doodle/pkg/editor_ui_popups.go
Noah Petherbridge 7093b102e3 Embeddable Doodads In Levels
* The Publisher is all hooked up. No native Save File dialogs yet, so
  uses the dev shell Prompt() to ask for output filename.
* Custom-only or builtin doodads too can be stored in the level's file
  data, at "assets/doodads/*.doodad"
* When loading the embedded level in the Editor: it gets its custom
  doodads out of its file, and you can drag and drop them elsehwere,
  link them, Play Mode can use them, etc. but they won't appear in the
  Doodad Dropper if they are not installed in your local doodads
  directory.
* Fleshed out serialization API for the Doodad files:
  - LoadFromEmbeddable() looks to load a doodad from embeddable file
    data in addition to the usual places.
  - Serialize() returns the doodad in bytes, for easy access to embed
    into level data.
  - Deserialize() to parse and return from bytes.
* When loading a level that references doodads not found in its embedded
  data or the filesystem: an Alert modal appears listing the missing
  doodads. The rest of the level loads fine, but the actors referenced
  by these doodads don't load.
2021-06-13 14:59:03 -07:00

264 lines
6.8 KiB
Go

package doodle
import (
"fmt"
"os"
"path/filepath"
"strings"
"git.kirsle.net/apps/doodle/pkg/doodads"
"git.kirsle.net/apps/doodle/pkg/level"
"git.kirsle.net/apps/doodle/pkg/level/publishing"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/apps/doodle/pkg/modal"
"git.kirsle.net/apps/doodle/pkg/windows"
"git.kirsle.net/go/render"
"git.kirsle.net/go/ui"
)
/*
Functions to manage popup windows in the Editor Mode, such as:
* The Palette Editor
* The Layers Window
* etc.
*/
// Opens the "Layers" window (for editing doodads)
func (u *EditorUI) OpenLayersWindow() {
u.layersWindow.Hide()
u.layersWindow = nil
u.SetupPopups(u.d)
u.layersWindow.Show()
}
// OpenPaletteWindow opens the Palette Editor window.
func (u *EditorUI) OpenPaletteWindow() {
// TODO: recompute the window so the actual loaded level palette gets in
u.paletteEditor.Hide()
u.paletteEditor = nil
u.SetupPopups(u.d)
u.paletteEditor.Show()
}
// OpenDoodadDropper opens the Doodad Dropper window.
func (u *EditorUI) OpenDoodadDropper() {
// NOTE: most places in the code call this directly, nice
// and simple window :) but OpenDoodadDropper() added for consistency.
u.doodadWindow.Show()
}
// OpenPublishWindow opens the Publisher window.
func (u *EditorUI) OpenPublishWindow() {
u.publishWindow.Hide()
u.publishWindow = nil
u.SetupPopups(u.d)
u.publishWindow.Show()
}
// SetupPopups preloads popup windows like the DoodadDropper.
func (u *EditorUI) SetupPopups(d *Doodle) {
// Common window configure function.
var configure = func(window *ui.Window) {
var size = window.Size()
window.Compute(d.Engine)
window.Supervise(u.Supervisor)
// Center the window.
window.MoveTo(render.Point{
X: (d.width / 2) - (size.W / 2),
Y: (d.height / 2) - (size.H / 2),
})
window.Hide()
}
// Doodad Dropper.
if u.doodadWindow == nil {
u.doodadWindow = windows.NewDoodadDropper(windows.DoodadDropper{
Supervisor: u.Supervisor,
Engine: d.Engine,
OnStartDragActor: u.startDragActor,
OnCancel: func() {
u.doodadWindow.Hide()
},
})
configure(u.doodadWindow)
}
// Page Settings
if u.levelSettingsWindow == nil {
scene, _ := d.Scene.(*EditorScene)
u.levelSettingsWindow = windows.NewAddEditLevel(windows.AddEditLevel{
Supervisor: u.Supervisor,
Engine: d.Engine,
EditLevel: scene.Level,
OnChangePageTypeAndWallpaper: func(pageType level.PageType, wallpaper string) {
log.Info("OnChangePageTypeAndWallpaper called: %+v, %+v", pageType, wallpaper)
scene.Level.PageType = pageType
scene.Level.Wallpaper = wallpaper
u.Canvas.LoadLevel(d.Engine, scene.Level)
},
OnCancel: func() {
u.levelSettingsWindow.Hide()
},
})
configure(u.levelSettingsWindow)
}
// Publish Level (embed doodads)
if u.publishWindow == nil {
scene, _ := d.Scene.(*EditorScene)
u.publishWindow = windows.NewPublishWindow(windows.Publish{
Supervisor: u.Supervisor,
Engine: d.Engine,
Level: scene.Level,
OnPublish: func(includeBuiltins bool) {
log.Debug("OnPublish: include builtins=%+v", includeBuiltins)
cwd, _ := os.Getwd()
d.Prompt(fmt.Sprintf("File name (relative to %s)> ", cwd), func(answer string) {
if answer == "" {
d.Flash("A file name is required to publish this level.")
return
}
if !strings.HasSuffix(answer, ".level") {
answer += ".level"
}
answer = filepath.Join(cwd, answer)
log.Debug("call with includeBuiltins=%+v", includeBuiltins)
if _, err := publishing.Publish(scene.Level, answer, includeBuiltins); err != nil {
modal.Alert("Error when publishing the level: %s", err)
return
}
d.Flash("Exported published level to: %s", answer)
})
},
OnCancel: func() {
u.publishWindow.Hide()
},
})
configure(u.publishWindow)
}
// Palette Editor.
if u.paletteEditor == nil {
scene, _ := d.Scene.(*EditorScene)
// Which palette?
var pal *level.Palette
if scene.Level != nil {
pal = scene.Level.Palette
} else if scene.Doodad != nil {
pal = scene.Doodad.Palette
}
u.paletteEditor = windows.NewPaletteEditor(windows.PaletteEditor{
Supervisor: u.Supervisor,
Engine: d.Engine,
IsDoodad: scene.Doodad != nil,
EditPalette: pal,
OnChange: func() {
// Reload the level.
if scene.Level != nil {
log.Warn("RELOAD LEVEL")
u.Canvas.LoadLevel(d.Engine, scene.Level)
scene.Level.Chunker.Redraw()
} else if scene.Doodad != nil {
log.Warn("RELOAD DOODAD")
u.Canvas.LoadDoodadToLayer(u.Scene.Doodad, u.Scene.ActiveLayer)
u.Scene.Doodad.Layers[u.Scene.ActiveLayer].Chunker.Redraw()
}
// Reload the palette frame to reflect the changed data.
u.Palette.Hide()
u.Palette = u.SetupPalette(d)
u.Resized(d)
},
OnAddColor: func() {
// Adding a new color to the palette.
sw := pal.AddSwatch()
log.Info("Added new palette color: %+v", sw)
// Awkward but... reload this very same window.
u.paletteEditor.Hide()
u.paletteEditor = nil
u.SetupPopups(d)
u.paletteEditor.Show()
},
OnCancel: func() {
u.paletteEditor.Hide()
},
})
configure(u.paletteEditor)
}
// Layers window (doodad editor)
if u.layersWindow == nil {
scene, _ := d.Scene.(*EditorScene)
u.layersWindow = windows.NewLayerWindow(windows.Layers{
Supervisor: u.Supervisor,
Engine: d.Engine,
EditDoodad: scene.Doodad,
ActiveLayer: scene.ActiveLayer,
OnChange: func(self *doodads.Doodad) {
// Reload the level.
log.Warn("RELOAD LEVEL")
u.Canvas.LoadDoodad(u.Scene.Doodad)
for i := range self.Layers {
scene.Doodad.Layers[i] = self.Layers[i]
}
// Awkward but... reload this very same window.
// Otherwise, the window doesn't update to show the new
// layer having been added.
u.layersWindow.Hide()
u.layersWindow = nil
u.SetupPopups(d)
u.layersWindow.Show()
},
OnAddLayer: func() {
layer := doodads.Layer{
Name: fmt.Sprintf("layer %d", len(scene.Doodad.Layers)),
Chunker: level.NewChunker(scene.DoodadSize),
}
scene.Doodad.Layers = append(scene.Doodad.Layers, layer)
log.Info("Added new layer: %d %s",
len(scene.Doodad.Layers), layer.Name)
// Awkward but... reload this very same window.
// Otherwise, the window doesn't update to show the new
// layer having been added.
u.layersWindow.Hide()
u.layersWindow = nil
u.SetupPopups(d)
u.layersWindow.Show()
},
OnChangeLayer: func(index int) {
if index < 0 || index >= len(scene.Doodad.Layers) {
d.Flash("OnChangeLayer: layer %d out of range", index)
return
}
log.Info("CHANGE DOODAD LAYER TO %d", index)
u.Canvas.LoadDoodadToLayer(u.Scene.Doodad, index)
u.Scene.ActiveLayer = index
},
OnCancel: func() {
u.layersWindow.Hide()
},
})
configure(u.layersWindow)
}
}