package doodle import ( "errors" "fmt" "strings" "time" "git.kirsle.net/SketchyMaze/doodle/pkg/balance" "git.kirsle.net/SketchyMaze/doodle/pkg/cursor" "git.kirsle.net/SketchyMaze/doodle/pkg/doodads" "git.kirsle.net/SketchyMaze/doodle/pkg/drawtool" "git.kirsle.net/SketchyMaze/doodle/pkg/enum" "git.kirsle.net/SketchyMaze/doodle/pkg/keybind" "git.kirsle.net/SketchyMaze/doodle/pkg/level" "git.kirsle.net/SketchyMaze/doodle/pkg/level/giant_screenshot" "git.kirsle.net/SketchyMaze/doodle/pkg/level/publishing" "git.kirsle.net/SketchyMaze/doodle/pkg/log" "git.kirsle.net/SketchyMaze/doodle/pkg/modal" "git.kirsle.net/SketchyMaze/doodle/pkg/modal/loadscreen" "git.kirsle.net/SketchyMaze/doodle/pkg/native" "git.kirsle.net/SketchyMaze/doodle/pkg/plus" "git.kirsle.net/SketchyMaze/doodle/pkg/usercfg" "git.kirsle.net/SketchyMaze/doodle/pkg/userdir" "git.kirsle.net/SketchyMaze/doodle/pkg/windows" "git.kirsle.net/go/render" "git.kirsle.net/go/render/event" "git.kirsle.net/go/ui" ) // EditorScene manages the "Edit Level" game mode. type EditorScene struct { // Configuration for the scene initializer. DrawingType enum.DrawingType OpenFile bool Filename string DoodadSize render.Rect RememberScrollPosition render.Point // Play mode remembers it for us UI *EditorUI d *Doodle // The current level or doodad object being edited, based on the // DrawingType. Level *level.Level Doodad *doodads.Doodad ActiveLayer int // which layer (of a doodad) is being edited now? // Custom debug overlay values. debTool *string debSwatch *string debWorldIndex *string debLoadingViewport *string // Last saved filename by the user. filename string lastAutosaveAt time.Time winOpenLevel *ui.Window } // Name of the scene. func (s *EditorScene) Name() string { return "Edit" } // Setup the editor scene. func (s *EditorScene) Setup(d *Doodle) error { // Debug overlay values. s.debTool = new(string) s.debSwatch = new(string) s.debWorldIndex = new(string) s.debLoadingViewport = new(string) customDebugLabels = []debugLabel{ {"Pixel:", s.debWorldIndex}, {"Tool:", s.debTool}, {"Swatch:", s.debSwatch}, {"Chunks:", s.debLoadingViewport}, } // Initialize autosave time. s.lastAutosaveAt = time.Now() // Show the loading screen. loadscreen.ShowWithProgress() go func() { if err := s.setupAsync(d); err != nil { log.Error("EditorScene.setupAsync: %s", err) } loadscreen.Hide() }() return nil } // Reset the editor scene from scratch. Good nuclear option when you change the level's // palette on-the-fly or some other sticky situation and want to reload the editor. func (s *EditorScene) Reset() { if s.Level != nil { s.Level.Chunker.Redraw() } if s.Doodad != nil { s.Doodad.Layers[s.ActiveLayer].Chunker.Redraw() } s.d.Goto(&EditorScene{ Filename: s.Filename, Level: s.Level, Doodad: s.Doodad, }) } // setupAsync initializes trhe editor scene in the background, // underneath a loading screen. func (s *EditorScene) setupAsync(d *Doodle) error { // Initialize the user interface. It references the palette and such so it // must be initialized after those things. s.d = d s.UI = NewEditorUI(d, s) // Were we given configuration data? if s.Filename != "" { log.Debug("EditorScene.Setup: Set filename to %s", s.Filename) s.filename = s.Filename s.Filename = "" } // Loading a Level or a Doodad? switch s.DrawingType { case enum.LevelDrawing: if s.Level != nil { log.Debug("EditorScene.Setup: received level from scene caller") loadscreen.SetSubtitle( "Opening: "+s.Level.Title, "by "+s.Level.Author, ) s.UI.Canvas.LoadLevel(s.Level) if err := s.installActors(); err != nil { log.Error("InstallActors: %s", err) } } else if s.filename != "" && s.OpenFile { log.Debug("EditorScene.Setup: Loading map from filename at %s", s.filename) loadscreen.SetSubtitle( "Opening: " + s.filename, ) if err := s.LoadLevel(s.filename); err != nil { d.FlashError("LoadLevel error: %s", err) } else { if err := s.installActors(); err != nil { log.Error("InstallActors: %s", err) } } } // Write locked level? if s.Level != nil && s.Level.Locked { if usercfg.Current.WriteLockOverride { d.Flash("Note: write lock has been overridden") } else { d.FlashError("That level is write-protected and cannot be viewed in the editor.") s.Level = nil s.UI.Canvas.ClearActors() s.filename = "" } } // No level? if s.Level == nil { log.Debug("EditorScene.Setup: initializing a new Level") s.Level = level.New() s.Level.Palette = level.DefaultPalette() s.UI.Canvas.LoadLevel(s.Level) s.UI.Canvas.ScrollTo(render.Origin) s.UI.Canvas.Scrollable = true } // Update the loading screen with level info. loadscreen.SetSubtitle( "Opening: "+s.Level.Title, "by "+s.Level.Author, ) case enum.DoodadDrawing: // Getting a doodad from file? if s.filename != "" && s.OpenFile { log.Debug("EditorScene.Setup: Loading doodad from filename at %s", s.filename) if err := s.LoadDoodad(s.filename); err != nil { d.FlashError("LoadDoodad error: %s", err) } } // Write locked doodad? if s.Doodad != nil && s.Doodad.Locked { if usercfg.Current.WriteLockOverride { d.Flash("Note: write lock has been overridden") } else { d.FlashError("That doodad is write-protected and cannot be viewed in the editor.") s.Doodad = nil s.filename = "" } } // No Doodad? if s.Doodad == nil { log.Debug("EditorScene.Setup: initializing a new Doodad") s.Doodad = doodads.New(s.DoodadSize.W, s.DoodadSize.H) s.UI.Canvas.LoadDoodad(s.Doodad) } // Update the loading screen with level info. loadscreen.SetSubtitle( s.Doodad.Title, "by "+s.Doodad.Author, ) // TODO: move inside the UI. Just an approximate position for now. s.UI.Canvas.Resize(s.DoodadSize) s.UI.Canvas.ScrollTo(render.Origin) s.UI.Canvas.Scrollable = false s.UI.Workspace.Compute(d.Engine) } // Pre-cache all bitmap images from the level chunks. // Note: we are not running on the main thread, so SDL2 Textures // don't get created yet, but we do the full work of caching bitmap // images which later get fed directly into SDL2 saving speed at // runtime, + the bitmap generation is pretty wicked fast anyway. loadscreen.PreloadAllChunkBitmaps(s.UI.Canvas.Chunker()) // Recompute the UI Palette window for the level's palette. s.UI.FinishSetup(d) // Scroll the level to the remembered position from when we went // to Play Mode and back. If no remembered position, this is zero // anyway. if s.RememberScrollPosition.IsZero() && s.Level != nil { s.UI.Canvas.ScrollTo(s.Level.ScrollPosition) } else { s.UI.Canvas.ScrollTo(s.RememberScrollPosition) } d.Flash("Editor Mode.") if s.DrawingType == enum.LevelDrawing { d.Flash("Press 'P' to playtest this level.") } return nil } // Common function to install the actors into the level. // // InstallActors may return an error if doodads were not found - because the // player is on the free version and can't load attached doodads from nonsigned // files. func (s *EditorScene) installActors() error { if err := s.UI.Canvas.InstallActors(s.Level.Actors); err != nil { summary := "This level references some doodads that were not found:" if strings.Contains(err.Error(), plus.ErrRegisteredFeature.Error()) { summary = "This level contains embedded doodads, but this is not\n" + "available in the free version of the game. The following\n" + "doodads could not be loaded:" } modal.Alert("%s\n\n%s", summary, err).WithTitle("Level Errors") return fmt.Errorf("EditorScene.LoadLevel: InstallActors: %s", err) } return nil } // Playtest switches the level into Play Mode. func (s *EditorScene) Playtest() { log.Info("Play Mode, Go!") s.d.Goto(&PlayScene{ Filename: s.filename, Level: s.Level, CanEdit: true, RememberScrollPosition: s.UI.Canvas.Scroll, }) } // PlaytestFrom enters play mode starting at a custom spawn point. func (s *EditorScene) PlaytestFrom(p render.Point) { log.Info("Play Mode, Go!") s.d.Goto(&PlayScene{ Filename: s.filename, Level: s.Level, CanEdit: true, RememberScrollPosition: s.UI.Canvas.Scroll, SpawnPoint: p, }) } // ConfirmUnload may pop up a confirmation modal to save the level before the // user performs an action that may close the level, such as click File->New. func (s *EditorScene) ConfirmUnload(fn func()) { if !s.UI.Canvas.Modified() { fn() return } modal.Confirm( "This drawing has unsaved changes. Are you sure you\nwant to continue and lose your changes?", ).WithTitle("Confirm Closing Drawing").Then(fn) } // Loop the editor scene. func (s *EditorScene) Loop(d *Doodle, ev *event.State) error { // Skip if still loading. if loadscreen.IsActive() { return nil } // Update debug overlay values. *s.debTool = s.UI.Canvas.Tool.String() *s.debSwatch = "???" *s.debWorldIndex = s.UI.Canvas.WorldIndexAt(s.UI.cursor).String() *s.debLoadingViewport = "???" // Safely... if s.UI.Canvas.Palette != nil && s.UI.Canvas.Palette.ActiveSwatch != nil { *s.debSwatch = s.UI.Canvas.Palette.ActiveSwatch.Name } if s.UI.Canvas != nil { inside, outside := s.UI.Canvas.LoadUnloadMetrics() *s.debLoadingViewport = fmt.Sprintf("%d in %d out %d cached %d gc", inside, outside, s.UI.Canvas.Chunker().CacheSize(), s.UI.Canvas.Chunker().GCSize()) } // Has the window been resized? if ev.WindowResized { s.UI.Resized(d) return nil } // Run all of the keybinds. binders := []struct { v bool f func() }{ { keybind.NewLevel(ev), func() { // Ctrl-N, New Level s.MenuNewLevel() }, }, { keybind.SaveAs(ev), func() { // Shift-Ctrl-S, Save As s.MenuSave(true)() }, }, { keybind.Save(ev), func() { // Ctrl-S, Save s.MenuSave(false)() }, }, { keybind.Open(ev), func() { // Ctrl-O, Open s.MenuOpen() }, }, { keybind.Undo(ev), func() { // Ctrl-Z, Undo s.UI.Canvas.UndoStroke() ev.ResetKeyDown() }, }, { keybind.Redo(ev), func() { // Ctrl-Y, Undo s.UI.Canvas.RedoStroke() ev.ResetKeyDown() }, }, { keybind.ZoomIn(ev), func() { s.UI.Canvas.Zoom++ ev.ResetKeyDown() }, }, { keybind.ZoomOut(ev), func() { s.UI.Canvas.Zoom-- ev.ResetKeyDown() }, }, { keybind.ZoomReset(ev), func() { s.UI.Canvas.Zoom = 0 ev.ResetKeyDown() }, }, { keybind.Origin(ev), func() { d.Flash("Scrolled back to level origin (0,0)") s.UI.Canvas.ScrollTo(render.Origin) ev.ResetKeyDown() }, }, { keybind.CloseAllWindows(ev), func() { s.UI.Supervisor.CloseAllWindows() }, }, { keybind.CloseTopmostWindow(ev), func() { s.UI.Supervisor.CloseActiveWindow() }, }, { keybind.NewViewport(ev), func() { if s.DrawingType != enum.LevelDrawing { return } pip := windows.MakePiPWindow(d.width, d.height, windows.PiP{ Supervisor: s.UI.Supervisor, Engine: s.d.Engine, Level: s.Level, Event: s.d.event, Tool: &s.UI.Canvas.Tool, BrushSize: &s.UI.Canvas.BrushSize, }) pip.Show() }, }, } for _, bind := range binders { if bind.v { bind.f() } } // s.UI.Loop(ev) // Switching to Play Mode? if s.DrawingType == enum.LevelDrawing && keybind.GotoPlay(ev) { s.Playtest() } else if keybind.LineTool(ev) { d.Flash("Line Tool selected.") s.UI.Canvas.Tool = drawtool.LineTool s.UI.activeTool = s.UI.Canvas.Tool.String() } else if keybind.PencilTool(ev) { d.Flash("Pencil Tool selected.") s.UI.Canvas.Tool = drawtool.PencilTool s.UI.activeTool = s.UI.Canvas.Tool.String() } else if keybind.RectTool(ev) { d.Flash("Rectangle Tool selected.") s.UI.Canvas.Tool = drawtool.RectTool s.UI.activeTool = s.UI.Canvas.Tool.String() } else if keybind.EllipseTool(ev) { d.Flash("Ellipse Tool selected.") s.UI.Canvas.Tool = drawtool.EllipseTool s.UI.activeTool = s.UI.Canvas.Tool.String() } else if keybind.EraserTool(ev) { d.Flash("Eraser Tool selected.") s.UI.Canvas.Tool = drawtool.EraserTool s.UI.activeTool = s.UI.Canvas.Tool.String() } else if keybind.DoodadDropper(ev) { s.UI.OpenDoodadDropper() } s.UI.Loop(ev) // Trigger auto-save of the level in case of crash or accidental closure. if time.Since(s.lastAutosaveAt) > balance.AutoSaveInterval { s.lastAutosaveAt = time.Now() if !usercfg.Current.DisableAutosave { if err := s.AutoSave(); err != nil { d.FlashError("Autosave error: %s", err) } } } return nil } // Draw the current frame. func (s *EditorScene) Draw(d *Doodle) error { // Skip if still loading. if loadscreen.IsActive() { return nil } // Clear the canvas and fill it with magenta so it's clear if any spots are missed. d.Engine.Clear(render.RGBA(160, 120, 160, 255)) s.UI.Present(d.Engine) return nil } // LoadLevel loads a level from disk. func (s *EditorScene) LoadLevel(filename string) error { s.filename = filename level, err := level.LoadFile(filename) if err != nil { return fmt.Errorf("EditorScene.LoadLevel(%s): %s", filename, err) } s.DrawingType = enum.LevelDrawing s.Level = level s.UI.Canvas.LoadLevel(s.Level) log.Info("Installing %d actors into the drawing", len(level.Actors)) if err := s.UI.Canvas.InstallActors(level.Actors); err != nil { summary := "This level references some doodads that were not found:" if strings.Contains(err.Error(), plus.ErrRegisteredFeature.Error()) { summary = "This level contains embedded doodads, but this is not\n" + "available in the free version of the game. The following\n" + "doodads could not be loaded:" } modal.Alert("%s\n\n%s", summary, err).WithTitle("Level Errors") return fmt.Errorf("EditorScene.LoadLevel: InstallActors: %s", err) } return nil } // SaveLevel saves the level to disk. func (s *EditorScene) SaveLevel(filename string) error { if s.DrawingType != enum.LevelDrawing { return errors.New("SaveLevel: current drawing is not a Level type") } if !strings.HasSuffix(filename, enum.LevelExt) { filename += enum.LevelExt } s.filename = filename m := s.Level if m.Title == "" { m.Title = "Alpha" } if m.Author == "" { m.Author = native.DefaultAuthor } m.Palette = s.UI.Canvas.Palette m.Chunker = s.UI.Canvas.Chunker() // Store the scroll position. m.ScrollPosition = s.UI.Canvas.Scroll // Clear the modified flag on the level. s.UI.Canvas.SetModified(false) // Attach doodads to the level on save. if err := publishing.Publish(m); err != nil { log.Error("Error publishing level: %s", err.Error()) } s.lastAutosaveAt = time.Now() // Save screenshots into the level file. if !m.HasScreenshot() { s.UpdateLevelScreenshot(m) } return m.WriteFile(filename) } // UpdateLevelScreenshot updates a level screenshot in its zipfile. func (s *EditorScene) UpdateLevelScreenshot(lvl *level.Level) error { // The level must have been saved and have a filename to update in. if s.filename == "" { return errors.New("Save your level to disk before updating its screenshot.") } if err := giant_screenshot.UpdateLevelScreenshots(lvl, s.UI.Canvas.Viewport().Point()); err != nil { return fmt.Errorf("Error saving level screenshots: %s", err) } return nil } // AutoSave takes an autosave snapshot of the level or drawing. func (s *EditorScene) AutoSave() error { var ( filename = "_autosave.level" err error ) s.d.FlashError("Beginning AutoSave() in a background thread") // Trigger the auto-save in the background to not block the main thread. go func() { var err error switch s.DrawingType { case enum.LevelDrawing: err = s.Level.WriteFile(filename) s.d.Flash("Automatically saved level to %s", filename) case enum.DoodadDrawing: filename = "_autosave.doodad" err = s.Doodad.WriteFile(filename) s.d.Flash("Automatically saved doodad to %s", filename) } if err != nil { s.d.FlashError("Error saving %s: %s", filename, err) } }() return err } // LoadDoodad loads a doodad from disk. func (s *EditorScene) LoadDoodad(filename string) error { s.filename = filename doodad, err := doodads.LoadFile(filename) if err != nil { return fmt.Errorf("EditorScene.LoadDoodad(%s): %s", filename, err) } s.DrawingType = enum.DoodadDrawing s.Doodad = doodad s.DoodadSize = doodad.Size s.UI.Canvas.LoadDoodad(s.Doodad) return nil } // SaveDoodad saves the doodad to disk. func (s *EditorScene) SaveDoodad(filename string) error { if s.DrawingType != enum.DoodadDrawing { return errors.New("SaveDoodad: current drawing is not a Doodad type") } if !strings.HasSuffix(filename, enum.DoodadExt) { filename += enum.DoodadExt } s.filename = filename d := s.Doodad if d.Title == "" { d.Title = "Untitled Doodad" } if d.Author == "" { d.Author = native.DefaultAuthor } // TODO: is this copying necessary? d.Palette = s.UI.Canvas.Palette d.Layers[s.ActiveLayer].Chunker = s.UI.Canvas.Chunker() // Clear the modified flag on the level. s.UI.Canvas.SetModified(false) // Save it to their profile directory. filename = userdir.DoodadPath(filename) log.Info("Write Doodad: %s", filename) return d.WriteFile(filename) } // Destroy the scene. func (s *EditorScene) Destroy() error { // Free SDL2 textures. Note: if they are switching to the Editor, the chunks still have // their bitmaps cached and will regen the textures as needed. s.UI.Teardown() // Reset the cursor to default. cursor.Current = cursor.NewPointer(s.d.Engine) return nil }