Noah Petherbridge
0044b72943
Add the ability to drag and drop Doodads onto the level. The Doodad buttons on the palette now trigger a Drag/Drop behavior when clicked, and a "blueprint colored" version of the Doodad follows your cursor, centered on it. Actors are assigned a random UUID ID when they are placed into a level. The Canvas gained a MaskColor property that forces all pixels in the drawing to render as the same color. This is a visual-only effect, and is used when dragging Doodads in so they render as "blueprints" instead of their actual colors until they are dropped. Fix the chunk bitmap cache system so it saves in the $XDG_CACHE_FOLDER instead of /tmp and has better names. They go into `~/.config/doodle/chunks/` and have UUID file names -- but they disappear quickly! As soon as they are cached into SDL2 they are removed from disk. Other changes: - UI: Add Hovering() method that returns the widgets that are beneath a point (your cursor) and those that are not, for easy querying for event propagation. - UI: Add ability to return an ErrStopPropagation to tell the master Scene (outside the UI) not to continue sending events to other parts of the code, so that you don't draw pixels during a drag event.
135 lines
3.6 KiB
Go
135 lines
3.6 KiB
Go
package userdir
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import (
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"io/ioutil"
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"os"
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"path/filepath"
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"strings"
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"github.com/kirsle/configdir"
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)
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// Profile Directory settings.
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var (
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ConfigDirectoryName = "doodle"
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ProfileDirectory string
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LevelDirectory string
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DoodadDirectory string
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CacheDirectory string
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FontDirectory string
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)
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// File extensions
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const (
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extLevel = ".level"
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extDoodad = ".doodad"
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)
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func init() {
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// Profile directory contains the user's levels and doodads.
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ProfileDirectory = configdir.LocalConfig(ConfigDirectoryName)
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LevelDirectory = configdir.LocalConfig(ConfigDirectoryName, "levels")
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DoodadDirectory = configdir.LocalConfig(ConfigDirectoryName, "doodads")
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// Cache directory to extract font files to.
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CacheDirectory = configdir.LocalCache(ConfigDirectoryName)
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FontDirectory = configdir.LocalCache(ConfigDirectoryName, "fonts")
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// Ensure all the directories exist.
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configdir.MakePath(LevelDirectory)
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configdir.MakePath(DoodadDirectory)
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configdir.MakePath(FontDirectory)
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}
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// LevelPath will turn a "simple" filename into an absolute path in the user's
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// local levels folder. If the filename already contains slashes, it is returned
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// as-is as an absolute or relative path.
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func LevelPath(filename string) string {
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return resolvePath(LevelDirectory, filename, extLevel)
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}
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// DoodadPath is like LevelPath but for Doodad files.
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func DoodadPath(filename string) string {
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return resolvePath(DoodadDirectory, filename, extDoodad)
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}
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// CacheFilename returns a path to a file in the cache folder. Send in path
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// components and not literal slashes, like
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// CacheFilename("images", "chunks", "id.bmp")
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func CacheFilename(filename ...string) string {
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paths := append([]string{CacheDirectory}, filename...)
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dir := paths[:len(paths)-1]
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configdir.MakePath(filepath.Join(dir...))
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return filepath.Join(paths[0], filepath.Join(paths[1:]...))
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}
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// ListDoodads returns a listing of all available doodads.
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func ListDoodads() ([]string, error) {
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var names []string
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files, err := ioutil.ReadDir(DoodadDirectory)
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if err != nil {
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return names, err
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}
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for _, file := range files {
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name := file.Name()
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if strings.HasSuffix(strings.ToLower(name), extDoodad) {
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names = append(names, name)
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}
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}
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return names, nil
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}
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// resolvePath is the inner logic for LevelPath and DoodadPath.
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func resolvePath(directory, filename, extension string) string {
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if strings.Contains(filename, "/") {
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return filename
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}
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// Attach the file extension?
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if strings.ToLower(filepath.Ext(filename)) != extension {
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filename += extension
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}
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return filepath.Join(directory, filename)
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}
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// ResolvePath takes an ambiguous simple filename and searches for a Level or
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// Doodad that matches. Returns a blank string if no files found.
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//
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// Pass a true value for `one` if you are intending to create the file. It will
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// only test one filepath and return the first one, regardless if the file
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// existed. So the filename should have a ".level" or ".doodad" extension and
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// then this path will resolve the ProfileDirectory of the file.
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func ResolvePath(filename, extension string, one bool) string {
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// If the filename exists outright, return it.
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if _, err := os.Stat(filename); !os.IsNotExist(err) {
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return filename
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}
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var paths []string
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if extension == extLevel {
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paths = append(paths, filepath.Join(LevelDirectory, filename))
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} else if extension == extDoodad {
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paths = append(paths, filepath.Join(DoodadDirectory, filename))
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} else {
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paths = append(paths,
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filepath.Join(LevelDirectory, filename+".level"),
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filepath.Join(DoodadDirectory, filename+".doodad"),
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)
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}
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for _, test := range paths {
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if _, err := os.Stat(test); os.IsNotExist(err) {
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continue
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}
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return test
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}
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return ""
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}
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