Noah Petherbridge
ba97c81b55
* pkg/loadscreen implements a global Loading Screen for loading heavy levels for playing or editing. * All chunks in a level are pre-rendered to bitmap before gameplay begins, which reduces stutter as chunks were being lazily rendered on first appearance before. * The loading screen can be played with in the developer console: $ loadscreen.Show() $ loadscreen.Hide() Along with ShowWithProgress(), SetProgress(float64) and IsActive() * Chunker: separate the concerns between Bitmaps an (SDL2) Textures. * Chunker.Prerender() converts a chunk to a bitmap (a Go image.Image) and caches it, only re-rendering if marked as dirty. * Chunker.Texture() will use the pre-cached bitmap if available to immediately produce the SDL2 texture. Other miscellaneous changes: * Added to the Colored Pencil palette: Sandstone * Added "perlin noise" brush pattern
462 lines
12 KiB
Go
462 lines
12 KiB
Go
package doodle
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import (
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"errors"
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"fmt"
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"os"
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"strings"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/doodads"
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"git.kirsle.net/apps/doodle/pkg/drawtool"
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"git.kirsle.net/apps/doodle/pkg/enum"
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"git.kirsle.net/apps/doodle/pkg/keybind"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/license"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/modal"
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"git.kirsle.net/apps/doodle/pkg/modal/loadscreen"
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"git.kirsle.net/apps/doodle/pkg/usercfg"
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"git.kirsle.net/apps/doodle/pkg/userdir"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render/event"
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)
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// EditorScene manages the "Edit Level" game mode.
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type EditorScene struct {
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// Configuration for the scene initializer.
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DrawingType enum.DrawingType
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OpenFile bool
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Filename string
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DoodadSize int
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UI *EditorUI
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d *Doodle
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// The current level or doodad object being edited, based on the
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// DrawingType.
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Level *level.Level
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Doodad *doodads.Doodad
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ActiveLayer int // which layer (of a doodad) is being edited now?
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// Custom debug overlay values.
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debTool *string
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debSwatch *string
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debWorldIndex *string
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// Last saved filename by the user.
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filename string
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}
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// Name of the scene.
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func (s *EditorScene) Name() string {
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return "Edit"
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}
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// Setup the editor scene.
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func (s *EditorScene) Setup(d *Doodle) error {
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// Debug overlay values.
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s.debTool = new(string)
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s.debSwatch = new(string)
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s.debWorldIndex = new(string)
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customDebugLabels = []debugLabel{
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{"Pixel:", s.debWorldIndex},
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{"Tool:", s.debTool},
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{"Swatch:", s.debSwatch},
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}
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// Show the loading screen.
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loadscreen.ShowWithProgress()
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go func() {
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if err := s.setupAsync(d); err != nil {
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log.Error("EditorScene.setupAsync: %s", err)
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}
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loadscreen.Hide()
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}()
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return nil
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}
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// setupAsync initializes trhe editor scene in the background,
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// underneath a loading screen.
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func (s *EditorScene) setupAsync(d *Doodle) error {
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// Initialize the user interface. It references the palette and such so it
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// must be initialized after those things.
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s.d = d
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s.UI = NewEditorUI(d, s)
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// Were we given configuration data?
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if s.Filename != "" {
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log.Debug("EditorScene.Setup: Set filename to %s", s.Filename)
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s.filename = s.Filename
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s.Filename = ""
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}
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// Loading a Level or a Doodad?
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switch s.DrawingType {
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case enum.LevelDrawing:
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if s.Level != nil {
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log.Debug("EditorScene.Setup: received level from scene caller")
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loadscreen.SetSubtitle(
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"Opening: "+s.Level.Title,
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"by "+s.Level.Author,
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)
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s.UI.Canvas.LoadLevel(d.Engine, s.Level)
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s.UI.Canvas.InstallActors(s.Level.Actors)
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} else if s.filename != "" && s.OpenFile {
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log.Debug("EditorScene.Setup: Loading map from filename at %s", s.filename)
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loadscreen.SetSubtitle(
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"Opening: " + s.filename,
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)
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if err := s.LoadLevel(s.filename); err != nil {
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d.Flash("LoadLevel error: %s", err)
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} else {
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s.UI.Canvas.InstallActors(s.Level.Actors)
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}
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}
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// Write locked level?
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if s.Level != nil && s.Level.Locked {
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if usercfg.Current.WriteLockOverride {
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d.Flash("Note: write lock has been overridden")
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} else {
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d.Flash("That level is write-protected and cannot be viewed in the editor.")
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s.Level = nil
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s.UI.Canvas.ClearActors()
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s.filename = ""
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}
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}
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// No level?
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if s.Level == nil {
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log.Debug("EditorScene.Setup: initializing a new Level")
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s.Level = level.New()
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s.Level.Palette = level.DefaultPalette()
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s.UI.Canvas.LoadLevel(d.Engine, s.Level)
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s.UI.Canvas.ScrollTo(render.Origin)
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s.UI.Canvas.Scrollable = true
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}
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// Update the loading screen with level info.
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loadscreen.SetSubtitle(
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"Opening: "+s.Level.Title,
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"by "+s.Level.Author,
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)
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case enum.DoodadDrawing:
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// Getting a doodad from file?
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if s.filename != "" && s.OpenFile {
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log.Debug("EditorScene.Setup: Loading doodad from filename at %s", s.filename)
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if err := s.LoadDoodad(s.filename); err != nil {
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d.Flash("LoadDoodad error: %s", err)
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}
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}
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// Write locked doodad?
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if s.Doodad != nil && s.Doodad.Locked {
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if usercfg.Current.WriteLockOverride {
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d.Flash("Note: write lock has been overridden")
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} else {
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d.Flash("That doodad is write-protected and cannot be viewed in the editor.")
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s.Doodad = nil
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s.filename = ""
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}
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}
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// No Doodad?
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if s.Doodad == nil {
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log.Debug("EditorScene.Setup: initializing a new Doodad")
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s.Doodad = doodads.New(s.DoodadSize)
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s.UI.Canvas.LoadDoodad(s.Doodad)
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}
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// Update the loading screen with level info.
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loadscreen.SetSubtitle(
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s.Doodad.Title,
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"by "+s.Doodad.Author,
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)
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// TODO: move inside the UI. Just an approximate position for now.
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s.UI.Canvas.Resize(render.NewRect(s.DoodadSize, s.DoodadSize))
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s.UI.Canvas.ScrollTo(render.Origin)
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s.UI.Canvas.Scrollable = false
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s.UI.Workspace.Compute(d.Engine)
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}
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// Pre-cache all bitmap images from the level chunks.
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// Note: we are not running on the main thread, so SDL2 Textures
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// don't get created yet, but we do the full work of caching bitmap
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// images which later get fed directly into SDL2 saving speed at
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// runtime, + the bitmap generation is pretty wicked fast anyway.
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loadscreen.PreloadAllChunkBitmaps(s.UI.Canvas.Chunker())
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// Recompute the UI Palette window for the level's palette.
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s.UI.FinishSetup(d)
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d.Flash("Editor Mode.")
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if s.DrawingType == enum.LevelDrawing {
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d.Flash("Press 'P' to playtest this level.")
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}
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return nil
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}
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// Playtest switches the level into Play Mode.
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func (s *EditorScene) Playtest() {
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log.Info("Play Mode, Go!")
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s.d.Goto(&PlayScene{
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Filename: s.filename,
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Level: s.Level,
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CanEdit: true,
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})
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}
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// ConfirmUnload may pop up a confirmation modal to save the level before the
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// user performs an action that may close the level, such as click File->New.
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func (s *EditorScene) ConfirmUnload(fn func()) {
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if !s.UI.Canvas.Modified() {
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fn()
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return
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}
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modal.Confirm(
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"This drawing has unsaved changes. Are you sure you\nwant to continue and lose your changes?",
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).WithTitle("Confirm Closing Drawing").Then(fn)
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}
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// Loop the editor scene.
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func (s *EditorScene) Loop(d *Doodle, ev *event.State) error {
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// Skip if still loading.
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if loadscreen.IsActive() {
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return nil
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}
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// Update debug overlay values.
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*s.debTool = s.UI.Canvas.Tool.String()
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*s.debSwatch = "???"
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*s.debWorldIndex = s.UI.Canvas.WorldIndexAt(s.UI.cursor).String()
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// Safely...
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if s.UI.Canvas.Palette != nil && s.UI.Canvas.Palette.ActiveSwatch != nil {
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*s.debSwatch = s.UI.Canvas.Palette.ActiveSwatch.Name
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}
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// Has the window been resized?
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if ev.WindowResized {
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w, h := d.Engine.WindowSize()
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if w != d.width || h != d.height {
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// Not a false alarm.
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d.width = w
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d.height = h
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s.UI.Resized(d)
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return nil
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}
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}
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// Menu key bindings.
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if keybind.NewLevel(ev) {
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// Ctrl-N, New Level
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s.MenuNewLevel()
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} else if keybind.SaveAs(ev) {
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// Shift-Ctrl-S, Save As
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s.MenuSave(true)()
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} else if keybind.Save(ev) {
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// Ctrl-S, Save
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s.MenuSave(false)()
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} else if keybind.Open(ev) {
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// Ctrl-O, Open
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s.MenuOpen()
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}
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// Undo/Redo key bindings.
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if keybind.Undo(ev) {
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s.UI.Canvas.UndoStroke()
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ev.ResetKeyDown()
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} else if keybind.Redo(ev) {
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s.UI.Canvas.RedoStroke()
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ev.ResetKeyDown()
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}
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// Zoom in/out.
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if balance.Feature.Zoom {
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if keybind.ZoomIn(ev) {
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d.Flash("Zoom in")
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s.UI.Canvas.Zoom++
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ev.ResetKeyDown()
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} else if keybind.ZoomOut(ev) {
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d.Flash("Zoom out")
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s.UI.Canvas.Zoom--
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ev.ResetKeyDown()
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} else if keybind.ZoomReset(ev) {
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d.Flash("Reset zoom")
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s.UI.Canvas.Zoom = 0
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ev.ResetKeyDown()
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}
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}
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// More keybinds
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if keybind.Origin(ev) {
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d.Flash("Scrolled back to level origin (0,0)")
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s.UI.Canvas.ScrollTo(render.Origin)
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ev.ResetKeyDown()
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}
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// s.UI.Loop(ev)
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// Switching to Play Mode?
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if s.DrawingType == enum.LevelDrawing && keybind.GotoPlay(ev) {
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s.Playtest()
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} else if keybind.LineTool(ev) {
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d.Flash("Line Tool selected.")
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s.UI.Canvas.Tool = drawtool.LineTool
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s.UI.activeTool = s.UI.Canvas.Tool.String()
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} else if keybind.PencilTool(ev) {
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d.Flash("Pencil Tool selected.")
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s.UI.Canvas.Tool = drawtool.PencilTool
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s.UI.activeTool = s.UI.Canvas.Tool.String()
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} else if keybind.RectTool(ev) {
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d.Flash("Rectangle Tool selected.")
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s.UI.Canvas.Tool = drawtool.RectTool
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s.UI.activeTool = s.UI.Canvas.Tool.String()
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} else if keybind.EllipseTool(ev) {
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d.Flash("Ellipse Tool selected.")
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s.UI.Canvas.Tool = drawtool.EllipseTool
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s.UI.activeTool = s.UI.Canvas.Tool.String()
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} else if keybind.EraserTool(ev) {
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d.Flash("Eraser Tool selected.")
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s.UI.Canvas.Tool = drawtool.EraserTool
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s.UI.activeTool = s.UI.Canvas.Tool.String()
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} else if keybind.DoodadDropper(ev) {
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s.UI.doodadWindow.Show()
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}
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s.UI.Loop(ev)
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return nil
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}
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// Draw the current frame.
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func (s *EditorScene) Draw(d *Doodle) error {
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// Skip if still loading.
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if loadscreen.IsActive() {
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return nil
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}
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// Clear the canvas and fill it with magenta so it's clear if any spots are missed.
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d.Engine.Clear(render.RGBA(160, 120, 160, 255))
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s.UI.Present(d.Engine)
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return nil
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}
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// LoadLevel loads a level from disk.
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func (s *EditorScene) LoadLevel(filename string) error {
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s.filename = filename
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level, err := level.LoadFile(filename)
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if err != nil {
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return fmt.Errorf("EditorScene.LoadLevel(%s): %s", filename, err)
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}
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s.DrawingType = enum.LevelDrawing
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s.Level = level
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s.UI.Canvas.LoadLevel(s.d.Engine, s.Level)
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log.Info("Installing %d actors into the drawing", len(level.Actors))
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if err := s.UI.Canvas.InstallActors(level.Actors); err != nil {
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summary := "This level references some doodads that were not found:"
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if strings.Contains(err.Error(), license.ErrRegisteredFeature.Error()) {
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summary = "This level contains embedded doodads, but this is not\n" +
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"available in the free version of the game. The following\n" +
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"doodads could not be loaded:"
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}
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modal.Alert("%s\n\n%s", summary, err).WithTitle("Level Errors")
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return fmt.Errorf("EditorScene.LoadLevel: InstallActors: %s", err)
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}
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return nil
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}
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// SaveLevel saves the level to disk.
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// TODO: move this into the Canvas?
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func (s *EditorScene) SaveLevel(filename string) error {
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if s.DrawingType != enum.LevelDrawing {
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return errors.New("SaveLevel: current drawing is not a Level type")
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}
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if !strings.HasSuffix(filename, enum.LevelExt) {
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filename += enum.LevelExt
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}
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s.filename = filename
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m := s.Level
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if m.Title == "" {
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m.Title = "Alpha"
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}
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if m.Author == "" {
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m.Author = os.Getenv("USER")
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}
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m.Palette = s.UI.Canvas.Palette
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m.Chunker = s.UI.Canvas.Chunker()
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// Clear the modified flag on the level.
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s.UI.Canvas.SetModified(false)
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return m.WriteFile(filename)
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}
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// LoadDoodad loads a doodad from disk.
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func (s *EditorScene) LoadDoodad(filename string) error {
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s.filename = filename
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doodad, err := doodads.LoadFile(filename)
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if err != nil {
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return fmt.Errorf("EditorScene.LoadDoodad(%s): %s", filename, err)
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}
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s.DrawingType = enum.DoodadDrawing
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s.Doodad = doodad
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s.DoodadSize = doodad.Layers[0].Chunker.Size
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s.UI.Canvas.LoadDoodad(s.Doodad)
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return nil
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}
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// SaveDoodad saves the doodad to disk.
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func (s *EditorScene) SaveDoodad(filename string) error {
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if s.DrawingType != enum.DoodadDrawing {
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return errors.New("SaveDoodad: current drawing is not a Doodad type")
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}
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if !strings.HasSuffix(filename, enum.DoodadExt) {
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filename += enum.DoodadExt
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}
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s.filename = filename
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d := s.Doodad
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if d.Title == "" {
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d.Title = "Untitled Doodad"
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}
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if d.Author == "" {
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d.Author = os.Getenv("USER")
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}
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// TODO: is this copying necessary?
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d.Palette = s.UI.Canvas.Palette
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d.Layers[s.ActiveLayer].Chunker = s.UI.Canvas.Chunker()
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// Clear the modified flag on the level.
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s.UI.Canvas.SetModified(false)
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// Save it to their profile directory.
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filename = userdir.DoodadPath(filename)
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log.Info("Write Doodad: %s", filename)
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return d.WriteFile(filename)
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}
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// Destroy the scene.
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func (s *EditorScene) Destroy() error {
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return nil
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}
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