Noah Petherbridge
bca848d534
Implement the Wallpaper system into the levels and the concept of Bounded and Unbounded levels. The first wallpaper image is notepad.png which looks like standard ruled notebook paper. On bounded levels, the top/left edges of the page look as you would expect and the blue lines tile indefinitely in the positive directions. On unbounded levels, you only get the repeating blue lines but not the edge pieces. A wallpaper is just a rectangular image file. The image is divided into four equal quadrants to be the Corner, Top, Left and Repeat textures for the wallpaper. The Repeat texture is ALWAYS used and fills all the empty space behind the drawing. (Doodads draw with blank canvases as before because only levels have wallpapers!) Levels have four options of a "Page Type": - Unbounded (default, infinite space) - NoNegativeSpace (has a top left edge but can grow infinitely) - Bounded (has a top left edge and bounded size) - Bordered (bounded with bordered texture; NOT IMPLEMENTED!) The scrollable viewport of a Canvas will respect the wallpaper and page type settings of a Level loaded into it. That is, if the level has a top left edge (not Unbounded) you can NOT scroll to see negative coordinates below (0,0) -- and if the level has a max dimension set, you can't scroll to see pixels outside those dimensions. The Canvas property NoLimitScroll=true will override the scroll locking and let you see outside the bounds, for debugging. - Default map settings for New Level are now: - Page Type: NoNegativeSpace - Wallpaper: notepad.png (default) - MaxWidth: 2550 (8.5" * 300 ppi) - MaxHeight: 3300 ( 11" * 300 ppi)
360 lines
7.4 KiB
Go
360 lines
7.4 KiB
Go
package doodle
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import (
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"bytes"
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"fmt"
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"strings"
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"git.kirsle.net/apps/doodle/balance"
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"git.kirsle.net/apps/doodle/events"
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"git.kirsle.net/apps/doodle/render"
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"git.kirsle.net/apps/doodle/ui"
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"github.com/robertkrimen/otto"
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)
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// Flash a message to the user.
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func (d *Doodle) Flash(template string, v ...interface{}) {
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log.Warn(template, v...)
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d.shell.Write(fmt.Sprintf(template, v...))
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}
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// Prompt the user for a question in the dev console.
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func (d *Doodle) Prompt(question string, callback func(string)) {
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d.shell.Prompt = question
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d.shell.callback = callback
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d.shell.Open = true
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}
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// Shell implements the developer console in-game.
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type Shell struct {
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parent *Doodle
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Open bool
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Prompt string
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Repl bool
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callback func(string) // for prompt answers only
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Text string
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History []string
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Output []string
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Flashes []Flash
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// Blinky cursor variables.
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cursor byte // cursor symbol
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cursorFlip uint64 // ticks until cursor flip
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cursorRate uint64
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// Paging through history variables.
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historyPaging bool
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historyIndex int
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// JavaScript shell interpreter.
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js *otto.Otto
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}
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// Flash holds a message to flash on screen.
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type Flash struct {
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Text string
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Expires uint64 // tick that it expires
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}
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// NewShell initializes the shell helper (the "Shellper").
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func NewShell(d *Doodle) Shell {
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s := Shell{
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parent: d,
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History: []string{},
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Output: []string{},
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Flashes: []Flash{},
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Prompt: ">",
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cursor: '_',
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cursorRate: balance.ShellCursorBlinkRate,
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js: otto.New(),
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}
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// Make the Doodle instance available to the shell.
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bindings := map[string]interface{}{
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"d": d,
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"log": log,
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"RGBA": render.RGBA,
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"Point": render.NewPoint,
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"Rect": render.NewRect,
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"Tree": func(w ui.Widget) string {
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for _, row := range ui.WidgetTree(w) {
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d.Flash(row)
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}
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return ""
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},
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}
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for name, v := range bindings {
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err := s.js.Set(name, v)
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if err != nil {
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log.Error("Failed to make `%s` available to JS shell: %s", name, err)
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}
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}
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return s
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}
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// Close the shell, resetting its internal state.
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func (s *Shell) Close() {
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log.Debug("Shell: closing shell")
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s.Open = false
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s.Repl = false
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s.Prompt = ">"
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s.callback = nil
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s.Text = ""
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s.historyPaging = false
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s.historyIndex = 0
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}
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// Execute a command in the shell.
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func (s *Shell) Execute(input string) {
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command := s.Parse(input)
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if command.Raw != "" {
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s.Output = append(s.Output, s.Prompt+command.Raw)
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s.History = append(s.History, command.Raw)
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}
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// Are we answering a Prompt?
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if s.callback != nil {
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log.Info("Invoking prompt callback:")
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s.callback(command.Raw)
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s.Close()
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return
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}
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if command.Command == "clear" {
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s.Output = []string{}
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} else {
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err := command.Run(s.parent)
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if err != nil {
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s.Write(err.Error())
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}
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}
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// Reset the text buffer in the shell.
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if s.Repl {
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s.Text = "$ "
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} else {
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s.Text = ""
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}
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}
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// Write a line of output text to the console.
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func (s *Shell) Write(line string) {
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s.Output = append(s.Output, line)
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s.Flashes = append(s.Flashes, Flash{
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Text: line,
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Expires: s.parent.ticks + balance.FlashTTL,
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})
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}
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// Parse the command line.
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func (s *Shell) Parse(input string) Command {
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input = strings.TrimSpace(input)
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if len(input) == 0 {
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return Command{}
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}
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var (
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inQuote bool
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buffer = bytes.NewBuffer([]byte{})
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words = []string{}
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)
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for i := 0; i < len(input); i++ {
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char := input[i]
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switch char {
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case ' ':
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if inQuote {
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buffer.WriteByte(char)
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continue
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}
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if word := buffer.String(); word != "" {
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words = append(words, word)
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buffer.Reset()
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}
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case '"':
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if !inQuote {
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// An opening quote character.
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inQuote = true
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} else {
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// The closing quote.
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inQuote = false
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if word := buffer.String(); word != "" {
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words = append(words, word)
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buffer.Reset()
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}
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}
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default:
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buffer.WriteByte(char)
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}
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}
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if remainder := buffer.String(); remainder != "" {
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words = append(words, remainder)
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}
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return Command{
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Raw: input,
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Command: words[0],
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Args: words[1:],
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ArgsLiteral: strings.TrimSpace(input[len(words[0]):]),
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}
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}
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// Draw the shell.
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func (s *Shell) Draw(d *Doodle, ev *events.State) error {
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// Compute the line height we can draw.
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lineHeight := balance.ShellFontSize + int(balance.ShellPadding)
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// If the console is open, draw the console.
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if s.Open {
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if ev.EscapeKey.Read() {
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s.Close()
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return nil
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} else if ev.EnterKey.Read() || ev.EscapeKey.Read() {
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s.Execute(s.Text)
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// Auto-close the console unless in REPL mode.
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if !s.Repl {
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s.Close()
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}
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return nil
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} else if (ev.Up.Now || ev.Down.Now) && len(s.History) > 0 {
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// Paging through history.
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if !s.historyPaging {
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s.historyPaging = true
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s.historyIndex = len(s.History)
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}
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// Consume the inputs and make convenient variables.
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ev.Down.Read()
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isUp := ev.Up.Read()
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// Scroll through the input history.
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if isUp {
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s.historyIndex--
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if s.historyIndex < 0 {
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s.historyIndex = 0
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}
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} else {
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s.historyIndex++
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if s.historyIndex >= len(s.History) {
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s.historyIndex = len(s.History) - 1
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}
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}
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s.Text = s.History[s.historyIndex]
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}
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// Cursor flip?
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if d.ticks > s.cursorFlip {
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s.cursorFlip = d.ticks + s.cursorRate
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if s.cursor == ' ' {
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s.cursor = '_'
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} else {
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s.cursor = ' '
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}
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}
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// Read a character from the keyboard.
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if key := ev.ReadKey(); key != "" {
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// Backspace?
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if key == `\b` {
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if len(s.Text) > 0 {
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s.Text = s.Text[:len(s.Text)-1]
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}
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} else {
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s.Text += key
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}
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}
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// How tall is the box?
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boxHeight := int32(lineHeight*(balance.ShellHistoryLineCount+1)) + balance.ShellPadding
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// Draw the background color.
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d.Engine.DrawBox(
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balance.ShellBackgroundColor,
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render.Rect{
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X: 0,
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Y: int32(d.height) - boxHeight,
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W: int32(d.width),
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H: boxHeight,
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},
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)
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// Draw the recent commands.
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outputY := int32(d.height - (lineHeight * 2))
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for i := 0; i < balance.ShellHistoryLineCount; i++ {
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if len(s.Output) > i {
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line := s.Output[len(s.Output)-1-i]
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d.Engine.DrawText(
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render.Text{
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FontFilename: balance.ShellFontFilename,
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Text: line,
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Size: balance.ShellFontSize,
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Color: balance.ShellForegroundColor,
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},
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render.Point{
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X: balance.ShellPadding,
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Y: outputY,
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},
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)
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}
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outputY -= int32(lineHeight)
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}
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// Draw the command prompt.
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d.Engine.DrawText(
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render.Text{
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FontFilename: balance.ShellFontFilename,
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Text: s.Prompt + s.Text + string(s.cursor),
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Size: balance.ShellFontSize,
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Color: balance.ShellPromptColor,
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},
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render.Point{
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X: balance.ShellPadding,
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Y: int32(d.height-balance.ShellFontSize) - balance.ShellPadding,
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},
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)
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} else if len(s.Flashes) > 0 {
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// Otherwise, just draw flashed messages.
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valid := false // Did we actually draw any?
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outputY := int32(d.height - (lineHeight * 2))
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for i := len(s.Flashes); i > 0; i-- {
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flash := s.Flashes[i-1]
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if d.ticks >= flash.Expires {
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continue
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}
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d.Engine.DrawText(
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render.Text{
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Text: flash.Text,
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Size: balance.ShellFontSize,
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Color: render.SkyBlue,
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Stroke: render.Grey,
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Shadow: render.Black,
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},
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render.Point{
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X: balance.ShellPadding,
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Y: outputY,
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},
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)
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outputY -= int32(lineHeight)
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valid = true
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}
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// If we've exhausted all flashes, free up the memory.
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if !valid {
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s.Flashes = []Flash{}
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}
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}
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return nil
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}
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