Menu Bar in the Editor Scene, which
opens the "New Level" window to allow changing the wallpaper or
bounding type of the level currently being edited.
* Move the cheat codes into their own file, cheats.go
* Update code for recent changes in UI toolkit around event handlers for
buttons.
* Add tooltips to various buttons in the Editor Mode. The left toolbar
shows the names of each tool, the Doodad Palette shows the title of
each doodad and the Color Palette shows the swatch attributes (solid,
fire, water, etc.)
Add new doodads:
* Start Flag: place this in a level to set the spawn point of the player
character. If no flag is found, the player spawns at 0,0 in the top
corner of the map. Only use one Start Flag per level, otherwise the
player will randomly spawn at one of them.
* Crumbly Floor: a solid floor that begins to shake and then fall apart
after a moment when a mobile character steps on it. The floor respawns
after 5 seconds.
* State Blocks: blue and orange blocks that toggle between solid and
pass-thru whenever a State Button is activated.
* State Button: a solid "ON/OFF" block that toggles State Blocks back
and forth when touched. Only activates if touched on the side or bottom;
acts as a solid floor when walked on from the top.
New features for doodad scripts:
* Actor scripts: call SetMobile(true) to mark an actor as a mobile mob
(i.e. player character or enemy). Other doodads can check if the actor
colliding with them IsMobile so they don't activate if placed too close
to other (non-mobile) doodads in a level. The Blue and Red Azulians
are the only mobile characters so far.
* Message.Broadcast allows sending a pub/sub message out to ALL doodads
in the level, instead of only to linked doodads as Message.Publish does.
This is used for the State Blocks to globally communicate on/off status
without needing to link them all together manually.
* Add initial Ellipse Tool to the Editor Mode. Currently there's
something wrong with the algorithm and the ellipses have a sort of
'lemon shape' to them.
* Refactor the IterLine/IterLine2 functions to be more consistent.
IterLine used to be the raw algorithm that took a bunch of coordinate
numbers and IterLine2 took two render.Point's and was the main one
used throughout the app. Now, IterLine takes the two Points and the
raw algorithm function removed.
* Implement Brush Sizes for drawtool.Stroke and add a UI to the tools panel
to control the brush size.
* Brush sizes: 1, 2, 4, 8, 16, 24, 32, 48, 64
* Add the Eraser Tool to editor mode. It uses a default brush size of 16
and a max size of 32 due to some performance issues.
* The Undo/Redo system now remembers the original color of pixels when
you change them, so that Undo will set them back how they were instead
of deleting the pixel entirely. Due to performance issues, this only
happens when your Brush Size is 0 (drawing single-pixel shapes).
* UI: Add an IntVariable option to ui.Label to bind showing the value of
an int reference.
Aforementioned performance issues:
* When we try to remember whole rects of pixels for drawing thick
shapes, it requires a ton of scanning for each step of the shape. Even
de-duplicating pixel checks, tons of extra reads are constantly
checked.
* The Eraser is the only tool that absolutely needs to be able to
remember wiped pixels AND have large brush sizes. The performance
sucks and lags a bit if you erase a lot all at once, but it's a
trade-off for now.
* So pixels aren't remembered when drawing lines in your level with
thick brushes, so the Undo action will simply delete your pixels and not
reset them. Only the Eraser can bring back pixels.
* Rudimentary scrolling shows a Left and Right button at the top of the
Doodad Palette if your window is deemed not tall enough to contain all
of the doodads.
* A "progress bar" is shown between the buttons indicating the
percentage of your scroll down the doodad list. When you're able to
see the final row of doodads, the progress bar is at 100%.
* Toolbar has icon buttons for the Pencil Tool, Line Tool, Rect Tool,
Actor Tool and Link Tool.
* Remove the tab buttons from the top of the Palette window. The palette
tab is now toggled between Swatches and Doodads by the tool selected
on the tool bar, instead of the tab buttons setting the tool.
* Remove the "Link Doodads" button from the Doodad Palette. The Link
Tool has its own dedicated toolbar button with the others.