Noah Petherbridge
da83231559
Adds some support for "less giant" level screenshots. * In the Editor, the Level->Take Screenshot menu will render a cropped screen shot of just the level viewport on screen. Note: it is not an SDL2 screen copy but generated from scratch from the level data. * In levels themselves, screenshots can be stored inside the level data in three different sizes: large (1280x720), medium and small (each a halved size of the previous). * The first screenshot is created when the level is saved, starting from wherever the scroll position in the editor is at, and recording the 720p view of the level from there. * The level screenshot can be previewed and updated in the Level Properties window of the editor: so you can scroll the editor to just the right position and take a good screenshot to represent your level. * In the future: these embedded level screenshots will be displayed on the Story Mode and other screens to see a preview of each level. Other tweaks: * When taking a Giant Screenshot: a confirm modal will warn the player that it may take a while. And during the screenshot, show the new Wait Modal to block player interaction until the screenshot has finished.
397 lines
10 KiB
Go
397 lines
10 KiB
Go
package doodle
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import (
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"fmt"
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"path/filepath"
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"strings"
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"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
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"git.kirsle.net/SketchyMaze/doodle/pkg/doodads"
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"git.kirsle.net/SketchyMaze/doodle/pkg/drawtool"
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"git.kirsle.net/SketchyMaze/doodle/pkg/level"
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"git.kirsle.net/SketchyMaze/doodle/pkg/license"
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"git.kirsle.net/SketchyMaze/doodle/pkg/log"
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"git.kirsle.net/SketchyMaze/doodle/pkg/modal"
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"git.kirsle.net/SketchyMaze/doodle/pkg/windows"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/ui"
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)
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/*
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Functions to manage popup windows in the Editor Mode, such as:
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* The Palette Editor
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* The Layers Window
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* etc.
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*/
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// Opens the "Layers" window (for editing doodads)
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func (u *EditorUI) OpenLayersWindow() {
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u.layersWindow.Close()
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u.layersWindow = nil
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u.SetupPopups(u.d)
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u.layersWindow.Show()
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}
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// OpenPaletteWindow opens the Palette Editor window.
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func (u *EditorUI) OpenPaletteWindow() {
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// TODO: recompute the window so the actual loaded level palette gets in
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u.paletteEditor.Close()
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u.paletteEditor = nil
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u.SetupPopups(u.d)
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u.paletteEditor.Show()
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}
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// OpenDoodadDropper opens the Doodad Dropper window.
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func (u *EditorUI) OpenDoodadDropper() {
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// NOTE: most places in the code call this directly, nice
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// and simple window :) but OpenDoodadDropper() added for consistency.
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u.doodadWindow.Show()
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u.Supervisor.FocusWindow(u.doodadWindow)
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}
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// OpenTextTool opens the Text Tool window.
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func (u *EditorUI) OpenTextTool() {
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u.textToolWindow.Show()
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u.Supervisor.FocusWindow(u.textToolWindow)
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}
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// OpenPublishWindow opens the Publisher window.
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func (u *EditorUI) OpenPublishWindow() {
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scene, _ := u.d.Scene.(*EditorScene)
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u.publishWindow = windows.NewPublishWindow(windows.Publish{
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Supervisor: u.Supervisor,
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Engine: u.d.Engine,
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Level: scene.Level,
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OnPublish: func(includeBuiltins bool) {
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u.d.FlashError("OnPublish Called")
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// XXX: Paid Version Only.
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if !license.IsRegistered() {
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if u.licenseWindow != nil {
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u.licenseWindow.Show()
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u.Supervisor.FocusWindow(u.licenseWindow)
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}
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u.d.FlashError("Level Publishing is only available in the full version of the game.")
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return
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}
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// NOTE: this function just saves the level. SaveDoodads and SaveBuiltins
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// are toggled in the publish window and the save handler does publishing.
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u.Scene.SaveLevel(u.Scene.filename)
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u.d.Flash("Saved level: %s", u.Scene.filename)
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},
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OnCancel: func() {
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u.publishWindow.Close()
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},
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})
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u.ConfigureWindow(u.d, u.publishWindow)
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u.publishWindow.Close()
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// u.publishWindow = nil
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u.SetupPopups(u.d)
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u.publishWindow.Show()
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}
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// OpenPublishWindow opens the FileSystem window.
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func (u *EditorUI) OpenFileSystemWindow() {
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u.filesystemWindow.Close()
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u.filesystemWindow = nil
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u.SetupPopups(u.d)
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u.filesystemWindow.Show()
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}
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// ConfigureWindow sets default window config functions, like
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// centering them on screen.
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func (u *EditorUI) ConfigureWindow(d *Doodle, window *ui.Window) {
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var size = window.Size()
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window.Compute(d.Engine)
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window.Supervise(u.Supervisor)
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// Center the window.
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window.MoveTo(render.Point{
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X: (d.width / 2) - (size.W / 2),
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Y: (d.height / 2) - (size.H / 2),
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})
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window.Close()
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}
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// SetupPopups preloads popup windows like the DoodadDropper.
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func (u *EditorUI) SetupPopups(d *Doodle) {
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// License Registration Window.
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if u.licenseWindow == nil {
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cfg := windows.License{
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Supervisor: u.Supervisor,
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Engine: d.Engine,
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OnCancel: func() {
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u.licenseWindow.Close()
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},
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}
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cfg.OnLicensed = func() {
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// License status has changed, reload the window!
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if u.licenseWindow != nil {
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u.licenseWindow.Close()
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}
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u.licenseWindow = windows.MakeLicenseWindow(d.width, d.height, cfg)
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}
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cfg.OnLicensed()
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u.licenseWindow.Close()
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}
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// Doodad Dropper.
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if u.doodadWindow == nil {
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u.doodadWindow = windows.NewDoodadDropper(windows.DoodadDropper{
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Supervisor: u.Supervisor,
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Engine: d.Engine,
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OnStartDragActor: u.startDragActor,
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OnCancel: func() {
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u.doodadWindow.Close()
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},
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})
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u.ConfigureWindow(d, u.doodadWindow)
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}
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// Text Tool window.
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if u.textToolWindow == nil {
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u.textToolWindow = windows.NewTextToolWindow(windows.TextTool{
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Supervisor: u.Supervisor,
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Engine: d.Engine,
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OnChangeSettings: func(font string, size int, message string) {
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log.Info("Updated Text Tool settings: %s (%d): %s", font, size, message)
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drawtool.TT = drawtool.TextSettings{
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Font: font,
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Size: size,
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Message: message,
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}
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},
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})
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u.ConfigureWindow(d, u.textToolWindow)
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}
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// Page Settings
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if u.levelSettingsWindow == nil {
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scene, _ := d.Scene.(*EditorScene)
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u.levelSettingsWindow = windows.NewAddEditLevel(windows.AddEditLevel{
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Supervisor: u.Supervisor,
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Engine: d.Engine,
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EditLevel: scene.Level,
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OnChangePageTypeAndWallpaper: func(pageType level.PageType, wallpaper string) {
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log.Info("OnChangePageTypeAndWallpaper called: %+v, %+v", pageType, wallpaper)
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scene.Level.PageType = pageType
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scene.Level.Wallpaper = wallpaper
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u.Canvas.Destroy() // clean up old textures
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u.Canvas.LoadLevel(scene.Level)
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},
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OnUpdateScreenshot: func() error {
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return scene.UpdateLevelScreenshot(scene.Level)
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},
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OnReload: func() {
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log.Warn("RELOAD LEVEL")
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scene.Reset()
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},
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OnCancel: func() {
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u.levelSettingsWindow.Close()
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},
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})
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u.ConfigureWindow(d, u.levelSettingsWindow)
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}
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// Doodad Properties
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if u.doodadPropertiesWindow == nil {
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scene, _ := d.Scene.(*EditorScene)
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cfg := &windows.DoodadProperties{
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Supervisor: u.Supervisor,
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Engine: d.Engine,
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EditDoodad: scene.Doodad,
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}
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// Rebuild the window. TODO: hacky af.
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cfg.OnRefresh = func() {
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u.doodadPropertiesWindow.Close()
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u.doodadPropertiesWindow = nil
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u.SetupPopups(u.d)
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u.doodadPropertiesWindow.Show()
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}
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u.doodadPropertiesWindow = windows.NewDoodadPropertiesWindow(cfg)
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u.ConfigureWindow(d, u.doodadPropertiesWindow)
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}
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// Level FileSystem Viewer.
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if u.filesystemWindow == nil {
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scene, _ := d.Scene.(*EditorScene)
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u.filesystemWindow = windows.NewFileSystemWindow(windows.FileSystem{
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Supervisor: u.Supervisor,
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Engine: d.Engine,
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Level: scene.Level,
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OnDelete: func(filename string) bool {
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// Check if it is an embedded doodad.
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if strings.HasPrefix(filename, balance.EmbeddedDoodadsBasePath) {
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// Check if we have the doodad installed locally.
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if _, err := doodads.LoadFile(filepath.Base(filename)); err != nil {
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modal.Alert(
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"Cannot remove %s:\n\n"+
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"This doodad is still in use by the level and does not\n"+
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"exist on your local device, so can not be deleted.",
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filepath.Base(filename),
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).WithTitle("Cannot Remove Custom Doodad")
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return false
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}
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}
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// Can't delete the current wallpaper.
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if filepath.Base(filename) == scene.Level.Wallpaper {
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modal.Alert(
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"This wallpaper is still in use as the level background, so can\n" +
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"not be deleted. Change the wallpaper in the Page Settings window\n" +
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"to one of the defaults and then you may remove this file from the level.",
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).WithTitle("Cannot Remove Current Wallpaper")
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return false
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}
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if ok := scene.Level.DeleteFile(filename); !ok {
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modal.Alert("Failed to remove file from level data!")
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return false
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}
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return true
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},
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OnCancel: func() {
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u.filesystemWindow.Close()
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},
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})
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u.ConfigureWindow(d, u.filesystemWindow)
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}
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// Palette Editor.
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if u.paletteEditor == nil {
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scene, _ := d.Scene.(*EditorScene)
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// Which palette?
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var pal *level.Palette
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if scene.Level != nil {
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pal = scene.Level.Palette
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} else if scene.Doodad != nil {
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pal = scene.Doodad.Palette
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}
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u.paletteEditor = windows.NewPaletteEditor(windows.PaletteEditor{
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Supervisor: u.Supervisor,
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Engine: d.Engine,
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IsDoodad: scene.Doodad != nil,
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EditPalette: pal,
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OnChange: func() {
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// Reload the level.
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if scene.Level != nil {
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log.Warn("RELOAD LEVEL")
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u.Canvas.LoadLevel(scene.Level)
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scene.Level.Chunker.Redraw()
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} else if scene.Doodad != nil {
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log.Warn("RELOAD DOODAD")
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u.Canvas.LoadDoodadToLayer(u.Scene.Doodad, u.Scene.ActiveLayer)
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u.Scene.Doodad.Layers[u.Scene.ActiveLayer].Chunker.Redraw()
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}
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// Flush the palette cache in case swatches got renamed,
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// so it rebuilds the "color by name" map from scratch.
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pal.FlushCaches()
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// Reload the palette frame to reflect the changed data.
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u.Palette.Hide()
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u.Palette = u.SetupPalette(d)
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u.Resized(d)
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},
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OnAddColor: func() {
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// Adding a new color to the palette.
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sw, err := pal.NewSwatch()
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if err != nil {
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modal.Alert("Couldn't add this swatch: %s", err).WithTitle("Limit Reached")
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return
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}
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log.Info("Added new palette color: %+v", sw)
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// Awkward but... reload this very same window.
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u.paletteEditor.Close()
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u.paletteEditor = nil
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u.SetupPopups(d)
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u.paletteEditor.Show()
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},
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OnCancel: func() {
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u.paletteEditor.Close()
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},
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})
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u.ConfigureWindow(d, u.paletteEditor)
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}
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// Layers window (doodad editor)
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if u.layersWindow == nil {
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scene, _ := d.Scene.(*EditorScene)
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u.layersWindow = windows.NewLayerWindow(windows.Layers{
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Supervisor: u.Supervisor,
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Engine: d.Engine,
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EditDoodad: scene.Doodad,
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ActiveLayer: scene.ActiveLayer,
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OnChange: func(self *doodads.Doodad) {
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// Reload the level.
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log.Warn("RELOAD LEVEL")
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u.Canvas.LoadDoodad(u.Scene.Doodad)
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for i := range self.Layers {
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scene.Doodad.Layers[i] = self.Layers[i]
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}
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// Awkward but... reload this very same window.
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// Otherwise, the window doesn't update to show the new
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// layer having been added.
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u.layersWindow.Close()
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u.layersWindow = nil
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u.SetupPopups(d)
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u.layersWindow.Show()
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},
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OnAddLayer: func() {
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layer := scene.Doodad.AddLayer(
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fmt.Sprintf("layer %d", len(scene.Doodad.Layers)),
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nil,
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)
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log.Info("Added new layer: %d %s",
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len(scene.Doodad.Layers), layer.Name)
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// Awkward but... reload this very same window.
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// Otherwise, the window doesn't update to show the new
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// layer having been added.
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u.layersWindow.Close()
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u.layersWindow = nil
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u.SetupPopups(d)
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u.layersWindow.Show()
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},
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OnChangeLayer: func(index int) {
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if index < 0 || index >= len(scene.Doodad.Layers) {
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d.FlashError("OnChangeLayer: layer %d out of range", index)
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return
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}
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log.Info("CHANGE DOODAD LAYER TO %d", index)
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u.Canvas.LoadDoodadToLayer(u.Scene.Doodad, index)
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u.Scene.ActiveLayer = index
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},
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OnCancel: func() {
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u.layersWindow.Close()
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},
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})
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u.ConfigureWindow(d, u.layersWindow)
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}
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}
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