Noah Petherbridge
a06787411d
* 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.
398 lines
10 KiB
Go
398 lines
10 KiB
Go
package doodle
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// Menu Bar features for Edit Mode.
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// In here is the SetupMenuBar() and menu item functions.
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// The rest of it is controlled in editor_ui.go
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import (
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"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
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"git.kirsle.net/SketchyMaze/doodle/pkg/drawtool"
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"git.kirsle.net/SketchyMaze/doodle/pkg/enum"
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"git.kirsle.net/SketchyMaze/doodle/pkg/level/giant_screenshot"
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"git.kirsle.net/SketchyMaze/doodle/pkg/log"
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"git.kirsle.net/SketchyMaze/doodle/pkg/modal"
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"git.kirsle.net/SketchyMaze/doodle/pkg/native"
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"git.kirsle.net/SketchyMaze/doodle/pkg/plus/dpp"
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"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
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"git.kirsle.net/SketchyMaze/doodle/pkg/userdir"
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"git.kirsle.net/SketchyMaze/doodle/pkg/windows"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/ui"
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)
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// SetupMenuBar sets up the menu bar.
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func (u *EditorUI) SetupMenuBar(d *Doodle) *ui.MenuBar {
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menu := ui.NewMenuBar("Main Menu")
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// Save and Save As common menu handler
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var (
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saveFunc func(filename string)
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)
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switch u.Scene.DrawingType {
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case enum.LevelDrawing:
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saveFunc = func(filename string) {
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if err := u.Scene.SaveLevel(filename); err != nil {
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d.FlashError("Error: %s", err)
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} else {
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d.Flash("Saved level: %s", filename)
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}
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}
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case enum.DoodadDrawing:
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saveFunc = func(filename string) {
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if err := u.Scene.SaveDoodad(filename); err != nil {
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d.FlashError("Error: %s", err)
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} else {
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d.Flash("Saved doodad: %s", filename)
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}
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}
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default:
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d.FlashError("Error: Scene.DrawingType is not a valid type")
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}
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////////
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// File menu
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fileMenu := menu.AddMenu("File")
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fileMenu.AddItemAccel("New level", "Ctrl-N", u.Scene.MenuNewLevel)
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fileMenu.AddItem("New doodad", u.Scene.MenuNewDoodad)
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fileMenu.AddItemAccel("Save", "Ctrl-S", u.Scene.MenuSave(false))
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fileMenu.AddItemAccel("Save as...", "Shift-Ctrl-S", func() {
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d.Prompt("Save as filename>", func(answer string) {
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if answer != "" {
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saveFunc(answer)
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}
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})
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})
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fileMenu.AddItemAccel("Open...", "Ctrl-O", u.Scene.MenuOpen)
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fileMenu.AddSeparator()
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fileMenu.AddItem("Exit to menu", func() {
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u.Scene.ConfirmUnload(func() {
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d.Goto(&MainScene{})
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})
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})
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fileMenu.AddItemAccel("Quit", "Escape", func() {
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d.ConfirmExit()
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})
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////////
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// Edit menu
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editMenu := menu.AddMenu("Edit")
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editMenu.AddItemAccel("Undo", "Ctrl-Z", func() {
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u.Canvas.UndoStroke()
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})
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editMenu.AddItemAccel("Redo", "Ctrl-Y", func() {
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u.Canvas.RedoStroke()
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})
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editMenu.AddSeparator()
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editMenu.AddItem("Settings", func() {
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if u.settingsWindow == nil {
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u.settingsWindow = d.MakeSettingsWindow(u.Supervisor)
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}
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u.settingsWindow.Show()
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})
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////////
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// Level menu
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if u.Scene.DrawingType == enum.LevelDrawing {
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levelMenu := menu.AddMenu("Level")
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levelMenu.AddItem("Level Properties", func() {
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log.Info("Opening the window")
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// Open the New Level window in edit-settings mode.
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u.levelSettingsWindow.Hide()
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u.levelSettingsWindow = nil
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u.SetupPopups(u.d)
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u.levelSettingsWindow.Show()
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})
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levelMenu.AddItem("Attached files", func() {
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log.Info("Opening the FileSystem window")
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u.OpenFileSystemWindow()
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})
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levelMenu.AddItemAccel("Playtest", "P", func() {
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u.Scene.Playtest()
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})
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levelMenu.AddItem("Publish", func() {
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u.OpenPublishWindow()
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})
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levelMenu.AddSeparator()
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levelMenu.AddItem("Screenshot", func() {
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// It takes a LONG TIME to render for medium+ maps.
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// Do so on a background thread.
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go func() {
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filename, err := giant_screenshot.SaveCroppedScreenshot(u.Scene.Level, u.Scene.GetDrawing().Viewport())
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if err != nil {
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d.FlashError("Error: %s", err.Error())
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return
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}
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d.FlashError("Screenshot saved as: %s", filename)
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}()
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})
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levelMenu.AddItem("Giant Screenshot", func() {
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// It takes a LONG TIME to render for medium+ maps.
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modal.Confirm(
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"Do you want to make a 'Giant Screenshot' of\n" +
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"your WHOLE level? Note: this may take several\n" +
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"seconds for very large maps!",
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).WithTitle("Giant Screenshot").Then(func() {
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// Show the wait modal and generate the screenshot on a background thread.
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m := modal.Wait("Generating a giant screenshot...").WithTitle("Please hold")
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go func() {
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defer m.Dismiss(true)
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filename, err := giant_screenshot.SaveGiantScreenshot(u.Scene.Level)
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if err != nil {
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d.FlashError("Error: %s", err.Error())
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return
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}
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d.FlashError("Giant screenshot saved as: %s", filename)
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}()
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})
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})
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levelMenu.AddItem("Open screenshot folder", func() {
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native.OpenLocalURL(userdir.ScreenshotDirectory)
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})
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if balance.Feature.ViewportWindow {
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levelMenu.AddSeparator()
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levelMenu.AddItemAccel("New viewport", "v", func() {
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pip := windows.MakePiPWindow(d.width, d.height, windows.PiP{
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Supervisor: u.Supervisor,
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Engine: u.d.Engine,
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Level: u.Scene.Level,
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Event: u.d.event,
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Tool: &u.Scene.UI.Canvas.Tool,
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BrushSize: &u.Scene.UI.Canvas.BrushSize,
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})
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pip.Show()
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})
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}
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}
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////////
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// Doodad Menu
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if u.Scene.DrawingType == enum.DoodadDrawing {
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levelMenu := menu.AddMenu("Doodad")
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levelMenu.AddItem("Doodad Properties", func() {
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log.Info("Opening the window")
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// Open the New Level window in edit-settings mode.
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u.doodadPropertiesWindow.Hide()
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u.doodadPropertiesWindow = nil
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u.SetupPopups(u.d)
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u.doodadPropertiesWindow.Show()
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})
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levelMenu.AddItem("Layers", func() {
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u.OpenLayersWindow()
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})
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}
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////////
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// View menu
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viewMenu := menu.AddMenu("View")
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viewMenu.AddItemAccel("Zoom in", "+", func() {
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u.Canvas.Zoom++
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})
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viewMenu.AddItemAccel("Zoom out", "-", func() {
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u.Canvas.Zoom--
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})
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viewMenu.AddItemAccel("Reset zoom", "1", func() {
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u.Canvas.Zoom = 0
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})
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viewMenu.AddItemAccel("Scroll drawing to origin", "0", func() {
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u.Canvas.ScrollTo(render.Origin)
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})
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viewMenu.AddSeparator()
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viewMenu.AddItemAccel("Close window", "←", func() {
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u.Supervisor.CloseActiveWindow()
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})
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viewMenu.AddItemAccel("Close all windows", "Shift-←", func() {
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u.Supervisor.CloseAllWindows()
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})
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////////
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// Tools menu
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toolMenu := menu.AddMenu("Tools")
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toolMenu.AddItemAccel("Debug overlay", "F3", func() {
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DebugOverlay = !DebugOverlay
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if DebugOverlay {
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d.Flash("Debug overlay enabled. Press F3 to turn it off.")
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}
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})
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toolMenu.AddItemAccel("Command shell", "`", func() {
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d.shell.Open = true
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})
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toolMenu.AddSeparator()
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toolMenu.AddItem("Edit Palette", func() {
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u.OpenPaletteWindow()
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})
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// Draw Tools
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toolMenu.AddItemAccel("Pencil Tool", "F", func() {
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u.Canvas.Tool = drawtool.PencilTool
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u.activeTool = u.Canvas.Tool.String()
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d.Flash("Pencil Tool selected.")
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})
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toolMenu.AddItemAccel("Line Tool", "L", func() {
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u.Canvas.Tool = drawtool.LineTool
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u.activeTool = u.Canvas.Tool.String()
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d.Flash("Line Tool selected.")
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})
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toolMenu.AddItemAccel("Rectangle Tool", "R", func() {
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u.Canvas.Tool = drawtool.RectTool
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u.activeTool = u.Canvas.Tool.String()
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d.Flash("Rectangle Tool selected.")
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})
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toolMenu.AddItemAccel("Ellipse Tool", "C", func() {
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u.Canvas.Tool = drawtool.EllipseTool
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u.activeTool = u.Canvas.Tool.String()
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d.Flash("Ellipse Tool selected.")
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})
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toolMenu.AddItemAccel("Eraser Tool", "x", func() {
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u.Canvas.Tool = drawtool.EraserTool
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u.activeTool = u.Canvas.Tool.String()
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d.Flash("Eraser Tool selected.")
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})
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if u.Scene.DrawingType == enum.LevelDrawing {
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toolMenu.AddItemAccel("Doodads", "q", func() {
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log.Info("Open the DoodadDropper")
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u.OpenDoodadDropper()
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})
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toolMenu.AddItem("Link Tool", func() {
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u.Canvas.Tool = drawtool.LinkTool
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u.activeTool = u.Canvas.Tool.String()
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d.Flash("Link Tool selected. Click a doodad in your level to link it to another.")
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})
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}
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////////
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// Help menu
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var (
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helpMenu = u.d.MakeHelpMenu(menu, u.Supervisor)
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)
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// Registration item for Doodle++ builds.
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if balance.DPP {
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var registerText = "Register"
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if dpp.Driver.IsRegistered() {
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registerText = "Registration"
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}
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helpMenu.AddSeparator()
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helpMenu.AddItem(registerText, func() {
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u.licenseWindow.Show()
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u.Supervisor.FocusWindow(u.licenseWindow)
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})
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}
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menu.Supervise(u.Supervisor)
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menu.Compute(d.Engine)
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return menu
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}
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// Menu functions that have keybind callbacks below.
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// File->New level, or Ctrl-N
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func (s *EditorScene) MenuNewLevel() {
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s.ConfirmUnload(func() {
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s.d.GotoNewMenu()
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})
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}
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func (s *EditorScene) MenuNewDoodad() {
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s.ConfirmUnload(func() {
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// New doodad size with prompt.
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s.d.GotoNewDoodadMenu()
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})
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}
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// File->Open, or Ctrl-O
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func (s *EditorScene) MenuOpen() {
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s.ConfirmUnload(func() {
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if s.winOpenLevel == nil {
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s.winOpenLevel = windows.NewOpenDrawingWindow(windows.OpenDrawing{
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Supervisor: s.UI.Supervisor,
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Engine: shmem.CurrentRenderEngine,
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OnOpenDrawing: func(filename string) {
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s.d.EditFile(filename)
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},
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OnCloseWindow: func() {
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s.winOpenLevel.Destroy()
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s.winOpenLevel = nil
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},
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})
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}
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s.winOpenLevel.MoveTo(render.Point{
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X: (s.d.width / 2) - (s.winOpenLevel.Size().W / 2),
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Y: (s.d.height / 2) - (s.winOpenLevel.Size().H / 2),
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})
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s.winOpenLevel.Show()
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})
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}
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// File->Save, or Ctrl-S
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// File->Save As, or Shift-Ctrl-S
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// NOTICE: this one returns a func() so you need to call that one!
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func (s *EditorScene) MenuSave(as bool) func() {
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return func() {
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var (
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// drawingType string
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saveFunc func(filename string)
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)
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switch s.DrawingType {
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case enum.LevelDrawing:
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// drawingType = "level"
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saveFunc = func(filename string) {
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if err := s.SaveLevel(filename); err != nil {
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s.d.FlashError("Error: %s", err)
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} else {
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s.d.Flash("Saved level: %s", filename)
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}
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}
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case enum.DoodadDrawing:
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// drawingType = "doodad"
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saveFunc = func(filename string) {
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if err := s.SaveDoodad(filename); err != nil {
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s.d.FlashError("Error: %s", err)
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} else {
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s.d.Flash("Saved doodad: %s", filename)
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}
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}
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default:
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s.d.FlashError("Error: Scene.DrawingType is not a valid type")
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}
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// "Save As"?
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if as {
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s.d.Prompt("Save as filename>", func(answer string) {
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if answer != "" {
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saveFunc(answer)
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}
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})
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return
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}
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// "Save", write to existing filename or prompt for it.
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if s.filename != "" {
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saveFunc(s.filename)
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} else {
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s.d.Prompt("Save filename>", func(answer string) {
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if answer != "" {
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saveFunc(answer)
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}
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})
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}
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}
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}
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