doodle/pkg/editor_scene.go
Noah Petherbridge fd649b7ab1 Doodad CLI Tool Features; Write Lock and Hidden
* The `doodad` CLI tool got a lot of new commands:
  * `doodad show` to verbosely print details about Levels and Doodads.
  * `edit-level` and `edit-doodad` to update details about Levels and
    Doodads, such as their Title, Author, page type and size, etc.
* Doodads gain a `Hidden bool` that hides them from the palette in
  Editor Mode. The player character (Blue Azulian) is Hidden.
* Add some boolProps to the balance/ package and made a dynamic system
  to easily configure these with the in-game dev console.
  * Command: `boolProp list` returns available balance.boolProps
  * `boolProp <name>` returns the current value.
  * `boolProp <name> <true or false>` sets the value.
* The new boolProps are:
  * showAllDoodads: enable Hidden doodads on the palette UI (NOTE:
    reload the editor to take effect)
  * writeLockOverride: edit files that are write locked anyway
  * prettyJSON: pretty-format the JSON files saved by the game.
2019-07-06 23:28:11 -07:00

323 lines
7.8 KiB
Go

package doodle
import (
"errors"
"fmt"
"os"
"strings"
"git.kirsle.net/apps/doodle/lib/events"
"git.kirsle.net/apps/doodle/lib/render"
"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/userdir"
)
// 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
// 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(int32(s.DoodadSize), int32(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,
})
}
// Loop the editor scene.
func (s *EditorScene) Loop(d *Doodle, ev *events.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 resized := ev.Resized.Read(); resized {
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.ControlActive.Now {
key := ev.KeyName.Read()
if key == "z" {
s.UI.Canvas.UndoStroke()
} else if key == "y" {
s.UI.Canvas.RedoStroke()
}
}
s.UI.Loop(ev)
// Switching to Play Mode?
switch ev.KeyName.Read() {
case "p":
s.Playtest()
case "l":
d.Flash("Line Tool selected.")
s.UI.Canvas.Tool = drawtool.LineTool
s.UI.activeTool = s.UI.Canvas.Tool.String()
case "f":
d.Flash("Pencil Tool selected.")
s.UI.Canvas.Tool = drawtool.PencilTool
s.UI.activeTool = s.UI.Canvas.Tool.String()
case "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)
fmt.Printf("%+v\n", level)
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()
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[0].Chunker = s.UI.Canvas.Chunker()
// 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
}