Noah Petherbridge
9a51ac39f9
* New doodad: Invisible Warp Door * All warp doors require the player to be grounded (if affected by gravity) to open them. No jumping or falling thru and opening a warp door mid-air! * Title Screen now randomly selects from a couple of levels. * Title Screen: if it fails to load a level it sets up a basic blank level with a wallpaper instead. * New developer shell command: titlescreen <level> Opens the MainScene with a custom user level as the background. * Add Auto-save to the Editor to save your drawing every 5 minutes * Add a MenuBar to the Play Scene for easier navigation to other features of the game. * Doodad JS API: time.Since() now available.
128 lines
3.0 KiB
Go
128 lines
3.0 KiB
Go
/*
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Package usercfg has functions around the user's Game Settings.
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Other places in the codebase to look for its related functionality:
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- pkg/windows/settings.go: the Settings Window is the UI owner of
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this feature, it adjusts the usercfg.Current struct and Saves the
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changes to disk.
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*/
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package usercfg
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import (
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"bytes"
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"crypto/rand"
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"encoding/json"
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"io/ioutil"
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"os"
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"path/filepath"
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"time"
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"git.kirsle.net/apps/doodle/pkg/userdir"
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"git.kirsle.net/go/render"
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)
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// Settings are the available game settings.
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type Settings struct {
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// Initialized is set true the first time the settings are saved to
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// disk, so the game may decide some default settings for first-time
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// user experience, e.g. set horizontal toolbars for mobile.
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Initialized bool
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Entropy []byte `json:"entropy"`
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// Configurable settings (pkg/windows/settings.go)
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HorizontalToolbars bool `json:",omitempty"`
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EnableFeatures bool `json:",omitempty"`
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CrosshairSize int `json:",omitempty"`
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CrosshairColor render.Color
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HideTouchHints bool `json:",omitempty"`
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DisableAutosave bool `json:",omitempty"`
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// Secret boolprops from balance/boolprops.go
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ShowHiddenDoodads bool `json:",omitempty"`
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WriteLockOverride bool `json:",omitempty"`
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JSONIndent bool `json:",omitempty"`
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// Bookkeeping.
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UpdatedAt time.Time
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}
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// Current loaded settings, good defaults by default.
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var Current = Defaults()
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// Defaults returns sensible default user settings.
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func Defaults() *Settings {
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return &Settings{}
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}
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// Filepath returns the path to the settings file.
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func Filepath() string {
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return filepath.Join(userdir.ProfileDirectory, "settings.json")
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}
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// Save the settings to disk.
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func Save() error {
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var (
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filename = Filepath()
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bin = bytes.NewBuffer([]byte{})
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enc = json.NewEncoder(bin)
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)
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enc.SetIndent("", "\t")
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Current.Initialized = true
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Current.UpdatedAt = time.Now()
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if Current.Entropy == nil || len(Current.Entropy) == 0 {
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if key, err := MakeEntropy(); err == nil {
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Current.Entropy = key
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}
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}
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if err := enc.Encode(Current); err != nil {
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return err
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}
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err := ioutil.WriteFile(filename, bin.Bytes(), 0644)
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return err
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}
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// Load the settings from disk. The loaded settings will be available
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// at usercfg.Current.
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func Load() error {
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var (
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filename = Filepath()
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settings = Defaults()
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)
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if _, err := os.Stat(filename); os.IsNotExist(err) {
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return nil // no file, no problem
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}
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fh, err := os.Open(filename)
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if err != nil {
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return err
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}
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// Decode JSON from file.
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dec := json.NewDecoder(fh)
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err = dec.Decode(settings)
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if err != nil {
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return err
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}
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Current = settings
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// If we don't have an entropy key saved, make one and save it.
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if Current.Entropy == nil || len(Current.Entropy) == 0 {
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Save()
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}
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return nil
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}
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// MakeEntropy creates a random string one time that saves into the settings.json,
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// used for checksum calculations for the user's savegame.
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func MakeEntropy() ([]byte, error) {
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key := make([]byte, 16)
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_, err := rand.Read(key)
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if err != nil {
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return nil, err
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}
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return key, nil
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}
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