doodle/pkg/editor_ui_popups.go
Noah Petherbridge fb5a8a1ae8 Async Giant Screenshot, Player Physics and UI Polish
* The "Giant Screenshot" feature takes a very long time, so it is made
  asynchronous. If you try and run a second one while the first is busy,
  you get an error flash. You can continue editing the level, even
  playtest it, or load a different level, and it will continue crunching
  on the Giant Screenshot and flash when it's finished.
* Updated the player physics to use proper Velocity to jump off the
  ground rather than the hacky timer-based fixed speed approach.
* FlashError() function to flash "error level" messages to the screen.
  They appear in orange text instead of the usual blue, and most error
  messages in the game use this now. The dev console "error <msg>"
  command can simulate an error message.
* Flashed message fonts are updated. The blue font now uses softer
  stroke and shadow colors and the same algorithm applies to the orange
  error flashes.

Some other changes to player physics:

* Max velocity, acceleration speed, and gravity have been tweaked.
* Fast turn-around if you are moving right and then need to go left.
  Your velocity resets to zero at the transition so you quickly get
  going the way you want to go.

Some levels that need a bit of love for the new platforming physics:

* Tutorial 3.level
2021-10-07 18:27:38 -07:00

382 lines
10 KiB
Go

package doodle
import (
"fmt"
"os"
"path/filepath"
"strings"
"git.kirsle.net/apps/doodle/pkg/balance"
"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/license"
"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()
}
// OpenPublishWindow opens the FileSystem window.
func (u *EditorUI) OpenFileSystemWindow() {
u.filesystemWindow.Hide()
u.filesystemWindow = nil
u.SetupPopups(u.d)
u.filesystemWindow.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()
}
// License Registration Window.
if u.licenseWindow == nil {
cfg := windows.License{
Supervisor: u.Supervisor,
Engine: d.Engine,
OnCancel: func() {
u.licenseWindow.Hide()
},
}
cfg.OnLicensed = func() {
// License status has changed, reload the window!
if u.licenseWindow != nil {
u.licenseWindow.Hide()
}
u.licenseWindow = windows.MakeLicenseWindow(d.width, d.height, cfg)
}
cfg.OnLicensed()
u.licenseWindow.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(scene.Level)
},
OnReload: func() {
log.Warn("RELOAD LEVEL")
scene.Reset()
},
OnCancel: func() {
u.levelSettingsWindow.Hide()
},
})
configure(u.levelSettingsWindow)
}
// Doodad Properties
if u.doodadPropertiesWindow == nil {
scene, _ := d.Scene.(*EditorScene)
cfg := &windows.DoodadProperties{
Supervisor: u.Supervisor,
Engine: d.Engine,
EditDoodad: scene.Doodad,
}
// Rebuild the window. TODO: hacky af.
cfg.OnRefresh = func() {
u.doodadPropertiesWindow.Hide()
u.doodadPropertiesWindow = nil
u.SetupPopups(u.d)
u.doodadPropertiesWindow.Show()
}
u.doodadPropertiesWindow = windows.NewDoodadPropertiesWindow(cfg)
configure(u.doodadPropertiesWindow)
}
// 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) {
// XXX: Paid Version Only.
if !license.IsRegistered() {
if u.licenseWindow != nil {
u.licenseWindow.Show()
u.Supervisor.FocusWindow(u.licenseWindow)
}
d.FlashError("Level Publishing is only available in the full version of the game.")
// modal.Alert(
// "This feature is only available in the full version of the game.",
// ).WithTitle("Please register")
return
}
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.FlashError("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)
}
// Level FileSystem Viewer.
if u.filesystemWindow == nil {
scene, _ := d.Scene.(*EditorScene)
u.filesystemWindow = windows.NewFileSystemWindow(windows.FileSystem{
Supervisor: u.Supervisor,
Engine: d.Engine,
Level: scene.Level,
OnDelete: func(filename string) bool {
// Check if it is an embedded doodad.
if strings.HasPrefix(filename, balance.EmbeddedDoodadsBasePath) {
// Check if we have the doodad installed locally.
if _, err := doodads.LoadFile(filepath.Base(filename)); err != nil {
modal.Alert(
"Cannot remove %s:\n\n"+
"This doodad is still in use by the level and does not\n"+
"exist on your local device, so can not be deleted.",
filepath.Base(filename),
).WithTitle("Cannot Remove Custom Doodad")
return false
}
}
// Can't delete the current wallpaper.
if filepath.Base(filename) == scene.Level.Wallpaper {
modal.Alert(
"This wallpaper is still in use as the level background, so can\n" +
"not be deleted. Change the wallpaper in the Page Settings window\n" +
"to one of the defaults and then you may remove this file from the level.",
).WithTitle("Cannot Remove Current Wallpaper")
return false
}
if ok := scene.Level.DeleteFile(filename); !ok {
modal.Alert("Failed to remove file from level data!")
return false
}
return true
},
OnCancel: func() {
u.filesystemWindow.Hide()
},
})
configure(u.filesystemWindow)
}
// 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(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.FlashError("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)
}
}