doodle/pkg/editor_ui_doodad.go
Noah Petherbridge a06787411d Resolve circular import errors for Doodle++ plugin
* pkg/plus/dpp is the main plugin bridge, and defines nothing but an interface
  that defines the Doodle++ surface area (referring to internal game types such
  as doodad.Doodad or level.Level), but not their implementations.
  * dpp.Driver (an interface) is the main API that other parts of the game will
    call, for example "dpp.Driver.IsLevelSigned()"
  * plus_dpp.go and plus_foss.go provide the dpp.Driver implementation for their
    build; with plus_dpp.go generally forwarding function calls directly to the
    proprietary dpp package and plus_foss.go generally returning false/errors.
  * The bootstrap package simply assigns the above stub function to dpp.Driver
* pkg/plus/bootstrap is a package directly imported by main (in the doodle and
  doodad programs) and it works around circular dependency issues: this package
  simply assigns dpp.Driver to the DPP or FOSS version.

Miscellaneous fixes:

* File->Open in the editor and PlayScene will use the new Open Level window
  instead of loading the legacy GotoLoadMenu scene.
* Deprecated legacy scenes: d.GotoLoadMenu() and d.GotoPlayMenu().
* The doodle-admin program depends on the private dpp package, so can not be
  compiled in FOSS mode.
2024-04-18 22:12:56 -07:00

67 lines
2.1 KiB
Go

package doodle
// XXX REFACTOR XXX
// This function only uses EditorUI and not Doodle and is a candidate for
// refactor into a subpackage if EditorUI itself can ever be decoupled.
import (
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
"git.kirsle.net/SketchyMaze/doodle/pkg/doodads"
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/SketchyMaze/doodle/pkg/plus/dpp"
"git.kirsle.net/SketchyMaze/doodle/pkg/uix"
"git.kirsle.net/go/render"
)
// DraggableActor is a Doodad being dragged from the Doodad palette.
type DraggableActor struct {
canvas *uix.Canvas
doodad *doodads.Doodad // if a new one from the palette
actor *level.Actor // if a level actor
}
// Teardown the DraggableActor and free its textures.
func (da *DraggableActor) Teardown() {
log.Debug("Teardown DraggableActor")
da.canvas.Destroy()
}
// startDragActor begins the drag event for a Doodad onto a level.
// actor may be nil (if you drag a new doodad from the palette) or otherwise
// is an existing actor from the level.
func (u *EditorUI) startDragActor(doodad *doodads.Doodad, actor *level.Actor) {
u.Supervisor.DragStart()
if doodad == nil {
if actor != nil {
obj, err := dpp.Driver.LoadFromEmbeddable(actor.Filename, u.Scene.Level, false)
if err != nil {
log.Error("startDragExistingActor: actor doodad name %s not found: %s", actor.Filename, err)
return
}
doodad = obj
} else {
panic("EditorUI.startDragActor: doodad AND/OR actor is required, but neither were given")
}
}
// Size and scale this doodad according to the zoom level.
size := doodad.Size
size.W = u.Canvas.ZoomMultiply(size.W)
size.H = u.Canvas.ZoomMultiply(size.H)
// Create the canvas to render on the mouse cursor.
drawing := uix.NewCanvas(doodad.Layers[0].Chunker.Size, false)
drawing.LoadDoodad(doodad)
drawing.Resize(size)
drawing.Zoom = u.Canvas.Zoom
drawing.SetBackground(render.RGBA(0, 0, 1, 0)) // TODO: invisible becomes white
drawing.MaskColor = balance.DragColor // blueprint effect
u.DraggableActor = &DraggableActor{
canvas: drawing,
doodad: doodad,
actor: actor,
}
}