Noah Petherbridge
22440f436b
* Rudimentary scrolling shows a Left and Right button at the top of the Doodad Palette if your window is deemed not tall enough to contain all of the doodads. * A "progress bar" is shown between the buttons indicating the percentage of your scroll down the doodad list. When you're able to see the final row of doodads, the progress bar is at 100%.
299 lines
7.2 KiB
Go
299 lines
7.2 KiB
Go
package doodle
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import (
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"errors"
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"fmt"
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"os"
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"strings"
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"git.kirsle.net/apps/doodle/lib/events"
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"git.kirsle.net/apps/doodle/lib/render"
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"git.kirsle.net/apps/doodle/pkg/doodads"
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"git.kirsle.net/apps/doodle/pkg/drawtool"
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"git.kirsle.net/apps/doodle/pkg/enum"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/userdir"
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)
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// EditorScene manages the "Edit Level" game mode.
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type EditorScene struct {
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// Configuration for the scene initializer.
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DrawingType enum.DrawingType
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OpenFile bool
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Filename string
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DoodadSize int
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UI *EditorUI
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d *Doodle
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// The current level or doodad object being edited, based on the
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// DrawingType.
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Level *level.Level
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Doodad *doodads.Doodad
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// Custom debug overlay values.
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debTool *string
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debSwatch *string
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debWorldIndex *string
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// Last saved filename by the user.
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filename string
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}
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// Name of the scene.
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func (s *EditorScene) Name() string {
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return "Edit"
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}
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// Setup the editor scene.
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func (s *EditorScene) Setup(d *Doodle) error {
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// Debug overlay values.
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s.debTool = new(string)
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s.debSwatch = new(string)
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s.debWorldIndex = new(string)
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customDebugLabels = []debugLabel{
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{"Pixel:", s.debWorldIndex},
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{"Tool:", s.debTool},
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{"Swatch:", s.debSwatch},
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}
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// Initialize the user interface. It references the palette and such so it
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// must be initialized after those things.
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s.d = d
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s.UI = NewEditorUI(d, s)
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// Were we given configuration data?
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if s.Filename != "" {
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log.Debug("EditorScene.Setup: Set filename to %s", s.Filename)
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s.filename = s.Filename
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s.Filename = ""
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}
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// Loading a Level or a Doodad?
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switch s.DrawingType {
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case enum.LevelDrawing:
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if s.Level != nil {
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log.Debug("EditorScene.Setup: received level from scene caller")
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s.UI.Canvas.LoadLevel(d.Engine, s.Level)
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s.UI.Canvas.InstallActors(s.Level.Actors)
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} else if s.filename != "" && s.OpenFile {
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log.Debug("EditorScene.Setup: Loading map from filename at %s", s.filename)
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if err := s.LoadLevel(s.filename); err != nil {
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d.Flash("LoadLevel error: %s", err)
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} else {
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s.UI.Canvas.InstallActors(s.Level.Actors)
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}
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}
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// No level?
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if s.Level == nil {
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log.Debug("EditorScene.Setup: initializing a new Level")
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s.Level = level.New()
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s.Level.Palette = level.DefaultPalette()
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s.UI.Canvas.LoadLevel(d.Engine, s.Level)
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s.UI.Canvas.ScrollTo(render.Origin)
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s.UI.Canvas.Scrollable = true
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}
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case enum.DoodadDrawing:
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// No Doodad?
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if s.filename != "" && s.OpenFile {
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log.Debug("EditorScene.Setup: Loading doodad from filename at %s", s.filename)
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if err := s.LoadDoodad(s.filename); err != nil {
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d.Flash("LoadDoodad error: %s", err)
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}
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}
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// No Doodad?
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if s.Doodad == nil {
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log.Debug("EditorScene.Setup: initializing a new Doodad")
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s.Doodad = doodads.New(s.DoodadSize)
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s.UI.Canvas.LoadDoodad(s.Doodad)
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}
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// TODO: move inside the UI. Just an approximate position for now.
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s.UI.Canvas.Resize(render.NewRect(int32(s.DoodadSize), int32(s.DoodadSize)))
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s.UI.Canvas.ScrollTo(render.Origin)
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s.UI.Canvas.Scrollable = false
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s.UI.Workspace.Compute(d.Engine)
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}
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// Recompute the UI Palette window for the level's palette.
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s.UI.FinishSetup(d)
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d.Flash("Editor Mode. Press 'P' to play this map.")
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return nil
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}
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// Playtest switches the level into Play Mode.
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func (s *EditorScene) Playtest() {
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log.Info("Play Mode, Go!")
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s.d.Goto(&PlayScene{
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Filename: s.filename,
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Level: s.Level,
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CanEdit: true,
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})
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}
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// Loop the editor scene.
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func (s *EditorScene) Loop(d *Doodle, ev *events.State) error {
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// Update debug overlay values.
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*s.debTool = s.UI.Canvas.Tool.String()
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*s.debSwatch = s.UI.Canvas.Palette.ActiveSwatch.Name
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*s.debWorldIndex = s.UI.Canvas.WorldIndexAt(s.UI.cursor).String()
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// Has the window been resized?
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if resized := ev.Resized.Read(); resized {
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w, h := d.Engine.WindowSize()
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if w != d.width || h != d.height {
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// Not a false alarm.
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d.width = w
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d.height = h
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s.UI.Resized(d)
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return nil
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}
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}
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// Undo/Redo key bindings.
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if ev.ControlActive.Now {
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key := ev.KeyName.Read()
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if key == "z" {
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s.UI.Canvas.UndoStroke()
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} else if key == "y" {
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s.UI.Canvas.RedoStroke()
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}
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}
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s.UI.Loop(ev)
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// Switching to Play Mode?
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switch ev.KeyName.Read() {
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case "p":
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s.Playtest()
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case "l":
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d.Flash("Line Tool selected.")
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s.UI.Canvas.Tool = drawtool.LineTool
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s.UI.activeTool = s.UI.Canvas.Tool.String()
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case "f":
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d.Flash("Pencil Tool selected.")
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s.UI.Canvas.Tool = drawtool.PencilTool
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s.UI.activeTool = s.UI.Canvas.Tool.String()
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case "r":
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d.Flash("Rectangle Tool selected.")
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s.UI.Canvas.Tool = drawtool.RectTool
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s.UI.activeTool = s.UI.Canvas.Tool.String()
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}
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return nil
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}
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// Draw the current frame.
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func (s *EditorScene) Draw(d *Doodle) error {
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// Clear the canvas and fill it with magenta so it's clear if any spots are missed.
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d.Engine.Clear(render.RGBA(160, 120, 160, 255))
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s.UI.Present(d.Engine)
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return nil
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}
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// LoadLevel loads a level from disk.
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func (s *EditorScene) LoadLevel(filename string) error {
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s.filename = filename
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level, err := level.LoadFile(filename)
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fmt.Printf("%+v\n", level)
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if err != nil {
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return fmt.Errorf("EditorScene.LoadLevel(%s): %s", filename, err)
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}
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s.DrawingType = enum.LevelDrawing
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s.Level = level
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s.UI.Canvas.LoadLevel(s.d.Engine, s.Level)
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log.Info("Installing %d actors into the drawing", len(level.Actors))
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if err := s.UI.Canvas.InstallActors(level.Actors); err != nil {
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return fmt.Errorf("EditorScene.LoadLevel: InstallActors: %s", err)
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}
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return nil
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}
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// SaveLevel saves the level to disk.
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// TODO: move this into the Canvas?
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func (s *EditorScene) SaveLevel(filename string) error {
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if s.DrawingType != enum.LevelDrawing {
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return errors.New("SaveLevel: current drawing is not a Level type")
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}
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if !strings.HasSuffix(filename, enum.LevelExt) {
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filename += enum.LevelExt
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}
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s.filename = filename
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m := s.Level
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if m.Title == "" {
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m.Title = "Alpha"
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}
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if m.Author == "" {
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m.Author = os.Getenv("USER")
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}
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m.Palette = s.UI.Canvas.Palette
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m.Chunker = s.UI.Canvas.Chunker()
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return m.WriteFile(filename)
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}
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// LoadDoodad loads a doodad from disk.
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func (s *EditorScene) LoadDoodad(filename string) error {
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s.filename = filename
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doodad, err := doodads.LoadFile(filename)
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if err != nil {
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return fmt.Errorf("EditorScene.LoadDoodad(%s): %s", filename, err)
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}
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s.DrawingType = enum.DoodadDrawing
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s.Doodad = doodad
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s.DoodadSize = doodad.Layers[0].Chunker.Size
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s.UI.Canvas.LoadDoodad(s.Doodad)
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return nil
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}
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// SaveDoodad saves the doodad to disk.
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func (s *EditorScene) SaveDoodad(filename string) error {
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if s.DrawingType != enum.DoodadDrawing {
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return errors.New("SaveDoodad: current drawing is not a Doodad type")
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}
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if !strings.HasSuffix(filename, enum.DoodadExt) {
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filename += enum.DoodadExt
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}
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s.filename = filename
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d := s.Doodad
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if d.Title == "" {
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d.Title = "Untitled Doodad"
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}
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if d.Author == "" {
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d.Author = os.Getenv("USER")
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}
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// TODO: is this copying necessary?
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d.Palette = s.UI.Canvas.Palette
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d.Layers[0].Chunker = s.UI.Canvas.Chunker()
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// Save it to their profile directory.
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filename = userdir.DoodadPath(filename)
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log.Info("Write Doodad: %s", filename)
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return d.WriteFile(filename)
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}
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// Destroy the scene.
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func (s *EditorScene) Destroy() error {
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return nil
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}
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