Noah Petherbridge
cfe26cb964
* Create a configuration directory to store the user's local levels and doodads. On Linux this is at ~/.config/doodle * Unify the file loading and saving functions: you can type into the console "edit example" and it will open `example.level` from your levels folder or else `example.doodad` from the doodads folder, in the appropriate mode. * You can further specify the file extension: `edit example.doodad` and it will load it from the doodads folder only. * Any slash characters in a file name are taken literally as a relative or absolute path. * The UI Save/Load buttons now share the same code path as the console commands, so the `save` command always saves as a Doodad when the EditorScene is in Doodad Mode.
206 lines
4.2 KiB
Go
206 lines
4.2 KiB
Go
package doodle
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import (
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"errors"
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"fmt"
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"strconv"
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"git.kirsle.net/apps/doodle/enum"
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)
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// Command is a parsed shell command.
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type Command struct {
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Raw string // The complete raw command the user typed.
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Command string // The first word of their command.
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Args []string // The shell-args array of parameters.
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ArgsLiteral string // The args portion of the command literally.
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}
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// Run the command.
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func (c Command) Run(d *Doodle) error {
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if len(c.Raw) == 0 {
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return nil
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}
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switch c.Command {
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case "echo":
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d.Flash(c.ArgsLiteral)
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return nil
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case "new":
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return c.New(d)
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case "save":
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return c.Save(d)
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case "edit":
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return c.Edit(d)
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case "play":
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return c.Play(d)
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case "exit":
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case "quit":
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return c.Quit()
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case "help":
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return c.Help(d)
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case "reload":
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d.Goto(d.Scene)
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return nil
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case "guitest":
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d.Goto(&GUITestScene{})
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return nil
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case "eval":
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case "$":
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out, err := d.shell.js.Run(c.ArgsLiteral)
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d.Flash("%+v", out)
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return err
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case "boolProp":
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return c.BoolProp(d)
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default:
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return c.Default()
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}
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return nil
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}
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// New opens a new map in the editor mode.
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func (c Command) New(d *Doodle) error {
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d.Flash("Starting a new map")
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d.NewMap()
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return nil
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}
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// Help prints the help info.
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func (c Command) Help(d *Doodle) error {
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if len(c.Args) == 0 {
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d.Flash("Available commands: new save edit play quit echo clear help")
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d.Flash("Type `help` and then the command, like: `help edit`")
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return nil
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}
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switch c.Args[0] {
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case "new":
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d.Flash("Usage: new")
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d.Flash("Create a new drawing in Edit Mode")
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case "save":
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d.Flash("Usage: save [filename.json]")
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d.Flash("Save the map to disk (in Edit Mode only)")
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case "edit":
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d.Flash("Usage: edit <filename.json>")
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d.Flash("Open a file on disk in Edit Mode")
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case "play":
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d.Flash("Usage: play <filename.json>")
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d.Flash("Open a map from disk in Play Mode")
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case "echo":
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d.Flash("Usage: echo <message>")
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d.Flash("Flash a message back to the console")
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case "quit":
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case "exit":
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d.Flash("Usage: quit")
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d.Flash("Closes the dev console")
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case "clear":
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d.Flash("Usage: clear")
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d.Flash("Clears the terminal output history")
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case "help":
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d.Flash("Usage: help <command>")
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default:
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d.Flash("Unknown help topic.")
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}
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return nil
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}
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// Save the current map to disk.
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func (c Command) Save(d *Doodle) error {
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if scene, ok := d.Scene.(*EditorScene); ok {
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filename := ""
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if len(c.Args) > 0 {
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filename = c.Args[0]
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} else if scene.filename != "" {
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filename = scene.filename
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} else {
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return errors.New("usage: save <filename>")
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}
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switch scene.DrawingType {
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case enum.LevelDrawing:
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d.shell.Write("Saving Level: " + filename)
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scene.SaveLevel(filename)
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case enum.DoodadDrawing:
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d.shell.Write("Saving Doodad: " + filename)
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scene.SaveDoodad(filename)
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}
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} else {
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return errors.New("save: only available in Edit Mode")
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}
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return nil
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}
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// Edit a map from disk.
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func (c Command) Edit(d *Doodle) error {
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if len(c.Args) == 0 {
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return errors.New("Usage: edit <file name>")
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}
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filename := c.Args[0]
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d.shell.Write("Editing file: " + filename)
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d.EditFile(filename)
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return nil
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}
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// Play a map.
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func (c Command) Play(d *Doodle) error {
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if len(c.Args) == 0 {
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return errors.New("Usage: play <file name>")
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}
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filename := c.Args[0]
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d.shell.Write("Playing level: " + filename)
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d.PlayLevel(filename)
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return nil
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}
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// Quit the command line shell.
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func (c Command) Quit() error {
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return nil
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}
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// BoolProp command sets available boolean variables.
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func (c Command) BoolProp(d *Doodle) error {
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if len(c.Args) != 2 {
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return errors.New("Usage: boolProp <name> <true or false>")
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}
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var (
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name = c.Args[0]
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value = c.Args[1]
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truthy = value[0] == 't' || value[0] == 'T' || value[0] == '1'
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ok = true
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)
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switch name {
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case "Debug":
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case "D":
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d.Debug = truthy
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case "DebugOverlay":
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case "DO":
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DebugOverlay = truthy
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case "DebugCollision":
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case "DC":
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DebugCollision = truthy
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default:
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ok = false
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}
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if ok {
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d.Flash("Set boolProp %s=%s", name, strconv.FormatBool(truthy))
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} else {
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d.Flash("Unknown boolProp name %s", name)
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}
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return nil
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}
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// Default command.
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func (c Command) Default() error {
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return fmt.Errorf("%s: command not found. Try `help` for help",
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c.Command,
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)
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}
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