Noah Petherbridge
661c5f4365
* Loadscreen: put the progress bar between the Title and Subtitle so it looks good even on mobile landscape orientation (narrow height) * Bugfixes around window OnResize events: the loadscreen handles resizing correctly now and the Level Editor (or w/e) will also be the right size if you resized the window during loading.
589 lines
14 KiB
Go
589 lines
14 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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"time"
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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/level/publishing"
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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/apps/doodle/pkg/windows"
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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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RememberScrollPosition render.Point // Play mode remembers it for us
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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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lastAutosaveAt time.Time
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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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// Initialize autosave time.
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s.lastAutosaveAt = time.Now()
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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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// Reset the editor scene from scratch. Good nuclear option when you change the level's
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// palette on-the-fly or some other sticky situation and want to reload the editor.
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func (s *EditorScene) Reset() {
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if s.Level != nil {
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s.Level.Chunker.Redraw()
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}
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if s.Doodad != nil {
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s.Doodad.Layers[s.ActiveLayer].Chunker.Redraw()
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}
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s.d.Goto(&EditorScene{
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Filename: s.Filename,
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Level: s.Level,
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Doodad: s.Doodad,
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})
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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(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.FlashError("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.FlashError("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(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.FlashError("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.FlashError("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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// Scroll the level to the remembered position from when we went
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// to Play Mode and back. If no remembered position, this is zero
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// anyway.
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s.UI.Canvas.ScrollTo(s.RememberScrollPosition)
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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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RememberScrollPosition: s.UI.Canvas.Scroll,
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})
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}
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// PlaytestFrom enters play mode starting at a custom spawn point.
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func (s *EditorScene) PlaytestFrom(p render.Point) {
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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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RememberScrollPosition: s.UI.Canvas.Scroll,
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SpawnPoint: p,
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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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s.UI.Resized(d)
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return nil
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}
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// Run all of the keybinds.
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binders := []struct {
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v bool
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f func()
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}{
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{
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keybind.NewLevel(ev), func() {
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// Ctrl-N, New Level
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s.MenuNewLevel()
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},
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},
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{
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keybind.SaveAs(ev), func() {
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// Shift-Ctrl-S, Save As
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s.MenuSave(true)()
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},
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},
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{
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keybind.Save(ev), func() {
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// Ctrl-S, Save
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s.MenuSave(false)()
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},
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},
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{
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keybind.Open(ev), func() {
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// Ctrl-O, Open
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s.MenuOpen()
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},
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},
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{
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keybind.Undo(ev), func() {
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// Ctrl-Z, Undo
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s.UI.Canvas.UndoStroke()
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ev.ResetKeyDown()
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},
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},
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{
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keybind.Redo(ev), func() {
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// Ctrl-Y, Undo
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s.UI.Canvas.RedoStroke()
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ev.ResetKeyDown()
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},
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},
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{
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keybind.ZoomIn(ev), func() {
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s.UI.Canvas.Zoom++
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ev.ResetKeyDown()
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},
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},
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{
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keybind.ZoomOut(ev), func() {
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s.UI.Canvas.Zoom--
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ev.ResetKeyDown()
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},
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},
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{
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keybind.ZoomReset(ev), func() {
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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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{
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keybind.Origin(ev), func() {
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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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},
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{
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keybind.CloseAllWindows(ev), func() {
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s.UI.Supervisor.CloseAllWindows()
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},
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},
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{
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keybind.CloseTopmostWindow(ev), func() {
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s.UI.Supervisor.CloseActiveWindow()
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},
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},
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{
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keybind.NewViewport(ev), func() {
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if s.DrawingType != enum.LevelDrawing {
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return
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}
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pip := windows.MakePiPWindow(d.width, d.height, windows.PiP{
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Supervisor: s.UI.Supervisor,
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Engine: s.d.Engine,
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Level: s.Level,
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Event: s.d.event,
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Tool: &s.UI.Canvas.Tool,
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BrushSize: &s.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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for _, bind := range binders {
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if bind.v {
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bind.f()
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}
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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.OpenDoodadDropper()
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}
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s.UI.Loop(ev)
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// Trigger auto-save of the level in case of crash or accidental closure.
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if time.Since(s.lastAutosaveAt) > balance.AutoSaveInterval {
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s.lastAutosaveAt = time.Now()
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if !usercfg.Current.DisableAutosave {
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if err := s.AutoSave(); err != nil {
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d.FlashError("Autosave error: %s", err)
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}
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}
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}
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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.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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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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// Attach doodads to the level on save.
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if err := publishing.Publish(m); err != nil {
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log.Error("Error publishing level: %s", err.Error())
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}
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return m.WriteFile(filename)
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}
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// AutoSave takes an autosave snapshot of the level or drawing.
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func (s *EditorScene) AutoSave() error {
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var filename = "_autosave.level"
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switch s.DrawingType {
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case enum.LevelDrawing:
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s.d.Flash("Automatically saved level to %s", filename)
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return s.Level.WriteFile(filename)
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case enum.DoodadDrawing:
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filename = "_autosave.doodad"
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s.d.Flash("Automatically saved doodad to %s", filename)
|
|
return s.Doodad.WriteFile(filename)
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
// LoadDoodad loads a doodad from disk.
|
|
func (s *EditorScene) LoadDoodad(filename string) error {
|
|
s.filename = filename
|
|
|
|
doodad, err := doodads.LoadFile(filename)
|
|
if err != nil {
|
|
return fmt.Errorf("EditorScene.LoadDoodad(%s): %s", filename, err)
|
|
}
|
|
|
|
s.DrawingType = enum.DoodadDrawing
|
|
s.Doodad = doodad
|
|
s.DoodadSize = doodad.Layers[0].Chunker.Size
|
|
s.UI.Canvas.LoadDoodad(s.Doodad)
|
|
return nil
|
|
}
|
|
|
|
// SaveDoodad saves the doodad to disk.
|
|
func (s *EditorScene) SaveDoodad(filename string) error {
|
|
if s.DrawingType != enum.DoodadDrawing {
|
|
return errors.New("SaveDoodad: current drawing is not a Doodad type")
|
|
}
|
|
|
|
if !strings.HasSuffix(filename, enum.DoodadExt) {
|
|
filename += enum.DoodadExt
|
|
}
|
|
|
|
s.filename = filename
|
|
d := s.Doodad
|
|
if d.Title == "" {
|
|
d.Title = "Untitled Doodad"
|
|
}
|
|
if d.Author == "" {
|
|
d.Author = os.Getenv("USER")
|
|
}
|
|
|
|
// TODO: is this copying necessary?
|
|
d.Palette = s.UI.Canvas.Palette
|
|
d.Layers[s.ActiveLayer].Chunker = s.UI.Canvas.Chunker()
|
|
|
|
// Clear the modified flag on the level.
|
|
s.UI.Canvas.SetModified(false)
|
|
|
|
// Save it to their profile directory.
|
|
filename = userdir.DoodadPath(filename)
|
|
log.Info("Write Doodad: %s", filename)
|
|
return d.WriteFile(filename)
|
|
}
|
|
|
|
// Destroy the scene.
|
|
func (s *EditorScene) Destroy() error {
|
|
return nil
|
|
}
|