Noah Petherbridge
75fa0c7e56
* Editor: Auto-save on a background goroutine so you don't randomly freeze the editor up during. * Fix actor linking issues when you drag and re-place a linked doodad: the level was too eagerly calling PruneLinks() whenever a doodad was 'destroyed' (such as the one just picked up) breaking half of the link connection. * Chunk unloader: do not unload a chunk that has been modified (Set or Delete called on), keep them in memory until the next ZIP file save to flush them out to disk. * Link Tool: if you clicked an actor and don't want to connect a link, click the first actor again to de-select it. Updates to the `doodad` tool: * `doodad edit-level --resize <int>` can re-chunk a level to use a different chunk size than the default 128. Large chunk sizes 512+ lead to performance problems.
103 lines
2.5 KiB
Go
103 lines
2.5 KiB
Go
package uix
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import (
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"errors"
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"sort"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/shmem"
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)
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// LinkAdd adds an actor to be linked in the Link tool.
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func (w *Canvas) LinkAdd(a *Actor) error {
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if w.linkFirst == nil {
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// First click, hold onto this actor.
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w.linkFirst = a
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shmem.Flash("Doodad '%s' selected, click the next Doodad to link it to",
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a.Doodad().Title,
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)
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} else if w.linkFirst == a {
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// Clicked the same doodad twice, deselect it.
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shmem.Flash("De-selected the doodad for linking.")
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w.linkFirst = nil
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} else {
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// Second click, call the OnLinkActors handler with the two actors.
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if w.OnLinkActors != nil {
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w.OnLinkActors(w.linkFirst, a)
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} else {
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return errors.New("Canvas.LinkAdd: no OnLinkActors handler is ready")
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}
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// Reset the link state.
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w.linkFirst = nil
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}
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return nil
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}
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// GetLinkedActors returns the live Actor instances (Play Mode) which are linked
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// to the live actor given.
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func (w *Canvas) GetLinkedActors(a *Actor) []*Actor {
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// Identify the linked actor UUIDs from the level file.
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linkedIDs := map[string]interface{}{}
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matching := map[string]*Actor{}
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for _, id := range a.Actor.Links {
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linkedIDs[id] = nil
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}
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// Find live instances of these actors.
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for _, live := range w.actors {
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if _, ok := linkedIDs[live.ID()]; ok {
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matching[live.ID()] = live
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}
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}
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// Sort them deterministically and return.
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keys := []string{}
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for key, _ := range matching {
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keys = append(keys, key)
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}
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sort.Strings(keys)
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result := []*Actor{}
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for _, key := range keys {
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result = append(result, matching[key])
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}
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return result
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}
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// PrintLinks is a debug function that describes all actor links to console.
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func (w *Canvas) PrintLinks() {
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log.Error("### BEGIN Canvas.PrintLinks() ###")
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// Map all of the actors by their IDs so we can look them up from their links
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var actors = map[string]*Actor{}
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for _, actor := range w.actors {
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actors[actor.ID()] = actor
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}
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for _, actor := range w.actors {
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var id = actor.ID()
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if len(id) > 8 {
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id = id[:8]
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}
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if len(actor.Actor.Links) > 0 {
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log.Info("Actor %s (%s) at %s has %d links:", id, actor.Actor.Filename, actor.Position(), len(actor.Actor.Links))
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for _, link := range actor.Actor.Links {
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if otherActor, ok := actors[link]; ok {
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var linkId = link
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if len(linkId) > 8 {
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linkId = linkId[:8]
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}
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log.Info("\tTo %s (%s) at %s", linkId, otherActor.Actor.Filename, otherActor.Position())
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} else {
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log.Error("\tTo unknown actor ID %s!", link)
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}
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}
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}
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}
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log.Error("### END Canvas.PrintLinks() ###")
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}
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