doodle/pkg/editor_ui_popups.go
Noah Petherbridge db5760ee83 Optimize memory by freeing up SDL2 textures
* Added to the F3 Debug Overlay is a "Texture:" label that counts the number
  of textures currently loaded by the (SDL2) render engine.
* Added Teardown() functions to Level, Doodad and the Chunker they both use
  to free up SDL2 textures for all their cached graphics.
* The Canvas.Destroy() function now cleans up all textures that the Canvas
  is responsible for: calling the Teardown() of the Level or Doodad, calling
  Destroy() on all level actors, and cleaning up Wallpaper textures.
* The Destroy() method of the game's various Scenes will properly Destroy()
  their canvases to clean up when transitioning to another scene. The
  MainScene, MenuScene, EditorScene and PlayScene.
* Fix the sprites package to actually cache the ui.Image widgets. The game
  has very few sprites so no need to free them just yet.

Some tricky places that were leaking textures have been cleaned up:

* Canvas.InstallActors() destroys the canvases of existing actors before it
  reinitializes the list and installs the replacements.
* The DraggableActor when the user is dragging an actor around their level
  cleans up the blueprint masked drag/drop actor before nulling it out.

Misc changes:

* The player character cheats during Play Mode will immediately swap out the
  player character on the current level.
* Properly call the Close() function instead of Hide() to dismiss popup
  windows. The Close() function itself calls Hide() but also triggers
  WindowClose event handlers. The Doodad Dropper subscribes to its close
  event to free textures for all its doodad canvases.
2022-04-09 14:41:24 -07:00

390 lines
10 KiB
Go

package doodle
import (
"fmt"
"path/filepath"
"strings"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/doodads"
"git.kirsle.net/apps/doodle/pkg/drawtool"
"git.kirsle.net/apps/doodle/pkg/level"
"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.Close()
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.Close()
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()
u.Supervisor.FocusWindow(u.doodadWindow)
}
// OpenTextTool opens the Text Tool window.
func (u *EditorUI) OpenTextTool() {
u.textToolWindow.Show()
u.Supervisor.FocusWindow(u.textToolWindow)
}
// OpenPublishWindow opens the Publisher window.
func (u *EditorUI) OpenPublishWindow() {
scene, _ := u.d.Scene.(*EditorScene)
u.publishWindow = windows.NewPublishWindow(windows.Publish{
Supervisor: u.Supervisor,
Engine: u.d.Engine,
Level: scene.Level,
OnPublish: func(includeBuiltins bool) {
u.d.FlashError("OnPublish Called")
// XXX: Paid Version Only.
if !license.IsRegistered() {
if u.licenseWindow != nil {
u.licenseWindow.Show()
u.Supervisor.FocusWindow(u.licenseWindow)
}
u.d.FlashError("Level Publishing is only available in the full version of the game.")
return
}
// NOTE: this function just saves the level. SaveDoodads and SaveBuiltins
// are toggled in the publish window and the save handler does publishing.
u.Scene.SaveLevel(u.Scene.filename)
u.d.Flash("Saved level: %s", u.Scene.filename)
},
OnCancel: func() {
u.publishWindow.Close()
},
})
u.ConfigureWindow(u.d, u.publishWindow)
u.publishWindow.Close()
// u.publishWindow = nil
u.SetupPopups(u.d)
u.publishWindow.Show()
}
// OpenPublishWindow opens the FileSystem window.
func (u *EditorUI) OpenFileSystemWindow() {
u.filesystemWindow.Close()
u.filesystemWindow = nil
u.SetupPopups(u.d)
u.filesystemWindow.Show()
}
// ConfigureWindow sets default window config functions, like
// centering them on screen.
func (u *EditorUI) ConfigureWindow(d *Doodle, 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.Close()
}
// SetupPopups preloads popup windows like the DoodadDropper.
func (u *EditorUI) SetupPopups(d *Doodle) {
// License Registration Window.
if u.licenseWindow == nil {
cfg := windows.License{
Supervisor: u.Supervisor,
Engine: d.Engine,
OnCancel: func() {
u.licenseWindow.Close()
},
}
cfg.OnLicensed = func() {
// License status has changed, reload the window!
if u.licenseWindow != nil {
u.licenseWindow.Close()
}
u.licenseWindow = windows.MakeLicenseWindow(d.width, d.height, cfg)
}
cfg.OnLicensed()
u.licenseWindow.Close()
}
// 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.Close()
},
})
u.ConfigureWindow(d, u.doodadWindow)
}
// Text Tool window.
if u.textToolWindow == nil {
u.textToolWindow = windows.NewTextToolWindow(windows.TextTool{
Supervisor: u.Supervisor,
Engine: d.Engine,
OnChangeSettings: func(font string, size int, message string) {
log.Info("Updated Text Tool settings: %s (%d): %s", font, size, message)
drawtool.TT = drawtool.TextSettings{
Font: font,
Size: size,
Message: message,
}
},
})
u.ConfigureWindow(d, u.textToolWindow)
}
// 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.Destroy() // clean up old textures
u.Canvas.LoadLevel(scene.Level)
},
OnReload: func() {
log.Warn("RELOAD LEVEL")
scene.Reset()
},
OnCancel: func() {
u.levelSettingsWindow.Close()
},
})
u.ConfigureWindow(d, 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.Close()
u.doodadPropertiesWindow = nil
u.SetupPopups(u.d)
u.doodadPropertiesWindow.Show()
}
u.doodadPropertiesWindow = windows.NewDoodadPropertiesWindow(cfg)
u.ConfigureWindow(d, u.doodadPropertiesWindow)
}
// 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.Close()
},
})
u.ConfigureWindow(d, 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()
}
// Flush the palette cache in case swatches got renamed,
// so it rebuilds the "color by name" map from scratch.
pal.FlushCaches()
// 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.Close()
u.paletteEditor = nil
u.SetupPopups(d)
u.paletteEditor.Show()
},
OnCancel: func() {
u.paletteEditor.Close()
},
})
u.ConfigureWindow(d, 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.Close()
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.Close()
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.Close()
},
})
u.ConfigureWindow(d, u.layersWindow)
}
}