Noah Petherbridge
db5760ee83
* Added to the F3 Debug Overlay is a "Texture:" label that counts the number of textures currently loaded by the (SDL2) render engine. * Added Teardown() functions to Level, Doodad and the Chunker they both use to free up SDL2 textures for all their cached graphics. * The Canvas.Destroy() function now cleans up all textures that the Canvas is responsible for: calling the Teardown() of the Level or Doodad, calling Destroy() on all level actors, and cleaning up Wallpaper textures. * The Destroy() method of the game's various Scenes will properly Destroy() their canvases to clean up when transitioning to another scene. The MainScene, MenuScene, EditorScene and PlayScene. * Fix the sprites package to actually cache the ui.Image widgets. The game has very few sprites so no need to free them just yet. Some tricky places that were leaking textures have been cleaned up: * Canvas.InstallActors() destroys the canvases of existing actors before it reinitializes the list and installs the replacements. * The DraggableActor when the user is dragging an actor around their level cleans up the blueprint masked drag/drop actor before nulling it out. Misc changes: * The player character cheats during Play Mode will immediately swap out the player character on the current level. * Properly call the Close() function instead of Hide() to dismiss popup windows. The Close() function itself calls Hide() but also triggers WindowClose event handlers. The Doodad Dropper subscribes to its close event to free textures for all its doodad canvases.
154 lines
3.7 KiB
Go
154 lines
3.7 KiB
Go
package level
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import (
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"encoding/json"
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"fmt"
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"os"
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"git.kirsle.net/apps/doodle/pkg/balance"
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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/log"
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"git.kirsle.net/go/render"
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)
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// Useful variables.
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var (
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DefaultWallpaper = "notebook.png"
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)
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// Base provides the common struct keys that are shared between Levels and
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// Doodads.
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type Base struct {
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Version int `json:"version"` // File format version spec.
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GameVersion string `json:"gameVersion"` // Game version that created the level.
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Title string `json:"title"`
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Author string `json:"author"`
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Locked bool `json:"locked"`
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// Every drawing type is able to embed other files inside of itself.
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Files FileSystem `json:"files"`
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}
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// Level is the container format for Doodle map drawings.
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type Level struct {
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Base
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Password string `json:"passwd"`
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GameRule GameRule `json:"rules"`
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// Chunked pixel data.
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Chunker *Chunker `json:"chunks"`
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// The Palette holds the unique "colors" used in this map file, and their
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// properties (solid, fire, slippery, etc.)
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Palette *Palette `json:"palette"`
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// Page boundaries and wallpaper settings.
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PageType PageType `json:"pageType"`
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MaxWidth int64 `json:"boundedWidth"` // only if bounded or bordered
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MaxHeight int64 `json:"boundedHeight"`
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Wallpaper string `json:"wallpaper"`
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// Actors keep a list of the doodad instances in this map.
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Actors ActorMap `json:"actors"`
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// Publishing: attach any custom doodads the map uses on save.
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SaveDoodads bool `json:"saveDoodads"`
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SaveBuiltins bool `json:"saveBuiltins"`
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// Undo history, temporary live data not persisted to the level file.
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UndoHistory *drawtool.History `json:"-"`
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}
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// GameRule
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type GameRule struct {
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Difficulty enum.Difficulty `json:"difficulty"`
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Survival bool `json:"survival,omitempty"`
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}
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// New creates a blank level object with all its members initialized.
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func New() *Level {
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return &Level{
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Base: Base{
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Version: 1,
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Title: "Untitled",
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Author: os.Getenv("USER"),
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},
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Chunker: NewChunker(balance.ChunkSize),
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Palette: &Palette{},
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Actors: ActorMap{},
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PageType: NoNegativeSpace,
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Wallpaper: DefaultWallpaper,
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MaxWidth: 2550,
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MaxHeight: 3300,
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UndoHistory: drawtool.NewHistory(balance.UndoHistory),
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}
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}
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// Teardown the level when the game is done with it. This frees up SDL2 cached
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// texture chunks and reclaims memory in ways the Go garbage collector can not.
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func (m *Level) Teardown() {
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var (
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chunks int
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textures int
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)
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for coord := range m.Chunker.IterChunks() {
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if chunk, ok := m.Chunker.GetChunk(coord); ok {
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freed := chunk.Teardown()
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chunks++
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textures += freed
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}
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}
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log.Debug("Teardown level (%s): Freed %d textures across %d level chunks", m.Title, textures, chunks)
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}
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// Pixel associates a coordinate with a palette index.
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type Pixel struct {
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X int `json:"x"`
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Y int `json:"y"`
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PaletteIndex int `json:"p"`
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// Private runtime values.
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Swatch *Swatch `json:"-"` // pointer to its swatch, for when rendered.
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}
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func (p Pixel) String() string {
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return fmt.Sprintf("Pixel<%s '%s' (%d,%d)>", p.Swatch.Color, p.Swatch.Name, p.X, p.Y)
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}
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// Point returns the pixel's point.
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func (p Pixel) Point() render.Point {
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return render.Point{
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X: p.X,
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Y: p.Y,
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}
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}
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// MarshalJSON serializes a Pixel compactly as a simple list.
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func (p Pixel) MarshalJSON() ([]byte, error) {
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return []byte(fmt.Sprintf(
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`[%d, %d, %d]`,
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p.X, p.Y, p.PaletteIndex,
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)), nil
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}
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// UnmarshalJSON loads a Pixel from JSON again.
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func (p *Pixel) UnmarshalJSON(text []byte) error {
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var triplet []int
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err := json.Unmarshal(text, &triplet)
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if err != nil {
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return err
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}
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p.X = triplet[0]
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p.Y = triplet[1]
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if len(triplet) > 2 {
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p.PaletteIndex = triplet[2]
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}
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return nil
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}
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