chroma_solstice/level_editor/editor.lua
2026-08-11 20:29:35 -04:00

1193 lines
37 KiB
Lua

require "level_editor/object_attributes"
require "level_editor/gui"
require "level_editor/layout"
editorView = "room" --can be "off", "room", "world", "asset"
selectedColor = "white"
local bacSprite = love.graphics.newImage("art/_ui/bac.png")
local folderSprite = love.graphics.newImage("art/_ui/folder.png")
local cancelSprite = love.graphics.newImage("art/_ui/cancel.png")
local confirmSprite = love.graphics.newImage("art/_ui/confirm.png")
local clearSavesSprite = love.graphics.newImage("art/_ui/clear_saves.png")
local selectedFolder = nil
local selectedAsset = nil
local selectedRoom = nil
local gameAssets = {}
local inputText = ""
local assetProperties = {}
local hierarchy = {}
local activeField = nil --this is for whenwe are doing text input things
local uiButtons = {}
local folderButtons = {}
local assetListButtons = {} -- flat list of the selected folder's assets (scrolls)
local listScroll = { scroll = 0 } -- shared vertical scroll for the room list
local editingAssetButtons = {}
local labels = {}
local editorRoomName = nil
local roomNameField = nil
local editorStatus = nil
local clearSaveConfirmationExpires = 0
local clearSaveConfirmationScope = nil
local worldRoomButtons = {}
local worldControls = {}
local worldPage = 1
local worldPageSize = 5
local assetSearchText = ""
local assetSearchButtons = {}
local worldSearchText = ""
local worldSearchBox = { x = 10, y = 34, w = 0, h = 28 }
local cloneSourceRoom = nil
local roomBrush = nil
local boxPaletteOpen = false
local boxPaletteScroll = { scroll = 0 }
local boxPaletteSections = {}
-- Convert a pointer position into a valid room cell. Keeping brush state in
-- cell coordinates means a click that jitters within a tile cannot place or
-- erase that tile more than once.
local function roomCellAt(x, y)
if x < 0 or x >= width or y < 0 or y >= height then return nil end
local cell = currentRoom:getCellFromMousePos(x, y)
cell.x = constrain(cell.x, 1, gridWidth)
cell.y = constrain(cell.y, 1, gridHeight)
return cell
end
local function paintRoomCell(cell, button)
-- Use the centre of the cell so Room's existing pointer-based edit helpers
-- perform the same operation as a normal click.
local x = (cell.x - .5) * width / gridWidth
local y = (cell.y - .5) * height / gridHeight
if button == 1 and selectedAsset then
currentRoom:attemptPlace(selectedAsset, gameAssets[selectedAsset], x, y, selectedColor)
elseif button == 2 then
currentRoom:attemptDelete(x, y, selectedColor)
end
end
local function paintRoomLine(from, to, button)
-- Bresenham keeps a fast mouse movement from leaving holes between the
-- cells that happened to receive mouse-move events.
local x, y = from.x, from.y
local dx, dy = math.abs(to.x - x), math.abs(to.y - y)
local stepX = x < to.x and 1 or -1
local stepY = y < to.y and 1 or -1
local err = dx - dy
while true do
if x ~= from.x or y ~= from.y then paintRoomCell({ x = x, y = y }, button) end
if x == to.x and y == to.y then break end
local twiceErr = err * 2
if twiceErr > -dy then err = err - dy; x = x + stepX end
if twiceErr < dx then err = err + dx; y = y + stepY end
end
end
local function beginRoomBrush(x, y, button)
if button ~= 1 and button ~= 2 then return end
if button == 1 and not selectedAsset then return end
local cell = roomCellAt(x, y)
if not cell then return end
paintRoomCell(cell, button)
roomBrush = { button = button, lastCell = cell }
end
-- ── Room-view sidebar layout ────────────────────────────────────────────────
-- Declared up here (not next to editorDraw) so editorMouseHandler, defined
-- earlier in the file, can still capture these as upvalues.
-- Which flat list the room view is currently showing (search > folder > roots).
local function currentRoomList()
if assetSearchText ~= "" then return assetSearchButtons
elseif not selectedFolder then return folderButtons
else return assetListButtons end
end
local function rebuildBoxPaletteSections()
boxPaletteSections = {}
for _, prefix in ipairs({ "box", "spiky", "sticky", "skewer" }) do
local names = {}
local pattern = prefix == "box" and "^box" or "^" .. prefix .. "_box"
for name in pairs(gameAssets) do
if name:match(pattern) then table.insert(names, name) end
end
table.sort(names)
table.insert(boxPaletteSections, { prefix = prefix, names = names })
end
if gameAssets.player_blocker then
table.insert(boxPaletteSections, { prefix = "barrier", names = {"player_blocker"} })
end
end
local function buildBoxPicker(rect)
local gap, cellSize, headerH = 4, 51, 18
local function contentMetrics(size)
local columns = math.max(1, math.floor((rect.w + gap) / (size + gap)))
local height = 0
for _, section in ipairs(boxPaletteSections) do
height = height + headerH + math.ceil(#section.names / columns) * (size + gap) + gap
end
return columns, height
end
-- Keep the picker to one screen when the sidebar is tall enough, while
-- preserving a usable minimum tile size for unusually short sidebars.
local columns, contentHeight = contentMetrics(cellSize)
while cellSize > 20 and contentHeight > rect.h do
cellSize = cellSize - 1
columns, contentHeight = contentMetrics(cellSize)
end
local contentY, sections, items = 0, {}, {}
for _, section in ipairs(boxPaletteSections) do
table.insert(sections, { prefix = section.prefix, y = contentY })
contentY = contentY + headerH
for index, name in ipairs(section.names) do
local column = (index - 1) % columns
local row = math.floor((index - 1) / columns)
table.insert(items, {
name = name,
x = rect.x + column * (cellSize + gap),
y = contentY + row * (cellSize + gap),
w = cellSize,
h = cellSize,
})
end
contentY = contentY + math.ceil(#section.names / columns) * (cellSize + gap) + gap
end
local maxScroll = math.max(0, contentY - rect.h)
boxPaletteScroll.scroll = math.max(0, math.min(boxPaletteScroll.scroll or 0, maxScroll))
local picker = { rect = rect, sections = sections, items = items, maxScroll = maxScroll, scroll = boxPaletteScroll.scroll }
function picker.at(x, y)
if not Layout.hit(rect, x, y) then return nil end
local contentYAtMouse = y - rect.y + picker.scroll
for _, item in ipairs(items) do
if x >= item.x and x < item.x + item.w and contentYAtMouse >= item.y and contentYAtMouse < item.y + item.h then
return item.name
end
end
end
return picker
end
local function drawPaletteAsset(name, x, y, size)
local props = gameAssets[name]
if not props or not props.sprites then return end
local maxW, maxH = 1, 1
for _, path in pairs(props.sprites) do
local sprite = loadSprite(path)
maxW, maxH = math.max(maxW, sprite:getWidth()), math.max(maxH, sprite:getHeight())
end
local scale = math.min((size - 6) / maxW, (size - 6) / maxH)
local drawX = x + (size - maxW * scale) / 2
local drawY = y + (size - maxH * scale) / 2
for color, path in pairs(props.sprites) do
local sprite = loadSprite(path)
love.graphics.setColor(gColor[color]:set())
if props.goopy and drawGoopySprite then
drawGoopySprite(sprite, drawX, drawY, scale)
elseif props.skewer and drawSkewerSprite then
drawSkewerSprite(sprite, props.cells and props.cells[color], drawX, drawY, scale)
elseif props.spiky and drawSpikySprite then
drawSpikySprite(sprite, props.cells and props.cells[color], drawX, drawY, scale)
else
love.graphics.draw(sprite, drawX, drawY, 0, scale, scale)
end
end
end
local function drawBoxPicker(picker)
Layout.clip(picker.rect)
for _, section in ipairs(picker.sections) do
love.graphics.setColor(gColor.white:set())
love.graphics.print(section.prefix, picker.rect.x, picker.rect.y + section.y - picker.scroll)
end
for _, item in ipairs(picker.items) do
local y = picker.rect.y + item.y - picker.scroll
if y + item.h > picker.rect.y and y < picker.rect.y + picker.rect.h then
love.graphics.setColor(1, 1, 1, 0.45)
love.graphics.rectangle("line", item.x, y, item.w, item.h)
drawPaletteAsset(item.name, item.x, y, item.w)
if item.name == selectedAsset then
love.graphics.setColor(1, 0.85, 0.2, 1)
love.graphics.setLineWidth(2)
love.graphics.rectangle("line", item.x + 1, y + 1, item.w - 2, item.h - 2)
end
end
end
Layout.unclip()
Layout.scrollbar(picker)
end
-- Carve the sidebar into fixed, non-overlapping "divs": a search header pinned
-- to the top, a control cluster pinned to the bottom, a status strip above it,
-- and a flexible list filling whatever is left. Recomputed every frame so it
-- tracks window resizes.
local function roomSections()
local pad = 10
local w = math.max(0, sb.w - pad * 2)
local controlsH = 130
local statusH = 44
local search = { x = pad, y = pad, w = w, h = 34 }
local controls = { x = pad, y = sb.h - pad - controlsH, w = w, h = controlsH }
local status = { x = pad, y = controls.y - statusH, w = w, h = statusH }
local listY = search.y + search.h + 8
local list = { x = pad, y = listY, w = w, h = math.max(0, status.y - 8 - listY) }
return { search = search, listRect = list, status = status, controls = controls }
end
-- Position the bottom control cluster inside its section: level-name field, a
-- row of colour buttons, then a row of action buttons. Runs for both drawing
-- and hit-testing so the two never disagree.
local function layoutRoomControls(c, s)
local vgap = 4 -- vertical space between rows
local hgap = 8 -- horizontal space between buttons in a row
local y = c.y
s.labelY = y
y = y + 15
local field = uiButtons.roomName
if field then field.x = c.x; field.y = y; field.w = c.w; field.h = 22 end
y = y + 22 + vgap
-- Resize a sprite button to a target height in place, so all control sizing
-- lives here instead of being scattered across the creation calls.
local function sizeBtn(name, target)
local b = uiButtons[name]
if b and b.sprite then
b.scale = target / b.sprite:getHeight()
b.w = b.sprite:getWidth() * b.scale
b.h = b.sprite:getHeight() * b.scale
elseif b and b.sprites then
local spriteW, spriteH = 1, 1
for _, sprite in pairs(b.sprites) do
spriteW, spriteH = math.max(spriteW, sprite:getWidth()), math.max(spriteH, sprite:getHeight())
end
b.scale = math.min(target / spriteW, target / spriteH)
b.w, b.h = spriteW * b.scale, spriteH * b.scale
end
return b
end
-- Pack the row centered with a fixed gap, rather than spreading each button
-- across a full-width slot (which left big gaps between small icons).
local function placeRow(names, target)
local btns, total = {}, 0
for _, name in ipairs(names) do
local b = sizeBtn(name, target)
if b then table.insert(btns, b); total = total + b.w end
end
total = total + hgap * math.max(0, #btns - 1)
local x = c.x + (c.w - total) / 2
for _, b in ipairs(btns) do
b.x = x
b.y = y + (target - b.h) / 2
x = x + b.w + hgap
end
y = y + target + vgap
end
placeRow({ "white", "red", "green", "blue" }, 22)
placeRow({ "quick_player", "quick_static_wall", "quick_switch", "quick_door", "quick_box" }, 22)
placeRow({ "save", "clearSaves", "world" }, 28)
end
-- Build the full room-view layout (sections + a scroll list + a back/search
-- header) without drawing. Shared by editorDraw and editorMouseHandler.
local function buildRoomLayout()
local s = roomSections()
local showBack = assetSearchText ~= "" or selectedFolder or boxPaletteOpen
local sx, sw = s.search.x, s.search.w
if showBack then
s.back = { x = s.search.x, y = s.search.y, w = s.search.h, h = s.search.h }
sx = s.back.x + s.back.w + 6
sw = s.search.w - s.back.w - 6
end
s.searchBox = { x = sx, y = s.search.y, w = sw, h = s.search.h }
if boxPaletteOpen then
s.boxPicker = buildBoxPicker(s.listRect)
else
s.items = currentRoomList()
s.list = Layout.list(listScroll, s.listRect, 40, #s.items, 2)
end
layoutRoomControls(s.controls, s)
return s
end
-- Mouse wheel scrolls the room list; clamped by Layout.list next frame.
function editorScrollRoomList(dy)
local scroll = boxPaletteOpen and boxPaletteScroll or listScroll
scroll.scroll = math.max(0, (scroll.scroll or 0) - dy * 40)
end
-- ────────────────────────────────────────────────────────────────────────────
local function fuzzyMatches(value, query)
query = (query or ""):lower():gsub("%s+", "")
if query == "" then return true end
local index = 1
for character in value:lower():gmatch(".") do
if character == query:sub(index, index) then
index = index + 1
if index > #query then return true end
end
end
return false
end
local function beginSearch(field)
activeField = field
inputText = field == "assetSearch" and assetSearchText or worldSearchText
response = inputText
end
local function rebuildAssetSearchButtons()
assetSearchButtons = {}
listScroll.scroll = 0
if assetSearchText == "" then return end
local names = {}
for asset in pairs(gameAssets) do
if fuzzyMatches(asset, assetSearchText) then table.insert(names, asset) end
end
table.sort(names)
for index, asset in ipairs(names) do
local sprites = {}
for color, location in pairs(gameAssets[asset].sprites) do sprites[color] = love.graphics.newImage(location) end
table.insert(assetSearchButtons, createUIElement{
sprites = sprites,
goopy = gameAssets[asset].goopy,
skewer = gameAssets[asset].skewer,
spiky = gameAssets[asset].spiky,
cells = gameAssets[asset].cells,
name = "asset",
text = asset,
x = 30,
y = 45 + (index - 1) * 62,
onClic = { left = function() selectAsset(asset) end }
})
end
end
local function buttonContains(button, x, y)
return x > button.x and x < button.x + button.w and y > button.y and y < button.y + button.h
end
local function rebuildWorldRoomButtons()
worldRoomButtons = {}
local names = {}
for _, name in ipairs(gameWorld:listRoomNames()) do
if fuzzyMatches(name, worldSearchText) then table.insert(names, name) end
end
local pages = math.max(1, math.ceil(#names / worldPageSize))
worldPage = constrain(worldPage, 1, pages)
local first = (worldPage - 1) * worldPageSize + 1
for index = first, math.min(first + worldPageSize - 1, #names) do
local roomName = names[index]
local row = index - first
table.insert(worldRoomButtons, { name = roomName, x = 10, y = 70 + row * 68, w = sb.w - 20, h = 60 })
end
worldControls = {
{ text = "< PAGE " .. worldPage .. "/" .. pages .. " >", x = 10, y = sb.h - 110, w = sb.w - 20, h = 34,
onClic = function(buttonX)
if buttonX < sb.w / 2 then worldPage = math.max(1, worldPage - 1) else worldPage = math.min(pages, worldPage + 1) end
rebuildWorldRoomButtons()
end },
}
end
local function drawWorldSidebar()
love.graphics.setColor(gColor.white:set())
worldSearchBox.w = sb.w - 20
if activeField == "cloneName" then
love.graphics.printf("CLONE '" .. cloneSourceRoom .. "' AS:", 8, 6, sb.w - 16, "center")
love.graphics.rectangle("line", worldSearchBox.x, worldSearchBox.y, worldSearchBox.w, worldSearchBox.h)
love.graphics.printf(inputText, worldSearchBox.x + 6, worldSearchBox.y + 7, sb.w - 32, "left")
love.graphics.printf("Press Enter to create and select the clone. Esc cancels.", 8, worldSearchBox.y + 34, sb.w - 16, "center")
else
local instructions = selectedRoom
and "placing '" .. selectedRoom .. "' — click a map cell"
or "click a map cell to open or create; select a room below to place it"
love.graphics.printf("ROOMS — " .. instructions, 8, 6, sb.w - 16, "center")
love.graphics.rectangle("line", worldSearchBox.x, worldSearchBox.y, worldSearchBox.w, worldSearchBox.h)
love.graphics.printf("SEARCH: " .. worldSearchText, worldSearchBox.x + 6, worldSearchBox.y + 7, worldSearchBox.w - 12, "left")
end
for _, button in ipairs(worldRoomButtons) do
love.graphics.setColor(button.name == selectedRoom and 1 or 100 / 255, button.name == selectedRoom and 1 or 100 / 255, button.name == selectedRoom and 1 or 100 / 255, 1)
love.graphics.rectangle("line", button.x, button.y, button.w, button.h)
gameWorld:drawRoomPreview(button.name, button.x + 4, button.y + 4, button.h - 8)
love.graphics.setColor(gColor.white:set())
love.graphics.printf(button.name, button.x + button.h + 4, button.y + 21, button.w - button.h - 8, "left")
end
for _, control in ipairs(worldControls) do
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("line", control.x, control.y, control.w, control.h)
love.graphics.printf(control.text, control.x, control.y + 9, control.w, "center")
end
-- Pin the assets/world toggle to a fixed spot here; the room view owns its
-- position otherwise, so give the world view a stable one of its own.
uiButtons.world.x = sb.w / 2 - uiButtons.world.w / 2
uiButtons.world.y = sb.h - uiButtons.world.h - 12
uiButtons.world:draw()
end
local function validRoomName(name)
name = (name or ""):match("^%s*(.-)%s*$")
if name == "" then return nil, "Enter a level name." end
if not name:match("^[%w][%w_-]*$") then
return nil, "Use letters, numbers, _ or - for level names."
end
return name
end
local function beginRoomNameEdit()
activeField = "roomName"
inputText = ""
response = ""
roomNameField:editText("")
editorStatus = "Type a name, press Enter, then Save."
end
local function saveRoomFromEditor()
local requestedName = editorRoomName or currentRoom.name
if activeField == "roomName" then requestedName = inputText end
local name, err = validRoomName(requestedName)
if not name then
editorStatus = err
return
end
local oldName = currentRoom.name
if name ~= oldName and readFromSource("rooms/" .. name .. ".sav") then
editorStatus = "A source level named '" .. name .. "' already exists."
return
end
local savePlayerPositions = not love.keyboard.isDown("lshift", "rshift")
if not currentRoom:saveToSource(name, savePlayerPositions) then
editorStatus = "Could not save '" .. name .. "'."
return
end
-- A changed name is a rename, not an accidental duplicate. Do this only
-- after the new source file is safely written.
if oldName and oldName ~= name then
removeFromSource("rooms/" .. oldName .. ".sav")
gameWorld:renameRoom(oldName, name)
end
-- The project source is now authoritative. Drop any runtime copy so it
-- cannot shadow this editor save the next time the game starts.
clearRuntimeSaveData(name)
if oldName and oldName ~= name then clearRuntimeSaveData(oldName) end
suppressRuntimeAutosave = true
gameWorld:invalidatePreview(name)
if editorView == "world" then rebuildWorldRoomButtons() end
currentRoom.name = name
editorRoomName = name
roomNameField:editText(name)
activeField = nil
editorStatus = "Saved source level '" .. name .. "'" .. (savePlayerPositions and " with player positions." or " without player positions.")
end
local function clearRuntimeSaves()
local now = love.timer.getTime()
local clearAll = love.keyboard.isDown("lshift", "rshift")
local roomName = currentRoom.name
local scope = clearAll and "all" or roomName
if now > clearSaveConfirmationExpires or clearSaveConfirmationScope ~= scope then
clearSaveConfirmationExpires = now + 3
clearSaveConfirmationScope = scope
if clearAll then
editorStatus = "Shift-click the clear-save icon again within 3 seconds to erase runtime saves for every room."
else
editorStatus = "Click the clear-save icon again within 3 seconds to erase the runtime save for '" .. (roomName or "this room") .. "'."
end
return
end
local removed = clearRuntimeSaveData(clearAll and nil or roomName)
suppressRuntimeAutosave = true
clearSaveConfirmationExpires = 0
clearSaveConfirmationScope = nil
if roomName then
currentRoom = Room:new{ name = roomName }
setEditorRoomName(currentRoom.name)
editorStatus = "Cleared " .. removed .. " runtime save item(s) and reloaded '" .. roomName .. ".'"
else
editorStatus = "Cleared " .. removed .. " runtime save item(s). No named level to reload."
end
end
function _initLevelEditor()
gameAssets = getAllAssets()
rebuildBoxPaletteSections()
editorRoomName = ""
--create folder buttons
local counter = 1
for asset, attributes in pairs(gameAssets) do
if not hierarchy[gameAssets[asset].directory] then
hierarchy[gameAssets[asset].directory] = {}
end
table.insert(hierarchy[gameAssets[asset].directory], asset)
end
local folders = {}
for folder in pairs(hierarchy) do table.insert(folders, folder) end
table.sort(folders)
for _, folder in ipairs(folders) do
local button = createUIElement{
name = "folder",
text = folder,
x = 30,
y = (sb.h - 50) * (counter / 15),
sprite = folderSprite,
onClic = {
left = function(self)
print("my asse")
selectFolder(folder)
end,
right = function()
end
},
}
counter = counter + 1
table.insert(folderButtons, button)
end
_addUIButton(createUIElement{
name = "save",
sprite = love.graphics.newImage("art/_ui/save.png"),
onClic = {
left = function()
if editorView == "room" then
saveRoomFromEditor()
end
end,
right = function()
end
},
x = sb.w / 4,
y = sb.h * (9 / 10)
}, "save")
_addUIButton(createUIElement{
name = "world",
sprite = love.graphics.newImage("art/_ui/world.png"),
onClic = {
left = function()
if editorView == "world" then assetsView() else worldView() end
end,
right = function()
end
},
x = sb.w * (3 / 4),
y = sb.h * (9 / 10)
}, "world")
_addUIButton(createUIElement{
name = "clearSaves",
sprite = clearSavesSprite,
onClic = {
left = clearRuntimeSaves,
},
x = sb.w / 2,
y = sb.h * (9 / 10),
scale = editorScale / 3
}, "clearSaves")
for _, color in ipairs({"white", "red", "green", "blue"}) do
_addUIButton(createUIElement{
name = color,
sprite = love.graphics.newImage("art/_ui/" .. color .. ".png"),
onClic = {
left = function(self)
if editorView == "room" then
setSelectedColor(color)
end
end,
right = function()
end
},
x = sb.w * (_ / 5),
y = sb.h * (8 / 10)
}, color)
end
for _, asset in ipairs({ "player", "static_wall", "switch", "door", "box" }) do
local properties = gameAssets[asset]
if properties then
local sprites = {}
for color, path in pairs(properties.sprites) do sprites[color] = love.graphics.newImage(path) end
_addUIButton(createUIElement{
name = "quick_" .. asset,
sprites = sprites,
goopy = properties.goopy,
skewer = properties.skewer,
spiky = properties.spiky,
cells = properties.cells,
onClic = { left = function() selectQuickAsset(asset) end },
x = 0,
y = 0,
}, "quick_" .. asset)
end
end
roomNameField = createUIElement{
name = "roomName",
text = editorRoomName,
x = 25,
y = sb.h * (7 / 10),
onClic = {
left = beginRoomNameEdit,
}
}
_addUIButton(roomNameField, "roomName")
end
function setEditorRoomName(name)
editorRoomName = name or ""
if roomNameField then roomNameField:editText(editorRoomName) end
end
function setSelectedColor(color)
selectedColor = color
end
function selectFolder(folder)
selectedFolder = folder
boxPaletteOpen = false
listScroll.scroll = 0
assetListButtons = {}
table.sort(hierarchy[selectedFolder])
for _, asset in ipairs(hierarchy[selectedFolder]) do
local sprites = {}
for color, location in pairs(gameAssets[asset].sprites) do
sprites[color] = love.graphics.newImage(location)
end
-- x/y are placeholders; the room-view layout repositions every item
-- each frame from the list section (see buildRoomLayout).
table.insert(assetListButtons, createUIElement{
sprites = sprites,
goopy = gameAssets[asset].goopy,
skewer = gameAssets[asset].skewer,
spiky = gameAssets[asset].spiky,
cells = gameAssets[asset].cells,
name = "asset",
text = asset,
x = 30,
y = 0,
onClic = {
left = function() selectAsset(asset) end,
right = function()
if not gameAssets[asset].synthetic then editAsset(asset) end
end,
}
})
end
end
function selectAsset(asset)
print("selecting", asset)
selectedAsset = asset
print(selectedAsset)
end
function selectQuickAsset(asset)
selectAsset(asset)
boxPaletteOpen = asset == "box"
boxPaletteScroll.scroll = 0
end
function editAsset(asset)
inputText = ""
editorView = "asset"
selectedAsset = asset
assetProperties = gameAssets[selectedAsset]
local cancelButton = createUIElement{
name = "cancel",
sprite = cancelSprite,
x = sb.w / 3,
y = sb.h - 75,
onClic = {
left = function(self)
assetsView()
end,
right = function(self) return end
}
}
local confirmButton = createUIElement{
name = "confirm",
sprite = confirmSprite,
x = sb.w * 2 / 3,
y = sb.h - 75,
onClic = {
left = function(self)
saveAsset()
end,
right = function(self) return end
}
}
editingAssetButtons[cancelButton] = cancelButton
editingAssetButtons[confirmButton] = confirmButton
local assetSprites = {}
for color, path in pairs(assetProperties.sprites) do
assetSprites[color] = love.graphics.newImage(path)
end
local assetButton = createUIElement{
name = asset,
sprites = assetSprites,
goopy = assetProperties.goopy,
skewer = assetProperties.skewer,
spiky = assetProperties.spiky,
cells = assetProperties.cells,
x = sb.w / 2 - 18,
y = 80,
}
local classFieldLabel = {
draw = function() love.graphics.printf("CLASS", 0, 125, sb.w, "center") end
}
labels[classFieldLabel] = classFieldLabel
local classButton = createUIElement{
name = "class",
text = assetProperties.class or "",
x = 25,
y = 150,
onClic = {
left = function()
activeField = "class"
end
}
}
local preloadLabel = {
draw = function() love.graphics.printf("preload", 0, 225, sb.w, "center") end
}
labels[preloadLabel] = preloadLabel
local preloadButton = createUIElement{
name = "preload",
text = tostring(assetProperties.preload),
x = 25,
y = 250,
onClic = {
left = function()
assetProperties.preload = not assetProperties.preload
end
}
}
editingAssetButtons[assetButton] = assetButton
editingAssetButtons.class = classButton
editingAssetButtons.preload = preloadButton
end
function saveAsset()
gameAssets[selectedAsset] = assetProperties
-- the asset's class lives in its .meta next to the art (source of truth,
-- read back by getAllAssets); write it there
local metaPath = "art/" .. assetProperties.directory .. "/" .. selectedAsset .. ".meta"
writeToSource(metaPath, TSerial.pack({ class = assetProperties.class }, nil, true))
assetsView()
end
function _addUIButton(button, name)
local index = name or button
uiButtons[index] = button
end
function folderView()
selectedFolder = nil
assetListButtons = {}
listScroll.scroll = 0
labels = {}
end
function assetsView()
editingAssetButtons = {}
editorView = "room"
labels = {}
end
function worldView()
editorView = "world"
activeField = nil
selectedFolder = nil
selectedRoom = nil
cloneSourceRoom = nil
worldPage = 1
rebuildWorldRoomButtons()
end
local function newWorldRoomName(cellX, cellY)
local base = string.format("room_%02d_%02d", cellX, cellY)
local name, suffix = base, 2
while gameWorld:roomLocation(name) or readFromSource("rooms/" .. name .. ".sav") do
name = base .. "_" .. suffix
suffix = suffix + 1
end
return name
end
local function cloneWorldRoom(sourceName, cloneName)
local source = readFromSource("rooms/" .. sourceName .. ".sav")
if not source then
editorStatus = "Could not find source level '" .. sourceName .. "'."
return false
end
if readFromSource("rooms/" .. cloneName .. ".sav") then
editorStatus = "A level named '" .. cloneName .. "' already exists."
return false
end
if not writeToSource("rooms/" .. cloneName .. ".sav", source) then
editorStatus = "Could not create clone '" .. cloneName .. "'."
return false
end
gameWorld:invalidatePreview(cloneName)
selectedRoom = cloneName
rebuildWorldRoomButtons()
editorStatus = "Cloned '" .. sourceName .. "' as '" .. cloneName .. "'. Click a map cell to place it."
return true
end
local function beginCloneDialog(sourceName)
cloneSourceRoom = sourceName
activeField = "cloneName"
inputText = ""
response = ""
editorStatus = "Enter a name for the clone."
end
local function openWorldRoom(cellX, cellY)
local name = gameWorld:roomAt(cellX, cellY)
if not name then
name = newWorldRoomName(cellX, cellY)
currentRoom = Room:new{ name = name }
-- Creating from an empty cell is a real level creation, not merely a
-- transient map reference, so it immediately joins the room picker.
currentRoom:saveToSource(name)
gameWorld:placeRoom(name, cellX, cellY)
gameWorld:invalidatePreview(name)
editorStatus = "Created and opened '" .. name .. ".'"
else
currentRoom = Room:new{ name = name }
editorStatus = "Editing '" .. name .. ".'"
end
gameWorld:setLastRoom(currentRoom.name)
setEditorRoomName(currentRoom.name)
assetsView()
end
function editorMouseHandler(x, y, button)
if x > width then
-- map from real window coords into the sidebar's fixed virtual space
-- (same transform used to scale the sidebar canvas up in love.draw)
x = (x - width) * sb.w / sideBarBox.w
y = y * sb.h / sideBarBox.h
if editorView == "room" then
local s = buildRoomLayout()
-- back button: drop the search, else leave the folder
if s.back and Layout.hit(s.back, x, y) then
if assetSearchText ~= "" then
assetSearchText = ""
inputText = ""
activeField = nil
rebuildAssetSearchButtons()
elseif selectedFolder then
folderView()
elseif boxPaletteOpen then
boxPaletteOpen = false
boxPaletteScroll.scroll = 0
end
return
end
if Layout.hit(s.searchBox, x, y) then
boxPaletteOpen = false
beginSearch("assetSearch")
return
end
if s.boxPicker then
local asset = s.boxPicker.at(x, y)
if asset then
if button == 1 then selectAsset(asset) end
return
end
else
-- scrolling list item
local i = s.list.at(x, y)
if i and s.items[i] then
s.items[i]:onClic(button)
return
end
end
-- control cluster (only the buttons that live there)
for _, name in ipairs({ "roomName", "white", "red", "green", "blue", "quick_player", "quick_static_wall", "quick_switch", "quick_door", "quick_box", "save", "clearSaves", "world" }) do
local b = uiButtons[name]
if b and b:clicIsInBox(x, y) then
b:onClic(button)
return
end
end
elseif editorView == "asset" then
for _, uiElement in pairs(editingAssetButtons) do
if uiElement:clicIsInBox(x, y) then
uiElement:onClic(button)
end
end
elseif editorView == "world" then
if activeField == "cloneName" then return end
if buttonContains(worldSearchBox, x, y) then
beginSearch("worldSearch")
return
end
for _, roomButton in ipairs(worldRoomButtons) do
if buttonContains(roomButton, x, y) then
if button ~= 1 then return end
if selectedRoom == roomButton.name then
selectedRoom = nil
editorStatus = "Placement cancelled. Click the map to open or create a level."
else
selectedRoom = roomButton.name
editorStatus = "Selected '" .. selectedRoom .. "'. Click a map cell to place it."
end
return
end
end
for _, control in ipairs(worldControls) do
if buttonContains(control, x, y) then
control.onClic(x)
return
end
end
if uiButtons.world:clicIsInBox(x, y) then uiButtons.world:onClic(button) end
end
else
-- click landed on the grid (game area): place the selected asset
if editorView == "room" then
beginRoomBrush(x, y, button)
elseif editorView == "world" then
local cellX, cellY = gameWorld:getCellFromMousePos(x, y)
if not gameWorld:isInBounds(cellX, cellY) then return end
if button == 2 then
local name = gameWorld:roomAt(cellX, cellY)
if name then beginCloneDialog(name) end
elseif selectedRoom then
local placedRoom = selectedRoom
if gameWorld:placeRoom(placedRoom, cellX, cellY) then
selectedRoom = nil
editorStatus = "Placed '" .. placedRoom .. "' at " .. cellX .. ", " .. cellY .. "."
else
editorStatus = "Could not place '" .. placedRoom .. "'."
end
else
openWorldRoom(cellX, cellY)
end
end
end
end
function editorMouseMoved(x, y)
if not roomBrush then return end
if editorView ~= "room" then
roomBrush = nil
return
end
local cell = roomCellAt(x, y)
if not cell then
-- Leaving the grid ends this stroke; re-entering should not draw a line
-- across the sidebar or outside of the level.
roomBrush = nil
return
end
if cell.x == roomBrush.lastCell.x and cell.y == roomBrush.lastCell.y then return end
paintRoomLine(roomBrush.lastCell, cell, roomBrush.button)
roomBrush.lastCell = cell
end
function editorMouseReleased(_, _, button)
if roomBrush and roomBrush.button == button then roomBrush = nil end
end
function editorTextHandler(text)
if editorView == "asset" and activeField then
inputText = text
editingAssetButtons[activeField]:editText(text)
elseif editorView == "room" and activeField == "roomName" then
inputText = text
roomNameField:editText(text)
elseif editorView == "room" and activeField == "assetSearch" then
inputText = text
assetSearchText = text
rebuildAssetSearchButtons()
elseif editorView == "world" and activeField == "worldSearch" then
inputText = text
worldSearchText = text
worldPage = 1
rebuildWorldRoomButtons()
elseif editorView == "world" and activeField == "cloneName" then
inputText = text
end
end
function editorCompleteResponse()
if editorView == "asset" and activeField then
assetProperties[activeField] = inputText
elseif editorView == "room" and activeField == "roomName" then
editorRoomName = inputText
elseif editorView == "room" and activeField == "assetSearch" then
assetSearchText = inputText
elseif editorView == "world" and activeField == "worldSearch" then
worldSearchText = inputText
elseif editorView == "world" and activeField == "cloneName" then
local cloneName, err = validRoomName(inputText)
if not cloneName then
editorStatus = err
return
end
local sourceName = cloneSourceRoom
if cloneWorldRoom(sourceName, cloneName) then
cloneSourceRoom = nil
activeField = nil
end
return
end
activeField = nil
end
function editorCancelResponse()
if editorView ~= "world" or activeField ~= "cloneName" then return false end
activeField = nil
cloneSourceRoom = nil
inputText = ""
response = ""
editorStatus = "Clone cancelled."
return true
end
function sortAllAssets()
setAll()
end
function createUIElement(t)
return GUI:new(t)
end
function editorDraw()
if editorView == "room" then
local s = buildRoomLayout()
love.graphics.setColor(gColor.white:set())
-- header: optional back button + search box
if s.back then
love.graphics.rectangle("line", s.back.x, s.back.y, s.back.w, s.back.h)
if boxPaletteOpen then
love.graphics.printf("X", s.back.x, s.back.y + 9, s.back.w, "center")
else
local sc = (s.back.h - 8) / bacSprite:getHeight()
love.graphics.draw(bacSprite, s.back.x + 4, s.back.y + 4, 0, sc, sc)
end
end
love.graphics.rectangle("line", s.searchBox.x, s.searchBox.y, s.searchBox.w, s.searchBox.h)
love.graphics.printf(boxPaletteOpen and "QUICK PALETTE" or "SEARCH: " .. assetSearchText, s.searchBox.x + 6, s.searchBox.y + 9, s.searchBox.w - 12, "left")
if s.boxPicker then
drawBoxPicker(s.boxPicker)
else
-- Scrolling list, clipped to its section so nothing bleeds into others.
Layout.clip(s.listRect)
for i, item in ipairs(s.items) do
if s.list.visible(i) then
item.x, item.y = s.list.pos(i)
item.w = s.listRect.w
item:draw()
if item.name == "asset" and item.text == selectedAsset then
love.graphics.setColor(1, 0.85, 0.2, 1)
love.graphics.setLineWidth(3)
love.graphics.rectangle("line", item.x + 1, item.y + 1, item.w - 2, item.h - 2)
end
end
end
Layout.unclip()
Layout.scrollbar(s.list)
end
-- control cluster
love.graphics.setColor(gColor.white:set())
love.graphics.printf("LEVEL NAME", s.controls.x, s.labelY, s.controls.w, "center")
for _, name in ipairs({ "roomName", "white", "red", "green", "blue", "quick_player", "quick_static_wall", "quick_switch", "quick_door", "quick_box", "save", "clearSaves", "world" }) do
local button = uiButtons[name]
if button then
button:draw()
local asset = name:match("^quick_(.+)$")
if asset and selectedAsset == asset then
love.graphics.setColor(1, 0.85, 0.2, 1)
love.graphics.setLineWidth(2)
love.graphics.rectangle("line", button.x - 1, button.y - 1, button.w + 2, button.h + 2)
end
end
end
-- status strip between the list and the controls
if editorStatus then
Layout.clip(s.status)
love.graphics.setColor(gColor.white:set())
love.graphics.printf(editorStatus, s.status.x, s.status.y + 4, s.status.w, "center")
Layout.unclip()
end
elseif editorView == "asset" then
for _, button in pairs(editingAssetButtons) do
button:draw()
end
elseif editorView == "world" then
drawWorldSidebar()
end
for _, label in pairs(labels) do
label:draw()
end
-- The room view draws its status inside its own strip (see the room branch);
-- the other views keep the simple centered line.
if editorStatus and editorView ~= "room" then
love.graphics.setColor(gColor.white:set())
love.graphics.printf(editorStatus, 10, sb.h * (6 / 10), sb.w - 20, "center")
end
end