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.
254 lines
6.1 KiB
Go
254 lines
6.1 KiB
Go
package doodle
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import (
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"errors"
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"fmt"
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"io/ioutil"
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"os"
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"strings"
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"git.kirsle.net/apps/doodle/balance"
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"git.kirsle.net/apps/doodle/doodads"
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"git.kirsle.net/apps/doodle/enum"
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"git.kirsle.net/apps/doodle/events"
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"git.kirsle.net/apps/doodle/level"
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"git.kirsle.net/apps/doodle/render"
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"git.kirsle.net/apps/doodle/uix"
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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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// 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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// The canvas widget that contains the map we're working on.
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// XXX: in dev builds this is available at $ d.Scene.GetDrawing()
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drawing *uix.Canvas
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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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s.drawing = uix.NewCanvas(balance.ChunkSize, true)
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if len(s.drawing.Palette.Swatches) > 0 {
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s.drawing.SetSwatch(s.drawing.Palette.Swatches[0])
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}
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// TODO: move inside the UI. Just an approximate position for now.
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s.drawing.MoveTo(render.NewPoint(0, 19))
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s.drawing.Resize(render.NewRect(d.width-150, d.height-44))
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s.drawing.Compute(d.Engine)
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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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s.drawing.LoadLevel(s.Level)
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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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if err := s.LoadLevel(s.filename); err != nil {
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d.Flash("LoadLevel error: %s", err)
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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.drawing.LoadLevel(s.Level)
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s.drawing.ScrollTo(render.Origin)
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s.drawing.Scrollable = true
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}
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case enum.DoodadDrawing:
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// No Doodad?
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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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// 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.drawing.LoadDoodad(s.Doodad)
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}
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// TODO: move inside the UI. Just an approximate position for now.
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s.drawing.MoveTo(render.NewPoint(200, 200))
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s.drawing.Resize(render.NewRect(int32(s.DoodadSize), int32(s.DoodadSize)))
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s.drawing.ScrollTo(render.Origin)
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s.drawing.Scrollable = false
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s.drawing.Compute(d.Engine)
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}
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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.UI = NewEditorUI(d, s)
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d.Flash("Editor Mode. Press 'P' to play this map.")
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return nil
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}
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// Loop the editor scene.
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func (s *EditorScene) Loop(d *Doodle, ev *events.State) error {
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s.UI.Loop(ev)
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s.drawing.Loop(ev)
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// Switching to Play Mode?
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if ev.KeyName.Read() == "p" {
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log.Info("Play Mode, Go!")
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d.Goto(&PlayScene{
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Filename: s.filename,
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Level: s.Level,
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})
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return nil
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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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// 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.Magenta)
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s.UI.Present(d.Engine)
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s.drawing.Present(d.Engine, s.drawing.Point())
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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.LoadJSON(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.drawing.LoadLevel(s.Level)
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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, extLevel) {
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filename += extLevel
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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.drawing.Palette
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m.Chunker = s.drawing.Chunker()
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json, err := m.ToJSON()
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if err != nil {
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return fmt.Errorf("SaveLevel error: %s", err)
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}
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// Save it to their profile directory.
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filename = LevelPath(filename)
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log.Info("Write Level: %s", filename)
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err = ioutil.WriteFile(filename, json, 0644)
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if err != nil {
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return fmt.Errorf("Create map file error: %s", err)
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}
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return nil
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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.LoadJSON(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.drawing.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, extDoodad) {
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filename += extDoodad
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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.drawing.Palette
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d.Layers[0].Chunker = s.drawing.Chunker()
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// Save it to their profile directory.
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filename = DoodadPath(filename)
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log.Info("Write Doodad: %s", filename)
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err := d.WriteJSON(filename)
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return err
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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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