Noah Petherbridge
c8620f871e
* Add new pkg/drawtool with utilities to abstract away drawing actions into Strokes and track undo/redo History for them. * The freehand Pencil tool in EditorMode has been refactored to create a Stroke of Shape=Freehand and queue up its world pixels there instead of directly modifying the level chunker in real time. When the mouse button is released, the freehand Stroke is committed to the level chunker and added to the UndoHistory. * UndoHistory is (temporarily) stored with the level.Level so it can survive trips to PlayScene and back, but is not stored as JSON on disk. * Ctrl-Z and Ctrl-Y in EditorMode for undo and redo, respectively.
119 lines
3.1 KiB
Go
119 lines
3.1 KiB
Go
package balance
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import (
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"os"
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"strconv"
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"strings"
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"git.kirsle.net/apps/doodle/lib/render"
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)
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// Debug related variables that can toggle on or off certain features and
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// overlays within the game.
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var (
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/***************
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* Visualizers *
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***************/
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// Debug overlay (FPS etc.) settings.
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DebugFontFilename = "DejaVuSans-Bold.ttf"
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DebugFontSize = 16
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DebugLabelColor = render.MustHexColor("#FF9900")
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DebugValueColor = render.MustHexColor("#00CCFF")
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DebugStrokeDarken = 80
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// Background color to use when exporting a drawing Chunk as a bitmap image
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// on disk. Default is white. Setting this to translucent yellow is a great
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// way to visualize the chunks loaded from cache on your screen.
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DebugChunkBitmapBackground = render.White // XXX: export $DEBUG_CHUNK_COLOR
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// Put a border around all Canvas widgets.
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DebugCanvasBorder = render.Invisible
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DebugCanvasLabel = false // Tag the canvas with a label.
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// Set to a color other than Invisible to force the uix.Canvas to color ALL
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// Stroke pixels in this color.
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DebugCanvasStrokeColor = render.Invisible
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// Pretty-print JSON files when writing.
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JSONIndent = true
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)
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func init() {
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// Load values from environment variables.
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var config = map[string]interface{}{
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// Window size.
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"DOODLE_W": &Width,
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"DOODLE_H": &Height,
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// Tune some parameters. XXX: maybe dangerous at some point.
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"D_SCROLL_SPEED": &CanvasScrollSpeed,
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"D_DOODAD_SIZE": &DoodadSize,
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// Shell settings.
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"D_SHELL_BG": &ShellBackgroundColor,
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"D_SHELL_FG": &ShellForegroundColor,
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"D_SHELL_PC": &ShellPromptColor,
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"D_SHELL_LN": &ShellHistoryLineCount,
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"D_SHELL_FS": &ShellFontSize,
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// Visualizers
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"DEBUG_CHUNK_COLOR": &DebugChunkBitmapBackground,
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"DEBUG_CANVAS_BORDER": &DebugCanvasBorder,
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"DEBUG_CANVAS_LABEL": &DebugCanvasLabel,
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}
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for name, value := range config {
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switch v := value.(type) {
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case *int:
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*v = IntEnv(name, *(v))
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case *bool:
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*v = BoolEnv(name, *(v))
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case *int32:
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*v = int32(IntEnv(name, int(*(v))))
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case *render.Color:
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*v = ColorEnv(name, *(v))
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}
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}
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// Debug all?
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if BoolEnv("DOODLE_DEBUG_ALL", false) {
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DebugChunkBitmapBackground = render.RGBA(255, 255, 0, 128)
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DebugCanvasBorder = render.Red
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DebugCanvasLabel = true
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}
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}
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// ColorEnv gets a color value from environment variable or returns a default.
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// This will panic if the color is not valid, so only do this on startup time.
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func ColorEnv(name string, v render.Color) render.Color {
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if color := os.Getenv(name); color != "" {
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return render.MustHexColor(color)
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}
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return v
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}
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// IntEnv gets an int value from environment variable or returns a default.
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func IntEnv(name string, v int) int {
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if env := os.Getenv(name); env != "" {
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a, err := strconv.Atoi(env)
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if err != nil {
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panic(err)
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}
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return a
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}
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return v
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}
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// BoolEnv gets a bool from the environment with a default.
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func BoolEnv(name string, v bool) bool {
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if env := os.Getenv(name); env != "" {
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switch strings.ToLower(env) {
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case "true", "t", "1", "on", "yes", "y":
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return true
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case "false", "f", "0", "off", "no", "n":
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return false
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}
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}
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return v
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}
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