Noah Petherbridge
af6b8625d6
New features: * Flood Tool for the editor. It replaces pixels of one color with another, contiguously. Has limits on how far from the original pixel it will color, to avoid infinite loops in case the user clicked on wide open void. The limit when clicking an existing color is 1200px or only a 600px limit if clicking into the void. * Cheat code: 'master key' to play locked Story Mode levels. Level GameRules feature added: * A new tab in the Level Properties dialog * Difficulty has been moved to this tab * Survival Mode: for silver high score, longest time alive is better than fastest time, for Azulian Tag maps. Gold high score is still based on fastest time - find the hidden level exit without dying! Tweaks to the Azulians' jump heights: * Blue Azulian: 12 -> 14 * Red Azulian: 14 -> 18 * White Azulian: 16 -> 20 Bugs fixed: * When editing your Palette to rename a color or add a new color, it wasn't possible to draw with that color until the editor was completely unloaded and reloaded; this is now fixed. * Minor bugfix in Difficulty.String() for Peaceful (-1) difficulty to avoid a negative array index. * Try and prevent user giving the same name to multiple swatches on their palette. Replacing the whole palette can let duplication through still.
389 lines
10 KiB
Go
389 lines
10 KiB
Go
package doodle
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import (
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"fmt"
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"path/filepath"
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"strings"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/doodads"
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"git.kirsle.net/apps/doodle/pkg/drawtool"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/license"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/modal"
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"git.kirsle.net/apps/doodle/pkg/windows"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/ui"
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)
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/*
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Functions to manage popup windows in the Editor Mode, such as:
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* The Palette Editor
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* The Layers Window
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* etc.
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*/
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// Opens the "Layers" window (for editing doodads)
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func (u *EditorUI) OpenLayersWindow() {
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u.layersWindow.Hide()
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u.layersWindow = nil
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u.SetupPopups(u.d)
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u.layersWindow.Show()
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}
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// OpenPaletteWindow opens the Palette Editor window.
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func (u *EditorUI) OpenPaletteWindow() {
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// TODO: recompute the window so the actual loaded level palette gets in
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u.paletteEditor.Hide()
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u.paletteEditor = nil
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u.SetupPopups(u.d)
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u.paletteEditor.Show()
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}
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// OpenDoodadDropper opens the Doodad Dropper window.
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func (u *EditorUI) OpenDoodadDropper() {
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// NOTE: most places in the code call this directly, nice
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// and simple window :) but OpenDoodadDropper() added for consistency.
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u.doodadWindow.Show()
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u.Supervisor.FocusWindow(u.doodadWindow)
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}
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// OpenTextTool opens the Text Tool window.
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func (u *EditorUI) OpenTextTool() {
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u.textToolWindow.Show()
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u.Supervisor.FocusWindow(u.textToolWindow)
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}
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// OpenPublishWindow opens the Publisher window.
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func (u *EditorUI) OpenPublishWindow() {
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scene, _ := u.d.Scene.(*EditorScene)
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u.publishWindow = windows.NewPublishWindow(windows.Publish{
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Supervisor: u.Supervisor,
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Engine: u.d.Engine,
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Level: scene.Level,
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OnPublish: func(includeBuiltins bool) {
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u.d.FlashError("OnPublish Called")
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// XXX: Paid Version Only.
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if !license.IsRegistered() {
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if u.licenseWindow != nil {
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u.licenseWindow.Show()
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u.Supervisor.FocusWindow(u.licenseWindow)
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}
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u.d.FlashError("Level Publishing is only available in the full version of the game.")
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return
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}
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// NOTE: this function just saves the level. SaveDoodads and SaveBuiltins
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// are toggled in the publish window and the save handler does publishing.
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u.Scene.SaveLevel(u.Scene.filename)
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u.d.Flash("Saved level: %s", u.Scene.filename)
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},
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OnCancel: func() {
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u.publishWindow.Hide()
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},
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})
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u.ConfigureWindow(u.d, u.publishWindow)
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u.publishWindow.Hide()
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// u.publishWindow = nil
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u.SetupPopups(u.d)
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u.publishWindow.Show()
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}
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// OpenPublishWindow opens the FileSystem window.
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func (u *EditorUI) OpenFileSystemWindow() {
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u.filesystemWindow.Hide()
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u.filesystemWindow = nil
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u.SetupPopups(u.d)
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u.filesystemWindow.Show()
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}
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// ConfigureWindow sets default window config functions, like
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// centering them on screen.
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func (u *EditorUI) ConfigureWindow(d *Doodle, window *ui.Window) {
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var size = window.Size()
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window.Compute(d.Engine)
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window.Supervise(u.Supervisor)
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// Center the window.
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window.MoveTo(render.Point{
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X: (d.width / 2) - (size.W / 2),
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Y: (d.height / 2) - (size.H / 2),
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})
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window.Hide()
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}
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// SetupPopups preloads popup windows like the DoodadDropper.
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func (u *EditorUI) SetupPopups(d *Doodle) {
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// License Registration Window.
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if u.licenseWindow == nil {
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cfg := windows.License{
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Supervisor: u.Supervisor,
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Engine: d.Engine,
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OnCancel: func() {
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u.licenseWindow.Hide()
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},
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}
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cfg.OnLicensed = func() {
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// License status has changed, reload the window!
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if u.licenseWindow != nil {
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u.licenseWindow.Hide()
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}
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u.licenseWindow = windows.MakeLicenseWindow(d.width, d.height, cfg)
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}
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cfg.OnLicensed()
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u.licenseWindow.Hide()
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}
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// Doodad Dropper.
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if u.doodadWindow == nil {
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u.doodadWindow = windows.NewDoodadDropper(windows.DoodadDropper{
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Supervisor: u.Supervisor,
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Engine: d.Engine,
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OnStartDragActor: u.startDragActor,
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OnCancel: func() {
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u.doodadWindow.Hide()
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},
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})
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u.ConfigureWindow(d, u.doodadWindow)
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}
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// Text Tool window.
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if u.textToolWindow == nil {
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u.textToolWindow = windows.NewTextToolWindow(windows.TextTool{
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Supervisor: u.Supervisor,
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Engine: d.Engine,
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OnChangeSettings: func(font string, size int, message string) {
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log.Info("Updated Text Tool settings: %s (%d): %s", font, size, message)
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drawtool.TT = drawtool.TextSettings{
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Font: font,
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Size: size,
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Message: message,
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}
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},
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})
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u.ConfigureWindow(d, u.textToolWindow)
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}
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// Page Settings
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if u.levelSettingsWindow == nil {
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scene, _ := d.Scene.(*EditorScene)
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u.levelSettingsWindow = windows.NewAddEditLevel(windows.AddEditLevel{
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Supervisor: u.Supervisor,
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Engine: d.Engine,
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EditLevel: scene.Level,
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OnChangePageTypeAndWallpaper: func(pageType level.PageType, wallpaper string) {
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log.Info("OnChangePageTypeAndWallpaper called: %+v, %+v", pageType, wallpaper)
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scene.Level.PageType = pageType
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scene.Level.Wallpaper = wallpaper
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u.Canvas.LoadLevel(scene.Level)
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},
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OnReload: func() {
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log.Warn("RELOAD LEVEL")
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scene.Reset()
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},
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OnCancel: func() {
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u.levelSettingsWindow.Hide()
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},
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})
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u.ConfigureWindow(d, u.levelSettingsWindow)
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}
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// Doodad Properties
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if u.doodadPropertiesWindow == nil {
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scene, _ := d.Scene.(*EditorScene)
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cfg := &windows.DoodadProperties{
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Supervisor: u.Supervisor,
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Engine: d.Engine,
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EditDoodad: scene.Doodad,
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}
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// Rebuild the window. TODO: hacky af.
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cfg.OnRefresh = func() {
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u.doodadPropertiesWindow.Hide()
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u.doodadPropertiesWindow = nil
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u.SetupPopups(u.d)
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u.doodadPropertiesWindow.Show()
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}
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u.doodadPropertiesWindow = windows.NewDoodadPropertiesWindow(cfg)
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u.ConfigureWindow(d, u.doodadPropertiesWindow)
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}
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// Level FileSystem Viewer.
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if u.filesystemWindow == nil {
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scene, _ := d.Scene.(*EditorScene)
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u.filesystemWindow = windows.NewFileSystemWindow(windows.FileSystem{
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Supervisor: u.Supervisor,
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Engine: d.Engine,
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Level: scene.Level,
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OnDelete: func(filename string) bool {
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// Check if it is an embedded doodad.
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if strings.HasPrefix(filename, balance.EmbeddedDoodadsBasePath) {
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// Check if we have the doodad installed locally.
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if _, err := doodads.LoadFile(filepath.Base(filename)); err != nil {
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modal.Alert(
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"Cannot remove %s:\n\n"+
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"This doodad is still in use by the level and does not\n"+
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"exist on your local device, so can not be deleted.",
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filepath.Base(filename),
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).WithTitle("Cannot Remove Custom Doodad")
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return false
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}
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}
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// Can't delete the current wallpaper.
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if filepath.Base(filename) == scene.Level.Wallpaper {
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modal.Alert(
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"This wallpaper is still in use as the level background, so can\n" +
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"not be deleted. Change the wallpaper in the Page Settings window\n" +
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"to one of the defaults and then you may remove this file from the level.",
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).WithTitle("Cannot Remove Current Wallpaper")
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return false
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}
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if ok := scene.Level.DeleteFile(filename); !ok {
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modal.Alert("Failed to remove file from level data!")
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return false
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}
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return true
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},
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OnCancel: func() {
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u.filesystemWindow.Hide()
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},
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})
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u.ConfigureWindow(d, u.filesystemWindow)
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}
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// Palette Editor.
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if u.paletteEditor == nil {
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scene, _ := d.Scene.(*EditorScene)
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// Which palette?
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var pal *level.Palette
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if scene.Level != nil {
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pal = scene.Level.Palette
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} else if scene.Doodad != nil {
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pal = scene.Doodad.Palette
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}
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u.paletteEditor = windows.NewPaletteEditor(windows.PaletteEditor{
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Supervisor: u.Supervisor,
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Engine: d.Engine,
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IsDoodad: scene.Doodad != nil,
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EditPalette: pal,
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OnChange: func() {
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// Reload the level.
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if scene.Level != nil {
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log.Warn("RELOAD LEVEL")
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u.Canvas.LoadLevel(scene.Level)
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scene.Level.Chunker.Redraw()
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} else if scene.Doodad != nil {
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log.Warn("RELOAD DOODAD")
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u.Canvas.LoadDoodadToLayer(u.Scene.Doodad, u.Scene.ActiveLayer)
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u.Scene.Doodad.Layers[u.Scene.ActiveLayer].Chunker.Redraw()
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}
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// Flush the palette cache in case swatches got renamed,
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// so it rebuilds the "color by name" map from scratch.
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pal.FlushCaches()
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// Reload the palette frame to reflect the changed data.
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u.Palette.Hide()
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u.Palette = u.SetupPalette(d)
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u.Resized(d)
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},
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OnAddColor: func() {
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// Adding a new color to the palette.
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sw := pal.AddSwatch()
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log.Info("Added new palette color: %+v", sw)
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// Awkward but... reload this very same window.
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u.paletteEditor.Hide()
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u.paletteEditor = nil
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u.SetupPopups(d)
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u.paletteEditor.Show()
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},
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OnCancel: func() {
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u.paletteEditor.Hide()
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},
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})
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u.ConfigureWindow(d, u.paletteEditor)
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}
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// Layers window (doodad editor)
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if u.layersWindow == nil {
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scene, _ := d.Scene.(*EditorScene)
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u.layersWindow = windows.NewLayerWindow(windows.Layers{
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Supervisor: u.Supervisor,
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Engine: d.Engine,
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EditDoodad: scene.Doodad,
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ActiveLayer: scene.ActiveLayer,
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OnChange: func(self *doodads.Doodad) {
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// Reload the level.
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log.Warn("RELOAD LEVEL")
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u.Canvas.LoadDoodad(u.Scene.Doodad)
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for i := range self.Layers {
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scene.Doodad.Layers[i] = self.Layers[i]
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}
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// Awkward but... reload this very same window.
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// Otherwise, the window doesn't update to show the new
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// layer having been added.
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u.layersWindow.Hide()
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u.layersWindow = nil
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u.SetupPopups(d)
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u.layersWindow.Show()
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},
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OnAddLayer: func() {
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layer := doodads.Layer{
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Name: fmt.Sprintf("layer %d", len(scene.Doodad.Layers)),
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Chunker: level.NewChunker(scene.DoodadSize),
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}
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scene.Doodad.Layers = append(scene.Doodad.Layers, layer)
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log.Info("Added new layer: %d %s",
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len(scene.Doodad.Layers), layer.Name)
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// Awkward but... reload this very same window.
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// Otherwise, the window doesn't update to show the new
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// layer having been added.
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u.layersWindow.Hide()
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u.layersWindow = nil
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u.SetupPopups(d)
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u.layersWindow.Show()
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},
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OnChangeLayer: func(index int) {
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if index < 0 || index >= len(scene.Doodad.Layers) {
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d.FlashError("OnChangeLayer: layer %d out of range", index)
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return
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}
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log.Info("CHANGE DOODAD LAYER TO %d", index)
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u.Canvas.LoadDoodadToLayer(u.Scene.Doodad, index)
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u.Scene.ActiveLayer = index
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},
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OnCancel: func() {
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u.layersWindow.Hide()
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},
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})
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u.ConfigureWindow(d, u.layersWindow)
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}
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}
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