doodle/editor_scene.go
Noah Petherbridge cfe26cb964 Add configdir and unify file loading/saving
* 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.
2018-10-02 10:11:38 -07:00

254 lines
6.1 KiB
Go

package doodle
import (
"errors"
"fmt"
"io/ioutil"
"os"
"strings"
"git.kirsle.net/apps/doodle/balance"
"git.kirsle.net/apps/doodle/doodads"
"git.kirsle.net/apps/doodle/enum"
"git.kirsle.net/apps/doodle/events"
"git.kirsle.net/apps/doodle/level"
"git.kirsle.net/apps/doodle/render"
"git.kirsle.net/apps/doodle/uix"
)
// EditorScene manages the "Edit Level" game mode.
type EditorScene struct {
// Configuration for the scene initializer.
DrawingType enum.DrawingType
OpenFile bool
Filename string
DoodadSize int
UI *EditorUI
// The current level or doodad object being edited, based on the
// DrawingType.
Level *level.Level
Doodad *doodads.Doodad
// The canvas widget that contains the map we're working on.
// XXX: in dev builds this is available at $ d.Scene.GetDrawing()
drawing *uix.Canvas
// Last saved filename by the user.
filename string
}
// Name of the scene.
func (s *EditorScene) Name() string {
return "Edit"
}
// Setup the editor scene.
func (s *EditorScene) Setup(d *Doodle) error {
s.drawing = uix.NewCanvas(balance.ChunkSize, true)
if len(s.drawing.Palette.Swatches) > 0 {
s.drawing.SetSwatch(s.drawing.Palette.Swatches[0])
}
// TODO: move inside the UI. Just an approximate position for now.
s.drawing.MoveTo(render.NewPoint(0, 19))
s.drawing.Resize(render.NewRect(d.width-150, d.height-44))
s.drawing.Compute(d.Engine)
// Were we given configuration data?
if s.Filename != "" {
log.Debug("EditorScene.Setup: Set filename to %s", s.Filename)
s.filename = s.Filename
s.Filename = ""
}
// Loading a Level or a Doodad?
switch s.DrawingType {
case enum.LevelDrawing:
if s.Level != nil {
log.Debug("EditorScene.Setup: received level from scene caller")
s.drawing.LoadLevel(s.Level)
} else if s.filename != "" && s.OpenFile {
log.Debug("EditorScene.Setup: Loading map from filename at %s", s.filename)
if err := s.LoadLevel(s.filename); err != nil {
d.Flash("LoadLevel error: %s", err)
}
}
// No level?
if s.Level == nil {
log.Debug("EditorScene.Setup: initializing a new Level")
s.Level = level.New()
s.Level.Palette = level.DefaultPalette()
s.drawing.LoadLevel(s.Level)
s.drawing.ScrollTo(render.Origin)
s.drawing.Scrollable = true
}
case enum.DoodadDrawing:
// No Doodad?
if s.filename != "" && s.OpenFile {
log.Debug("EditorScene.Setup: Loading doodad from filename at %s", s.filename)
if err := s.LoadDoodad(s.filename); err != nil {
d.Flash("LoadDoodad error: %s", err)
}
}
// No Doodad?
if s.Doodad == nil {
log.Debug("EditorScene.Setup: initializing a new Doodad")
s.Doodad = doodads.New(s.DoodadSize)
s.drawing.LoadDoodad(s.Doodad)
}
// TODO: move inside the UI. Just an approximate position for now.
s.drawing.MoveTo(render.NewPoint(200, 200))
s.drawing.Resize(render.NewRect(int32(s.DoodadSize), int32(s.DoodadSize)))
s.drawing.ScrollTo(render.Origin)
s.drawing.Scrollable = false
s.drawing.Compute(d.Engine)
}
// Initialize the user interface. It references the palette and such so it
// must be initialized after those things.
s.UI = NewEditorUI(d, s)
d.Flash("Editor Mode. Press 'P' to play this map.")
return nil
}
// Loop the editor scene.
func (s *EditorScene) Loop(d *Doodle, ev *events.State) error {
s.UI.Loop(ev)
s.drawing.Loop(ev)
// Switching to Play Mode?
if ev.KeyName.Read() == "p" {
log.Info("Play Mode, Go!")
d.Goto(&PlayScene{
Filename: s.filename,
Level: s.Level,
})
return nil
}
return nil
}
// Draw the current frame.
func (s *EditorScene) Draw(d *Doodle) error {
// Clear the canvas and fill it with magenta so it's clear if any spots are missed.
d.Engine.Clear(render.Magenta)
s.UI.Present(d.Engine)
s.drawing.Present(d.Engine, s.drawing.Point())
return nil
}
// LoadLevel loads a level from disk.
func (s *EditorScene) LoadLevel(filename string) error {
s.filename = filename
level, err := level.LoadJSON(filename)
if err != nil {
return fmt.Errorf("EditorScene.LoadLevel(%s): %s", filename, err)
}
s.DrawingType = enum.LevelDrawing
s.Level = level
s.drawing.LoadLevel(s.Level)
return nil
}
// SaveLevel saves the level to disk.
// TODO: move this into the Canvas?
func (s *EditorScene) SaveLevel(filename string) error {
if s.DrawingType != enum.LevelDrawing {
return errors.New("SaveLevel: current drawing is not a Level type")
}
if !strings.HasSuffix(filename, extLevel) {
filename += extLevel
}
s.filename = filename
m := s.Level
if m.Title == "" {
m.Title = "Alpha"
}
if m.Author == "" {
m.Author = os.Getenv("USER")
}
m.Palette = s.drawing.Palette
m.Chunker = s.drawing.Chunker()
json, err := m.ToJSON()
if err != nil {
return fmt.Errorf("SaveLevel error: %s", err)
}
// Save it to their profile directory.
filename = LevelPath(filename)
log.Info("Write Level: %s", filename)
err = ioutil.WriteFile(filename, json, 0644)
if err != nil {
return fmt.Errorf("Create map file error: %s", err)
}
return nil
}
// LoadDoodad loads a doodad from disk.
func (s *EditorScene) LoadDoodad(filename string) error {
s.filename = filename
doodad, err := doodads.LoadJSON(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.drawing.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, extDoodad) {
filename += extDoodad
}
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.drawing.Palette
d.Layers[0].Chunker = s.drawing.Chunker()
// Save it to their profile directory.
filename = DoodadPath(filename)
log.Info("Write Doodad: %s", filename)
err := d.WriteJSON(filename)
return err
}
// Destroy the scene.
func (s *EditorScene) Destroy() error {
return nil
}