doodle/pkg/shell.go
Noah Petherbridge a504658055 Centralized Tick Counter, Fix Actor Dragging Bug
* The game's tick counter was moved from Doodle.ticks to shmem.Tick
  where it is more easily available from every corner of the code.
* Fix a bug in the Level Editor where dragging an already-existing actor
  from one part of your map to another, would cause it to lose all its
  data (especially its UUID), breaking links to other doodads. Now the
  existing Actor catches a ride on the drag object to be reinserted
  later.
* Animate the Link Line visualizers between actors. They now animate a
  blinking color between magenta and grey-ish.
2019-07-05 16:04:36 -07:00

362 lines
7.5 KiB
Go

package doodle
import (
"bytes"
"fmt"
"strings"
"git.kirsle.net/apps/doodle/lib/events"
"git.kirsle.net/apps/doodle/lib/render"
"git.kirsle.net/apps/doodle/lib/ui"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/apps/doodle/pkg/shmem"
"github.com/robertkrimen/otto"
)
// Flash a message to the user.
func (d *Doodle) Flash(template string, v ...interface{}) {
log.Warn(template, v...)
d.shell.Write(fmt.Sprintf(template, v...))
}
// Prompt the user for a question in the dev console.
func (d *Doodle) Prompt(question string, callback func(string)) {
d.shell.Prompt = question
d.shell.callback = callback
d.shell.Open = true
}
// Shell implements the developer console in-game.
type Shell struct {
parent *Doodle
Open bool
Prompt string
Repl bool
callback func(string) // for prompt answers only
Text string
History []string
Output []string
Flashes []Flash
// Blinky cursor variables.
cursor byte // cursor symbol
cursorFlip uint64 // ticks until cursor flip
cursorRate uint64
// Paging through history variables.
historyPaging bool
historyIndex int
// JavaScript shell interpreter.
js *otto.Otto
}
// Flash holds a message to flash on screen.
type Flash struct {
Text string
Expires uint64 // tick that it expires
}
// NewShell initializes the shell helper (the "Shellper").
func NewShell(d *Doodle) Shell {
s := Shell{
parent: d,
History: []string{},
Output: []string{},
Flashes: []Flash{},
Prompt: ">",
cursor: '_',
cursorRate: balance.ShellCursorBlinkRate,
js: otto.New(),
}
// Make the Doodle instance available to the shell.
bindings := map[string]interface{}{
"d": d,
"log": log.Logger,
"RGBA": render.RGBA,
"Point": render.NewPoint,
"Rect": render.NewRect,
"Tree": func(w ui.Widget) string {
for _, row := range ui.WidgetTree(w) {
d.Flash(row)
}
return ""
},
}
for name, v := range bindings {
err := s.js.Set(name, v)
if err != nil {
log.Error("Failed to make `%s` available to JS shell: %s", name, err)
}
}
return s
}
// Close the shell, resetting its internal state.
func (s *Shell) Close() {
log.Debug("Shell: closing shell")
s.Open = false
s.Repl = false
s.Prompt = ">"
s.callback = nil
s.Text = ""
s.historyPaging = false
s.historyIndex = 0
}
// Execute a command in the shell.
func (s *Shell) Execute(input string) {
command := s.Parse(input)
if command.Raw != "" {
s.Output = append(s.Output, s.Prompt+command.Raw)
s.History = append(s.History, command.Raw)
}
// Are we answering a Prompt?
if s.callback != nil {
log.Info("Invoking prompt callback:")
s.callback(command.Raw)
s.Close()
return
}
if command.Command == "clear" {
s.Output = []string{}
} else {
err := command.Run(s.parent)
if err != nil {
s.Write(err.Error())
}
}
// Reset the text buffer in the shell.
if s.Repl {
s.Text = "$ "
} else {
s.Text = ""
}
}
// Write a line of output text to the console.
func (s *Shell) Write(line string) {
s.Output = append(s.Output, line)
s.Flashes = append(s.Flashes, Flash{
Text: line,
Expires: shmem.Tick + balance.FlashTTL,
})
}
// Parse the command line.
func (s *Shell) Parse(input string) Command {
input = strings.TrimSpace(input)
if len(input) == 0 {
return Command{}
}
var (
inQuote bool
buffer = bytes.NewBuffer([]byte{})
words = []string{}
)
for i := 0; i < len(input); i++ {
char := input[i]
switch char {
case ' ':
if inQuote {
buffer.WriteByte(char)
continue
}
if word := buffer.String(); word != "" {
words = append(words, word)
buffer.Reset()
}
case '"':
if !inQuote {
// An opening quote character.
inQuote = true
} else {
// The closing quote.
inQuote = false
if word := buffer.String(); word != "" {
words = append(words, word)
buffer.Reset()
}
}
default:
buffer.WriteByte(char)
}
}
if remainder := buffer.String(); remainder != "" {
words = append(words, remainder)
}
return Command{
Raw: input,
Command: words[0],
Args: words[1:],
ArgsLiteral: strings.TrimSpace(input[len(words[0]):]),
}
}
// Draw the shell.
func (s *Shell) Draw(d *Doodle, ev *events.State) error {
// Compute the line height we can draw.
lineHeight := balance.ShellFontSize + int(balance.ShellPadding)
// If the console is open, draw the console.
if s.Open {
if ev.EscapeKey.Read() {
s.Close()
return nil
} else if ev.EnterKey.Read() || ev.EscapeKey.Read() {
s.Execute(s.Text)
// Auto-close the console unless in REPL mode.
if !s.Repl {
s.Close()
}
return nil
} else if (ev.Up.Now || ev.Down.Now) && len(s.History) > 0 {
// Paging through history.
if !s.historyPaging {
s.historyPaging = true
s.historyIndex = len(s.History)
}
// Consume the inputs and make convenient variables.
ev.Down.Read()
isUp := ev.Up.Read()
// Scroll through the input history.
if isUp {
s.historyIndex--
if s.historyIndex < 0 {
s.historyIndex = 0
}
} else {
s.historyIndex++
if s.historyIndex >= len(s.History) {
s.historyIndex = len(s.History) - 1
}
}
s.Text = s.History[s.historyIndex]
}
// Cursor flip?
if shmem.Tick > s.cursorFlip {
s.cursorFlip = shmem.Tick + s.cursorRate
if s.cursor == ' ' {
s.cursor = '_'
} else {
s.cursor = ' '
}
}
// Read a character from the keyboard.
if key := ev.ReadKey(); key != "" {
// Backspace?
if key == `\b` {
if len(s.Text) > 0 {
s.Text = s.Text[:len(s.Text)-1]
}
} else {
s.Text += key
}
}
// How tall is the box?
boxHeight := int32(lineHeight*(balance.ShellHistoryLineCount+1)) + balance.ShellPadding
// Draw the background color.
d.Engine.DrawBox(
balance.ShellBackgroundColor,
render.Rect{
X: 0,
Y: int32(d.height) - boxHeight,
W: int32(d.width),
H: boxHeight,
},
)
// Draw the recent commands.
outputY := int32(d.height - (lineHeight * 2))
for i := 0; i < balance.ShellHistoryLineCount; i++ {
if len(s.Output) > i {
line := s.Output[len(s.Output)-1-i]
d.Engine.DrawText(
render.Text{
FontFilename: balance.ShellFontFilename,
Text: line,
Size: balance.ShellFontSize,
Color: balance.ShellForegroundColor,
},
render.Point{
X: balance.ShellPadding,
Y: outputY,
},
)
}
outputY -= int32(lineHeight)
}
// Draw the command prompt.
d.Engine.DrawText(
render.Text{
FontFilename: balance.ShellFontFilename,
Text: s.Prompt + s.Text + string(s.cursor),
Size: balance.ShellFontSize,
Color: balance.ShellPromptColor,
},
render.Point{
X: balance.ShellPadding,
Y: int32(d.height-balance.ShellFontSize) - balance.ShellPadding,
},
)
} else if len(s.Flashes) > 0 {
// Otherwise, just draw flashed messages.
valid := false // Did we actually draw any?
outputY := int32(d.height - (lineHeight * 2) - 16)
for i := len(s.Flashes); i > 0; i-- {
flash := s.Flashes[i-1]
if shmem.Tick >= flash.Expires {
continue
}
d.Engine.DrawText(
render.Text{
Text: flash.Text,
Size: balance.ShellFontSize,
Color: render.SkyBlue,
Stroke: render.Grey,
Shadow: render.Black,
},
render.Point{
X: balance.ShellPadding + toolbarWidth,
Y: outputY,
},
)
outputY -= int32(lineHeight)
valid = true
}
// If we've exhausted all flashes, free up the memory.
if !valid {
s.Flashes = []Flash{}
}
}
return nil
}