doodle/editor_scene.go

262 lines
5.7 KiB
Go

package doodle
import (
"fmt"
"image"
"image/png"
"io/ioutil"
"os"
"time"
"git.kirsle.net/apps/doodle/events"
"git.kirsle.net/apps/doodle/level"
"git.kirsle.net/apps/doodle/render"
)
// EditorScene manages the "Edit Level" game mode.
type EditorScene struct {
// Configuration for the scene initializer.
OpenFile bool
Filename string
Canvas level.Grid
UI *EditorUI
Palette *level.Palette // Full palette of swatches for this level
Swatch *level.Swatch // actively selected painting swatch
// History of all the pixels placed by the user.
pixelHistory []*level.Pixel
lastPixel *level.Pixel // last pixel placed while mouse down and dragging
canvas level.Grid
filename string // Last saved filename.
// Canvas size
width int32
height int32
}
// Name of the scene.
func (s *EditorScene) Name() string {
return "Edit"
}
// Setup the editor scene.
func (s *EditorScene) Setup(d *Doodle) error {
s.Palette = level.DefaultPalette()
// Were we given configuration data?
if s.Filename != "" {
log.Debug("EditorScene: Set filename to %s", s.Filename)
s.filename = s.Filename
s.Filename = ""
if s.OpenFile {
log.Debug("EditorScene: Loading map from filename at %s", s.filename)
if err := s.LoadLevel(s.filename); err != nil {
d.Flash("LoadLevel error: %s", err)
}
}
}
if s.Canvas != nil {
log.Debug("EditorScene: Received Canvas from caller")
s.canvas = s.Canvas
s.Canvas = nil
}
// Select the first swatch in the palette.
if len(s.Palette.Swatches) > 0 {
s.Swatch = s.Palette.Swatches[0]
s.Palette.ActiveSwatch = s.Swatch.Name
}
// Initialize the user interface. It references the palette and such so it
// must be initialized after those things.
s.UI = NewEditorUI(d, s)
d.Flash("Editor Mode. Press 'P' to play this map.")
if s.pixelHistory == nil {
s.pixelHistory = []*level.Pixel{}
}
if s.canvas == nil {
log.Debug("EditorScene: Setting default canvas to an empty grid")
s.canvas = level.Grid{}
}
s.width = d.width // TODO: canvas width = copy the window size
s.height = d.height
return nil
}
// Loop the editor scene.
func (s *EditorScene) Loop(d *Doodle, ev *events.State) error {
s.UI.Loop(ev)
// Taking a screenshot?
if ev.ScreenshotKey.Pressed() {
log.Info("Taking a screenshot")
s.Screenshot()
}
// Switching to Play Mode?
if ev.KeyName.Read() == "p" {
log.Info("Play Mode, Go!")
d.Goto(&PlayScene{
Canvas: s.canvas,
})
return nil
}
// Clicking? Log all the pixels while doing so.
if ev.Button1.Now {
// log.Warn("Button1: %+v", ev.Button1)
lastPixel := s.lastPixel
pixel := &level.Pixel{
X: ev.CursorX.Now,
Y: ev.CursorY.Now,
Palette: s.Palette,
Swatch: s.Swatch,
}
// Append unique new pixels.
if len(s.pixelHistory) == 0 || s.pixelHistory[len(s.pixelHistory)-1] != pixel {
if lastPixel != nil {
// Draw the pixels in between.
if lastPixel != pixel {
for point := range render.IterLine(lastPixel.X, lastPixel.Y, pixel.X, pixel.Y) {
dot := &level.Pixel{
X: point.X,
Y: point.Y,
Palette: lastPixel.Palette,
Swatch: lastPixel.Swatch,
}
s.canvas[dot] = nil
}
}
}
s.lastPixel = pixel
s.pixelHistory = append(s.pixelHistory, pixel)
// Save in the pixel canvas map.
s.canvas[pixel] = nil
}
} else {
s.lastPixel = nil
}
return nil
}
// Draw the current frame.
func (s *EditorScene) Draw(d *Doodle) error {
// Clear the canvas and fill it with white.
d.Engine.Clear(render.White)
s.canvas.Draw(d.Engine)
s.UI.Present(d.Engine)
return nil
}
// LoadLevel loads a level from disk.
func (s *EditorScene) LoadLevel(filename string) error {
s.filename = filename
s.pixelHistory = []*level.Pixel{}
s.canvas = level.Grid{}
m, err := level.LoadJSON(filename)
if err != nil {
return err
}
s.Palette = m.Palette
if len(s.Palette.Swatches) > 0 {
s.Swatch = m.Palette.Swatches[0]
}
for _, pixel := range m.Pixels {
s.pixelHistory = append(s.pixelHistory, pixel)
s.canvas[pixel] = nil
}
return nil
}
// SaveLevel saves the level to disk.
func (s *EditorScene) SaveLevel(filename string) {
s.filename = filename
m := level.New()
m.Title = "Alpha"
m.Author = os.Getenv("USER")
m.Width = s.width
m.Height = s.height
m.Palette = s.Palette
for pixel := range s.canvas {
m.Pixels = append(m.Pixels, &level.Pixel{
X: pixel.X,
Y: pixel.Y,
PaletteIndex: int32(pixel.Swatch.Index()),
})
}
json, err := m.ToJSON()
if err != nil {
log.Error("SaveLevel error: %s", err)
return
}
err = ioutil.WriteFile(filename, json, 0644)
if err != nil {
log.Error("Create map file error: %s", err)
return
}
}
// Screenshot saves the level canvas to disk as a PNG image.
func (s *EditorScene) Screenshot() {
screenshot := image.NewRGBA(image.Rect(0, 0, int(s.width), int(s.height)))
// White-out the image.
for x := 0; x < int(s.width); x++ {
for y := 0; y < int(s.height); y++ {
screenshot.Set(x, y, image.White)
}
}
// Fill in the dots we drew.
for pixel := range s.canvas {
screenshot.Set(int(pixel.X), int(pixel.Y), image.Black)
}
// Create the screenshot directory.
if _, err := os.Stat("./screenshots"); os.IsNotExist(err) {
log.Info("Creating directory: ./screenshots")
err = os.Mkdir("./screenshots", 0755)
if err != nil {
log.Error("Can't create ./screenshots: %s", err)
return
}
}
filename := fmt.Sprintf("./screenshots/screenshot-%s.png",
time.Now().Format("2006-01-02T15-04-05"),
)
fh, err := os.Create(filename)
if err != nil {
log.Error(err.Error())
return
}
defer fh.Close()
if err := png.Encode(fh, screenshot); err != nil {
log.Error(err.Error())
return
}
}
// Destroy the scene.
func (s *EditorScene) Destroy() error {
return nil
}