doodle/pkg/editor_scene.go
Noah Petherbridge 190d4be1b6 Layer Selection Window for Doodad Editor
* 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.
2020-11-16 23:23:21 -08:00

341 lines
8.5 KiB
Go

package doodle
import (
"errors"
"fmt"
"os"
"strings"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/doodads"
"git.kirsle.net/apps/doodle/pkg/drawtool"
"git.kirsle.net/apps/doodle/pkg/enum"
"git.kirsle.net/apps/doodle/pkg/level"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/apps/doodle/pkg/modal"
"git.kirsle.net/apps/doodle/pkg/userdir"
"git.kirsle.net/go/render"
"git.kirsle.net/go/render/event"
)
// EditorScene manages the "Edit Level" game mode.
type EditorScene struct {
// Configuration for the scene initializer.
DrawingType enum.DrawingType
OpenFile bool
Filename string
DoodadSize int
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
// Last saved filename by the user.
filename string
}
// 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)
customDebugLabels = []debugLabel{
{"Pixel:", s.debWorldIndex},
{"Tool:", s.debTool},
{"Swatch:", s.debSwatch},
}
// 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")
s.UI.Canvas.LoadLevel(d.Engine, s.Level)
s.UI.Canvas.InstallActors(s.Level.Actors)
} else if s.filename != "" && s.OpenFile {
log.Debug("EditorScene.Setup: Loading map from filename at %s", s.filename)
if err := s.LoadLevel(s.filename); err != nil {
d.Flash("LoadLevel error: %s", err)
} else {
s.UI.Canvas.InstallActors(s.Level.Actors)
}
}
// Write locked level?
if s.Level != nil && s.Level.Locked {
if balance.WriteLockOverride {
d.Flash("Note: write lock has been overridden")
} else {
d.Flash("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(d.Engine, s.Level)
s.UI.Canvas.ScrollTo(render.Origin)
s.UI.Canvas.Scrollable = true
}
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.Flash("LoadDoodad error: %s", err)
}
}
// Write locked doodad?
if s.Doodad != nil && s.Doodad.Locked {
if balance.WriteLockOverride {
d.Flash("Note: write lock has been overridden")
} else {
d.Flash("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)
s.UI.Canvas.LoadDoodad(s.Doodad)
}
// TODO: move inside the UI. Just an approximate position for now.
s.UI.Canvas.Resize(render.NewRect(s.DoodadSize, s.DoodadSize))
s.UI.Canvas.ScrollTo(render.Origin)
s.UI.Canvas.Scrollable = false
s.UI.Workspace.Compute(d.Engine)
}
// Recompute the UI Palette window for the level's palette.
s.UI.FinishSetup(d)
d.Flash("Editor Mode. Press 'P' to play this map.")
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,
})
}
// 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 {
// Update debug overlay values.
*s.debTool = s.UI.Canvas.Tool.String()
*s.debSwatch = s.UI.Canvas.Palette.ActiveSwatch.Name
*s.debWorldIndex = s.UI.Canvas.WorldIndexAt(s.UI.cursor).String()
// Has the window been resized?
if ev.WindowResized {
w, h := d.Engine.WindowSize()
if w != d.width || h != d.height {
// Not a false alarm.
d.width = w
d.height = h
s.UI.Resized(d)
return nil
}
}
// Undo/Redo key bindings.
if ev.Ctrl {
if ev.KeyDown("z") {
s.UI.Canvas.UndoStroke()
} else if ev.KeyDown("y") {
s.UI.Canvas.RedoStroke()
}
}
s.UI.Loop(ev)
// Switching to Play Mode?
if ev.KeyDown("p") {
s.Playtest()
} else if ev.KeyDown("l") {
d.Flash("Line Tool selected.")
s.UI.Canvas.Tool = drawtool.LineTool
s.UI.activeTool = s.UI.Canvas.Tool.String()
} else if ev.KeyDown("f") {
d.Flash("Pencil Tool selected.")
s.UI.Canvas.Tool = drawtool.PencilTool
s.UI.activeTool = s.UI.Canvas.Tool.String()
} else if ev.KeyDown("r") {
d.Flash("Rectangle Tool selected.")
s.UI.Canvas.Tool = drawtool.RectTool
s.UI.activeTool = s.UI.Canvas.Tool.String()
}
return nil
}
// Draw the current frame.
func (s *EditorScene) Draw(d *Doodle) error {
// 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.d.Engine, s.Level)
log.Info("Installing %d actors into the drawing", len(level.Actors))
if err := s.UI.Canvas.InstallActors(level.Actors); err != nil {
return fmt.Errorf("EditorScene.LoadLevel: InstallActors: %s", err)
}
return nil
}
// SaveLevel saves the level to disk.
// TODO: move this into the Canvas?
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 = os.Getenv("USER")
}
m.Palette = s.UI.Canvas.Palette
m.Chunker = s.UI.Canvas.Chunker()
// Clear the modified flag on the level.
s.UI.Canvas.SetModified(false)
return m.WriteFile(filename)
}
// 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.Layers[0].Chunker.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 = os.Getenv("USER")
}
// 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 {
return nil
}