doodle/pkg/doodads/json.go
Noah Petherbridge 864156da53 Settings Window + Bugfix
* Added a Settings window for game options, such as enabling the
  horizontal toolbars in Edit Mode. The Settings window also has a
  Controls tab showing the gameplay buttons and keyboard shortcuts.
* The Settings window is available as a button on the home screen OR
  from the Edit->Settings menu in the EditScene.
* Bugfix: using WASD to move the player character now works better and
  is considered by the game to be identical to the arrow key inputs. Boy
  now updates his animation based on these keys, and they register as
  boolean on/off keys instead of affected by key-repeat.
* Refactor the boolProps: they are all part of usercfg now, and if you
  run e.g. "boolProp show-all-doodads true" and then cause the user
  settings to save to disk, that boolProp will be permanently enabled
  until turned off again.
2021-06-19 22:14:41 -07:00

74 lines
1.6 KiB
Go

package doodads
import (
"bytes"
"encoding/json"
"fmt"
"io/ioutil"
"os"
"path/filepath"
"git.kirsle.net/apps/doodle/pkg/usercfg"
)
// ToJSON serializes the doodad as JSON.
func (d *Doodad) ToJSON() ([]byte, error) {
out := bytes.NewBuffer([]byte{})
encoder := json.NewEncoder(out)
if usercfg.Current.JSONIndent {
encoder.SetIndent("", "\t")
}
err := encoder.Encode(d)
return out.Bytes(), err
}
// FromJSON loads a doodad from JSON string.
func FromJSON(filename string, data []byte) (*Doodad, error) {
var doodad = &Doodad{}
err := json.Unmarshal(data, doodad)
// Inflate the chunk metadata to map the pixels to their palette indexes.
doodad.Filename = filepath.Base(filename)
doodad.Inflate()
return doodad, err
}
// WriteJSON writes a Doodad to JSON on disk.
func (d *Doodad) WriteJSON(filename string) error {
json, err := d.ToJSON()
if err != nil {
return fmt.Errorf("Doodad.WriteJSON: JSON encode error: %s", err)
}
err = ioutil.WriteFile(filename, json, 0755)
if err != nil {
return fmt.Errorf("Doodad.WriteJSON: WriteFile error: %s", err)
}
d.Filename = filepath.Base(filename)
return nil
}
// LoadJSON loads a map from JSON file.
func LoadJSON(filename string) (*Doodad, error) {
fh, err := os.Open(filename)
if err != nil {
return nil, err
}
defer fh.Close()
// Decode the JSON file from disk.
d := New(0)
decoder := json.NewDecoder(fh)
err = decoder.Decode(&d)
if err != nil {
return d, fmt.Errorf("doodad.LoadJSON: JSON decode error: %s", err)
}
// Inflate the chunk metadata to map the pixels to their palette indexes.
d.Filename = filepath.Base(filename)
d.Inflate()
return d, err
}