doodle/pkg/editor_ui_popups.go
Noah Petherbridge 93623e4e8a Zipfiles as File Format for Levels and Doodads
Especially to further optimize memory for large levels, Levels and
Doodads can now read and write to a ZIP file format on disk with
chunks in external files within the zip.

Existing doodads and levels can still load as normal, and will be
converted into ZIP files on the next save:

* The Chunker.ChunkMap which used to hold ALL chunks in the main json/gz
  file, now becomes the cache of "hot chunks" loaded from ZIP. If there is
  a ZIP file, chunks not accessed recently are flushed from the ChunkMap
  to save on memory.
* During save, the ChunkMap is flushed to ZIP along with any non-loaded
  chunks from a previous zipfile. So legacy levels "just work" when
  saving, and levels loaded FROM Zip will manage their ChunkMap hot
  memory more carefully.

Memory savings observed on "Azulian Tag - Forest.level":

* Before: 1716 MB was loaded from the old level format into RAM along
  with a slow load screen.
* After: only 243 MB memory was used by the game and it loaded with
  a VERY FAST load screen.

Updates to the F3 Debug Overlay:

* "Chunks: 20 in 45 out 20 cached" shows the count of chunks inside the
  viewport (having bitmaps and textures loaded) vs. chunks outside which
  have their textures freed (but data kept), and the number of chunks
  currently hot cached in the ChunkMap.

The `doodad` tool has new commands to "touch" your existing levels
and doodads, to upgrade them to the new format (or you can simply
open and re-save them in-game):

    doodad edit-level --touch ./example.level
    doodad edit-doodad --touch ./example.doodad

The output from that and `doodad show` should say "File format: zipfile"
in the headers section.

To do:

* File attachments should also go in as ZIP files, e.g. wallpapers
2022-04-29 20:34:59 -07:00

389 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 := scene.Doodad.AddLayer(
fmt.Sprintf("layer %d", len(scene.Doodad.Layers)),
nil,
)
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)
}
}