doodle/pkg/editor_ui.go
Noah Petherbridge 701073cecc Doodad/Actor Runtime Options
* Add "Options" support for Doodads: these allow for individual Actor instances
  on your level to customize properties about the doodad. They're like "Tags"
  except the player can customize them on a per-actor basis.
* Doodad Editor: you can specify the Options in the Doodad Properties window.
* Level Editor: when the Actor Tool is selected, on mouse-over of an actor,
  clicking on the gear icon will open a new "Actor Properties" window which
  shows metadata (title, author, ID, position) and an Options tab to configure
  the actor's options.

Updates to the scripting API:

* Self.Options() returns a list of option names defined on the Doodad.
* Self.GetOption(name) returns the value for the named option, or nil if
  neither the actor nor its doodad have the option defined. The return type
  will be correctly a string, boolean or integer type.

Updates to the doodad command-line tool:

* `doodad show` will print the Options on a .doodad file and, when showing a
  .level file with --actors, prints any customized Options with the actors.
* `doodad edit-doodad` adds a --option parameter to define options.

Options added to the game's built-in doodads:

* Warp Doors: "locked (exit only)" will make it so the door can not be opened
  by the player, giving the "locked" message (as if it had no linked door),
  but the player may still exit from the door if sent by another warp door.
* Electric Door & Electric Trapdoor: "opened" can make the door be opened by
  default when the level begins instead of closed. A switch or a button that
  removes power will close the door as normal.
* Colored Doors & Small Key Door: "unlocked" will make the door unlocked at
  level start, not requiring a key to open it.
* Colored Keys & Small Key: "has gravity" will make the key subject to gravity
  and set its Mobile flag so that if it falls onto a button, it will activate.
* Gemstones: they had gravity by default; you can now uncheck "has gravity" to
  remove their Gravity and IsMobile status.
* Gemstone Totems: "has gemstone" will set the totem to its unlocked status by
  default with the gemstone inserted. No power signal will be emitted; it is
  cosmetic only.
* Fire Region: "name" can let you set a name for the fire region similarly to
  names for fire pixels: "Watch out for ${name}!"
* Invisible Warp Door: "locked (exit only)" added as well.
2022-10-09 17:41:24 -07:00

627 lines
17 KiB
Go

package doodle
import (
"fmt"
"path/filepath"
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
"git.kirsle.net/SketchyMaze/doodle/pkg/branding"
"git.kirsle.net/SketchyMaze/doodle/pkg/doodads"
"git.kirsle.net/SketchyMaze/doodle/pkg/drawtool"
"git.kirsle.net/SketchyMaze/doodle/pkg/enum"
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
"git.kirsle.net/SketchyMaze/doodle/pkg/license"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
"git.kirsle.net/SketchyMaze/doodle/pkg/uix"
"git.kirsle.net/SketchyMaze/doodle/pkg/usercfg"
"git.kirsle.net/SketchyMaze/doodle/pkg/windows"
"git.kirsle.net/go/render"
"git.kirsle.net/go/render/event"
"git.kirsle.net/go/ui"
)
// EditorUI manages the user interface for the Editor Scene.
type EditorUI struct {
d *Doodle
Scene *EditorScene
// Variables
StatusBoxes []*string
StatusMouseText string
StatusPaletteText string
StatusFilenameText string
StatusScrollText string
selectedSwatch string // name of selected swatch in palette
cursor render.Point // remember the cursor position in Loop
// Widgets
screen *ui.Frame // full-window parent frame for layout
Supervisor *ui.Supervisor
Canvas *uix.Canvas
Workspace *ui.Frame
MenuBar *ui.MenuBar
StatusBar *ui.Frame
ToolBar *ui.Frame
PlayButton *ui.Button
// Popup windows.
levelSettingsWindow *ui.Window
doodadPropertiesWindow *ui.Window
aboutWindow *ui.Window
doodadWindow *ui.Window
paletteEditor *ui.Window
layersWindow *ui.Window
textToolWindow *ui.Window
publishWindow *ui.Window
filesystemWindow *ui.Window
licenseWindow *ui.Window
settingsWindow *ui.Window // lazy loaded
doodadConfigWindows map[string]*ui.Window
// Palette window.
Palette *ui.Window
PaletteTab *ui.Frame
DoodadTab *ui.Frame
// ToolBar window.
activeTool string
// Draggable Doodad canvas.
DraggableActor *DraggableActor
}
// NewEditorUI initializes the Editor UI.
func NewEditorUI(d *Doodle, s *EditorScene) *EditorUI {
u := &EditorUI{
d: d,
Scene: s,
Supervisor: ui.NewSupervisor(),
StatusMouseText: "Cursor: (waiting)",
StatusPaletteText: "Swatch: <none>",
StatusFilenameText: "Filename: <none>",
StatusScrollText: "Hello world",
doodadConfigWindows: map[string]*ui.Window{},
}
// The screen is a full-window-sized frame for laying out the UI.
u.screen = ui.NewFrame("screen")
u.screen.Resize(render.NewRect(d.width, d.height))
u.screen.Compute(d.Engine)
// Default tool in the toolbox.
u.activeTool = drawtool.PencilTool.String()
// Bind the StatusBoxes arrays to the text variables.
u.StatusBoxes = []*string{
&u.StatusMouseText,
&u.StatusPaletteText,
&u.StatusFilenameText,
&u.StatusScrollText,
}
u.Canvas = u.SetupCanvas(d)
u.MenuBar = u.SetupMenuBar(d)
u.StatusBar = u.SetupStatusBar(d)
u.ToolBar = u.SetupToolbar(d)
u.Workspace = u.SetupWorkspace(d) // important that this is last!
// Preload pop-up windows before they're needed.
u.SetupPopups(d)
u.screen.Pack(u.MenuBar, ui.Pack{
Side: ui.N,
FillX: true,
})
// Play Button, for levels only.
if s.DrawingType == enum.LevelDrawing {
u.PlayButton = ui.NewButton("Play", ui.NewLabel(ui.Label{
Text: "Play (P)",
Font: balance.PlayButtonFont,
}))
u.PlayButton.Handle(ui.MouseDown, func(ed ui.EventData) error {
// Ugly hack: reuse the doodad dropper drag/drop function,
// smuggle state by the special filename >.<
doodad, _ := doodads.LoadFile(balance.PlayerCharacterDoodad)
u.startDragActor(doodad, &level.Actor{
Filename: "__play_from_here__",
})
return nil
})
u.PlayButton.Handle(ui.Click, func(ed ui.EventData) error {
u.Scene.Playtest()
return nil
})
u.Supervisor.Add(u.PlayButton)
}
// Position the Canvas inside the frame.
u.Workspace.Pack(u.Canvas, ui.Pack{
Side: ui.N,
})
u.Workspace.Compute(d.Engine)
u.ExpandCanvas(d.Engine)
// Select the first swatch of the palette.
if u.Canvas.Palette != nil && u.Canvas.Palette.ActiveSwatch != nil {
u.selectedSwatch = u.Canvas.Palette.ActiveSwatch.Name
}
return u
}
// Teardown the UI manager and free all the SDL2 textures under its control.
func (u *EditorUI) Teardown() {
log.Debug("EditorUI.Teardown()")
u.Canvas.Destroy()
}
// FinishSetup runs the Setup tasks that must be postponed til the end, such
// as rendering the Palette window so that it can accurately show the palette
// loaded from a level.
func (u *EditorUI) FinishSetup(d *Doodle) {
u.Palette = u.SetupPalette(d)
u.Resized(d)
}
// Resized handles the window being resized so we can recompute the widgets.
func (u *EditorUI) Resized(d *Doodle) {
// Resize the screen frame to fill the window.
u.screen.Resize(render.NewRect(d.width, d.height))
u.screen.Compute(d.Engine)
menuHeight := 20 // TODO: ideally the MenuBar should know its own height and we can ask
// Status Bar.
{
u.StatusBar.Configure(ui.Config{
Width: d.width,
})
u.StatusBar.MoveTo(render.Point{
X: 0,
Y: d.height - u.StatusBar.Size().H,
})
u.StatusBar.Compute(d.Engine)
}
// Palette panel.
{
if usercfg.Current.HorizontalToolbars {
u.Palette.Configure(ui.Config{
Width: u.d.width,
Height: paletteWidth,
})
u.Palette.MoveTo(render.NewPoint(
0,
u.d.height-u.Palette.BoxSize().H-u.StatusBar.Size().H,
))
} else {
u.Palette.Configure(ui.Config{
Width: paletteWidth,
Height: u.d.height - u.StatusBar.Size().H,
})
u.Palette.MoveTo(render.NewPoint(
u.d.width-u.Palette.BoxSize().W,
menuHeight,
))
}
u.Palette.Compute(d.Engine)
}
var (
innerHeight = u.d.height - menuHeight - u.StatusBar.Size().H
innerWidth = u.d.width
)
// Tool Bar.
{
tbSize := ui.Config{
Width: toolbarWidth,
Height: innerHeight,
}
if usercfg.Current.HorizontalToolbars {
tbSize.Width = innerWidth
tbSize.Height = toolbarWidth
}
u.ToolBar.Configure(tbSize)
u.ToolBar.MoveTo(render.NewPoint(
0,
menuHeight,
))
u.ToolBar.Compute(d.Engine)
}
// Position the workspace around with the other widgets.
{
frame := u.Workspace
if usercfg.Current.HorizontalToolbars {
frame.MoveTo(render.NewPoint(
0,
menuHeight+u.ToolBar.Size().H,
))
frame.Resize(render.NewRect(
d.width,
d.height-menuHeight-u.StatusBar.Size().H-u.ToolBar.Size().H-u.Palette.Size().H,
))
} else {
frame.MoveTo(render.NewPoint(
u.ToolBar.Size().W,
menuHeight,
))
frame.Resize(render.NewRect(
d.width-u.Palette.Size().W-u.ToolBar.Size().W,
d.height-menuHeight-u.StatusBar.Size().H,
))
}
frame.Compute(d.Engine)
u.ExpandCanvas(d.Engine)
}
// Position the Play button over the workspace.
if u.PlayButton != nil {
btn := u.PlayButton
btn.Compute(d.Engine)
var (
wsP = u.Workspace.Point()
wsSize = u.Workspace.Size()
btnSize = btn.Size()
padding = 8
)
btn.MoveTo(render.NewPoint(
wsP.X+wsSize.W-btnSize.W-padding,
wsP.Y+wsSize.H-btnSize.H-padding,
))
}
}
// Loop to process events and update the UI.
func (u *EditorUI) Loop(ev *event.State) error {
u.cursor = render.NewPoint(ev.CursorX, ev.CursorY)
// Loop the UI and see whether we're told to stop event propagation.
var stopPropagation bool
if err := u.Supervisor.Loop(ev); err != nil {
if err == ui.ErrStopPropagation {
stopPropagation = true
} else {
return err
}
}
// Update status bar labels.
{
u.StatusMouseText = fmt.Sprintf("Rel:(%s) Abs:(%d,%d)",
*u.Scene.debWorldIndex,
ev.CursorX,
ev.CursorY,
)
u.StatusPaletteText = fmt.Sprintf("%s Tool",
u.Canvas.Tool,
)
u.StatusScrollText = fmt.Sprintf("Scroll: %s Viewport: %s",
u.Canvas.Scroll,
u.Canvas.Viewport(),
)
// Statusbar filename label.
filename := "untitled.level"
fileType := "Level"
if u.Scene.filename != "" {
filename = u.Scene.filename
}
if u.Scene.DrawingType == enum.DoodadDrawing {
fileType = "Doodad"
}
u.StatusFilenameText = fmt.Sprintf("Filename: %s (%s)",
filepath.Base(filename),
fileType,
)
}
// Recompute widgets.
// Explanation: if I don't, the UI packing algorithm somehow causes widgets
// to creep away every frame and fly right off the screen. For example the
// ToolBar's buttons would start packed at the top of the bar but then just
// move themselves every frame downward and away.
u.MenuBar.Compute(u.d.Engine)
u.StatusBar.Compute(u.d.Engine)
u.Palette.Compute(u.d.Engine)
u.ToolBar.Compute(u.d.Engine)
// Only forward events to the Canvas if the UI hasn't stopped them.
// Also ignore events if a managed ui.Window is overlapping the canvas.
// Also ignore if an active modal (popup menu) is on screen.
if !(stopPropagation || u.Supervisor.IsPointInWindow(u.cursor) || u.Supervisor.GetModal() != nil) {
u.Canvas.Loop(ev)
}
return nil
}
// Present the UI to the screen.
func (u *EditorUI) Present(e render.Engine) {
// Draw the workspace canvas first. Rationale: we want it to have the lowest
// Z-index so Tooltips can pop on top of the workspace.
u.Workspace.Present(e, u.Workspace.Point())
// TODO: if I don't Compute() the palette window, then, whenever the dev console
// is open the window will blank out its contents leaving only the outermost Frame.
// The title bar and borders are gone. But other UI widgets don't do this.
// FIXME: Scene interface should have a separate ComputeUI() from Loop()?
u.Palette.Compute(u.d.Engine)
u.Palette.Present(e, u.Palette.Point())
u.MenuBar.Present(e, u.MenuBar.Point())
u.StatusBar.Present(e, u.StatusBar.Point())
u.ToolBar.Present(e, u.ToolBar.Point())
if u.PlayButton != nil {
u.PlayButton.Present(e, u.PlayButton.Point())
}
u.screen.Present(e, render.Origin)
// Draw the crosshair over the level canvas, but not over UI popups.
uix.DrawCrosshair(e, u.Canvas, usercfg.Current.CrosshairColor, usercfg.Current.CrosshairSize)
// Draw any windows being managed by Supervisor.
u.Supervisor.Present(e)
// Are we dragging a Doodad canvas?
if u.Supervisor.IsDragging() {
if actor := u.DraggableActor; actor != nil {
var size = actor.canvas.Size()
// Scale the actor up or down by the zoom level of the Editor Canvas.
// TODO: didn't seem to make a difference
// size.W = u.Canvas.ZoomMultiply(size.W)
// size.H = u.Canvas.ZoomMultiply(size.H)
// actor.canvas.Zoom = u.Canvas.Zoom
actor.canvas.Present(u.d.Engine, render.NewPoint(
u.cursor.X-(size.W/2),
u.cursor.Y-(size.H/2),
))
}
}
}
// SetupWorkspace configures the main Workspace frame that takes up the full
// window apart from toolbars. The Workspace has a single child element, the
// Canvas, so it can easily full-screen it or center it for Doodad editing.
func (u *EditorUI) SetupWorkspace(d *Doodle) *ui.Frame {
frame := ui.NewFrame("Workspace")
return frame
}
// SetupCanvas configures the main drawing canvas in the editor.
func (u *EditorUI) SetupCanvas(d *Doodle) *uix.Canvas {
drawing := uix.NewCanvas(balance.ChunkSize, true)
drawing.Name = "edit-canvas"
drawing.FancyCursors = true
drawing.Palette = level.DefaultPalette()
drawing.SetBackground(render.White)
if len(drawing.Palette.Swatches) > 0 {
drawing.SetSwatch(drawing.Palette.Swatches[0])
}
// Handle the Canvas deleting our actors in edit mode.
drawing.OnDeleteActors = func(actors []*uix.Actor) {
if u.Scene.Level != nil {
for _, actor := range actors {
u.Scene.Level.Actors.Remove(actor.Actor)
}
drawing.InstallActors(u.Scene.Level.Actors)
}
}
// A drag event initiated inside the Canvas. This happens in the ActorTool
// mode when you click an existing Doodad and it "pops" out of the canvas
// and onto the cursor to be repositioned.
drawing.OnDragStart = func(actor *level.Actor) {
log.Warn("drawing.OnDragStart: grab actor %s", actor)
u.startDragActor(nil, actor)
}
// A link event to connect two actors together.
drawing.OnLinkActors = func(a, b *uix.Actor) {
// The actors are a uix.Actor which houses a level.Actor which we
// want to update to map each other's IDs.
idA, idB := a.Actor.ID(), b.Actor.ID()
// Are they already linked?
if a.Actor.IsLinked(idB) || b.Actor.IsLinked(idA) {
a.Actor.Unlink(idB)
b.Actor.Unlink(idA)
} else {
a.Actor.AddLink(idB)
b.Actor.AddLink(idA)
}
// Reset the Link tool.
d.Flash("Linked '%s' and '%s' together", a.Doodad().Title, b.Doodad().Title)
}
drawing.OnDoodadConfig = func(a *uix.Actor) {
if win, ok := u.doodadConfigWindows[a.ID()]; ok {
win.Show()
} else {
win = windows.NewDoodadConfigWindow(&windows.DoodadConfig{
Supervisor: u.Supervisor,
Engine: d.Engine,
EditActor: a,
OnRefresh: func() {
},
})
u.ConfigureWindow(d, win)
win.Show()
u.doodadConfigWindows[a.ID()] = win
}
}
// Set up the drop handler for draggable doodads.
// NOTE: The drag event begins at editor_ui_doodad.go when configuring the
// Doodad Palette buttons.
drawing.Handle(ui.Drop, func(ed ui.EventData) error {
// Editor Canvas's position relative to the window.
var P = ui.AbsolutePosition(drawing)
// Was it an actor from the Doodad Palette?
if actor := u.DraggableActor; actor != nil {
log.Info("Actor is a %s", actor.doodad.Filename)
// The actor has been dropped so null it out.
defer func() {
u.DraggableActor.Teardown()
u.DraggableActor = nil
}()
if u.Scene.Level == nil {
u.d.Flash("Can't drop doodads onto doodad drawings!")
return nil
}
// If they dropped it onto a UI window, ignore it.
if u.Supervisor.IsPointInWindow(ed.Point) {
return nil
}
var (
// Uncenter the drawing from the cursor.
size = actor.canvas.Size()
position = render.Point{
X: (u.cursor.X - drawing.Scroll.X - (size.W / 2)) - P.X,
Y: (u.cursor.Y - drawing.Scroll.Y - (size.H / 2)) - P.Y,
}
)
// Adjust the level position per the zoom factor.
position.X = drawing.ZoomDivide(position.X)
position.Y = drawing.ZoomDivide(position.Y)
// Was it an already existing actor to re-add to the map?
if actor.actor != nil {
// Was this doodad drop, the Play Level button?
if actor.actor.Filename == "__play_from_here__" {
if shmem.Cursor.Inside(u.PlayButton.Rect()) {
u.Scene.Playtest()
} else {
u.Scene.PlaytestFrom(position)
}
return nil
}
actor.actor.Point = position
u.Scene.Level.Actors.Add(actor.actor)
} else {
u.Scene.Level.Actors.Add(level.NewActor(level.Actor{
Point: position,
Filename: actor.doodad.Filename,
}))
}
err := drawing.InstallActors(u.Scene.Level.Actors)
if err != nil {
log.Error("Error installing actor onDrop to canvas: %s", err)
}
}
return nil
})
u.Supervisor.Add(drawing)
return drawing
}
// ExpandCanvas manually expands the Canvas to fill the frame, to work around
// UI packing bugs. Ideally I would use `Expand: true` when packing the Canvas
// in its frame, but that would artificially expand the Canvas also when it
// _wanted_ to be smaller, as in Doodad Editing Mode.
func (u *EditorUI) ExpandCanvas(e render.Engine) {
if u.Scene.DrawingType == enum.LevelDrawing {
var (
workspaceSize = u.Workspace.Size()
maxSize = workspaceSize
)
// If the level is bounded make that the max canvas size.
if u.Scene.Level != nil && u.Scene.Level.PageType >= level.Bounded {
if u.Scene.Level.MaxWidth < int64(maxSize.W) {
maxSize.W = int(u.Scene.Level.MaxWidth)
}
if u.Scene.Level.MaxHeight < int64(maxSize.H) {
maxSize.H = int(u.Scene.Level.MaxHeight)
}
}
u.Canvas.Resize(maxSize)
} else {
// Size is managed externally.
}
u.Workspace.Compute(e)
}
// SetupStatusBar sets up the status bar widget along the bottom of the window.
func (u *EditorUI) SetupStatusBar(d *Doodle) *ui.Frame {
frame := ui.NewFrame("Status Bar")
frame.Configure(ui.Config{
BorderStyle: ui.BorderRaised,
Background: render.Grey,
BorderSize: 2,
})
style := ui.Config{
Background: render.Grey,
BorderStyle: ui.BorderSunken,
BorderColor: render.Grey,
BorderSize: 1,
}
var labelHeight int
for _, variable := range u.StatusBoxes {
label := ui.NewLabel(ui.Label{
TextVariable: variable,
Font: balance.StatusFont,
})
label.Configure(style)
label.Compute(d.Engine)
frame.Pack(label, ui.Pack{
Side: ui.W,
PadX: 1,
})
if labelHeight == 0 {
labelHeight = label.BoxSize().H
}
}
var shareware string
if !license.IsRegistered() {
shareware = " (shareware)"
}
extraLabel := ui.NewLabel(ui.Label{
Text: fmt.Sprintf("%s v%s%s", branding.AppName, branding.Version, shareware),
Font: balance.StatusFont,
})
extraLabel.Configure(ui.Config{
Background: render.Grey,
BorderStyle: ui.BorderSunken,
BorderColor: render.Grey,
BorderSize: 1,
})
extraLabel.Compute(d.Engine)
frame.Pack(extraLabel, ui.Pack{
Side: ui.E,
})
// Set the initial good frame size to have the height secured,
// so when resizing the application window we can just adjust for width.
frame.Resize(render.Rect{
W: d.width,
H: labelHeight + frame.BoxThickness(1),
})
frame.Compute(d.Engine)
return frame
}