859 lines
25 KiB
Text
859 lines
25 KiB
Text
--[[
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*
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* Singe 3
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* Copyright (C) 2006-2026 Scott Duensing <scott@kangaroopunch.com>
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 3
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
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* 02110-1301, USA.
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*
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*
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--]]
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-- Forge: the authoring tool (PLAN section 58).
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--
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-- It is a Singe game. Nothing here is a preview: the canvas is the same overlay, at the same
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-- coordinates, that the game will be played in, so what is placed is what is seen.
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--
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-- The layout comes from the spike recorded in that section. Chrome is an RmlUi document, which is
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-- what RmlUi is good at; the canvas beside it is drawn into the overlay and picked with
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-- collidePointRect, which is what Singe has always done with a pointer and a set of rectangles.
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-- They compose because the engine offers a button to the GUI first and passes on what it did not
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-- use, while pointer motion is never consumed at all.
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-- Framework is wanted for SCANCODE, which the key handling below names; AuthorCompile brings in
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-- the runtime and the manifest. A generated game loads Framework for itself, so the editor only
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-- discovered it needed it when the rule editor started naming keys.
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dofile("Singe/Framework.singe")
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dofile("Forge/AuthorCompile.singe")
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local lfs = require("lfs")
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FORGE = {
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game = nil, -- The description being edited.
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path = nil,
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selected = nil, -- Index into game.entities.
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dirty = false,
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gui = nil,
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document = nil,
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held = nil, -- The entity being dragged.
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grabX = 0,
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grabY = 0,
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panelX = 0, -- The chrome slides sideways so nothing is permanently under it.
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panelDrag = nil, -- Offset from the panel's left edge while it is being dragged.
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mode = "entities", -- or "rules". The panel is narrow; one list at a time reads better.
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rule = 1, -- Selected rule.
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part = 0, -- Selected condition or action within it; 0 is the rule itself.
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message = "loaded"
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}
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local PANEL_W = 190 -- Matches AuthorEdit.rml; the canvas starts to the right of it.
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local HANDLE = 6 -- Half the size of the square drawn at an entity's own position.
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local TAB_W = 16 -- The panel's drag tab, drawn on the canvas just outside its edge.
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local TAB_H = 54
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local TAB_Y = 10
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local function element(id)
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return rmlui.contexts["gui" .. FORGE.gui].documents["forge"]:GetElementById(id)
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end
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-- An entity's box in overlay coordinates. A look without a size still gets one, so that a text
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-- entity can be picked up and moved like anything else.
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function forgeBounds(entity)
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local w = (entity.look and entity.look.w) or 90
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local h = (entity.look and entity.look.h) or 20
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return entity.x - w / 2, entity.y - h / 2, w, h
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end
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function forgeSelect(index)
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FORGE.selected = index
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forgeRefresh()
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end
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-- The topmost entity under a point, so overlapping things pick the one drawn last.
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function forgePick(x, y)
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local index
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for index = #FORGE.game.entities, 1, -1 do
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local bx, by, bw, bh = forgeBounds(FORGE.game.entities[index])
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if collidePointRect(x, y, bx, by, bw, bh) then
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return index
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end
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end
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return nil
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end
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-- Text on its way into the document, with RML's special characters made harmless. A rule's note
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-- and a Lua action's code both come from the author and both can contain them.
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local function escape(text)
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local out = tostring(text or "")
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out = string.gsub(out, "&", "&")
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out = string.gsub(out, "<", "<")
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out = string.gsub(out, ">", ">")
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return out
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end
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local function refreshEntities()
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local rows = {}
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local index
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for index, entity in ipairs(FORGE.game.entities) do
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local class = (index == FORGE.selected) and "row selected" or "row"
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rows[#rows + 1] = string.format('<div id="e%d" class="%s">%s</div>', index, class, escape(entity.id))
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end
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element("list").inner_rml = table.concat(rows)
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for index = 1, #FORGE.game.entities do
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guiSetHandler(FORGE.gui, FORGE.document, "e" .. index, "click", function()
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forgeSelect(index)
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end)
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end
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if FORGE.selected ~= nil then
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local entity = FORGE.game.entities[FORGE.selected]
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element("detail").inner_rml = string.format("%s<br/>x %d y %d<br/>%s", escape(entity.id), entity.x or 0, entity.y or 0, escape(FORGE.message))
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else
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element("detail").inner_rml = "nothing selected<br/>" .. escape(FORGE.message)
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end
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end
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-- The event sheet. The selected rule is opened in place and its conditions and actions listed
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-- under it, because a rule only means anything as a whole: seeing "when" without "then" is no use.
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local function refreshRules()
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local rows = {}
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local index
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local rule
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for index, rule in ipairs(FORGE.game.rules or {}) do
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local class = (index == FORGE.rule) and "row selected" or "row"
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rows[#rows + 1] = string.format('<div class="%s">%d. %s</div>', class, index, escape(rule.note or "rule"))
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if index == FORGE.rule then
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local parts = forgeParts(rule)
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local at
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for at, part in ipairs(parts) do
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local mark = (at == FORGE.part) and "part here" or "part"
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rows[#rows + 1] = string.format('<div class="%s">%s %s</div>', mark, (part.kind == "when") and "when" or "then", escape(forgePartText(part.item)))
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end
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if #parts == 0 then
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rows[#rows + 1] = '<div class="part">(empty)</div>'
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end
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end
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end
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if #rows == 0 then
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rows[1] = '<div class="part">no rules yet</div>'
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end
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element("list").inner_rml = table.concat(rows)
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element("detail").inner_rml = string.format("rule %d of %d<br/>%s", FORGE.rule, #(FORGE.game.rules or {}), escape(FORGE.message))
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end
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function forgeRefresh()
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if FORGE.gui == nil then
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return
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end
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element("title").inner_rml = escape(FORGE.game.title or "Untitled") .. (FORGE.dirty and " *" or "")
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element("grip").inner_rml = (FORGE.mode == "rules") and "≡ Rules" or "≡ Entities"
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if FORGE.mode == "rules" then
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refreshRules()
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else
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refreshEntities()
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end
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end
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function forgeBegin(path)
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FORGE.path = path
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FORGE.game = authorLoad(path)
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if FORGE.game == nil then
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return false
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end
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FORGE.gui = guiNew(overlayGetWidth(), overlayGetHeight())
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FORGE.document = guiLoad(FORGE.gui, "Forge/Forge.rml")
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guiSetInput(FORGE.gui, true)
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guiSetHandler(FORGE.gui, FORGE.document, "grip", "mousedown", function()
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local x = mouseGetPosition(0)
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forgePanelGrab(x)
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end)
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guiSetHandler(FORGE.gui, FORGE.document, "grip", "mouseup", function()
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FORGE.panelDrag = nil
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FORGE.message = "panel at " .. FORGE.panelX
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forgeRefresh()
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end)
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forgePanelTo(0)
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forgeRefresh()
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return true
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end
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-- Moves the selected entity. The description is the truth; nothing is cached anywhere else, so
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-- saving is only writing it back out.
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function forgeMove(index, x, y)
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local entity = FORGE.game.entities[index]
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entity.x = math.floor(x)
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entity.y = math.floor(y)
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FORGE.dirty = true
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forgeRefresh()
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end
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function forgeSave()
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authorSave(FORGE.game, FORGE.path)
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FORGE.dirty = false
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FORGE.message = "saved"
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forgeRefresh()
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return FORGE.path
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end
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-- Everything a released game needs, in a directory of its own: the compiled script, the runtime
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-- it loads, its games.dat, and the description it was built from so it can be opened again.
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--
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-- Named export rather than release because forgeRelease is the mouse button coming up; "release"
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-- is a verb here and a noun there, and the two collided.
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--
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-- The runtime is copied out of Forge, which is the only place it exists: nothing of Forge ships
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-- inside Singe, so a game carries the copy it needs and stands on its own from then on.
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--
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-- The result is a directory --pack turns into a .game, and it runs on a machine that has never had
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-- Forge on it.
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function forgeExport(folder, name)
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local title = FORGE.game.title or "Untitled"
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local script = name or string.gsub(title, "[^%w]", "")
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local dat
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if script == "" then
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script = "Game"
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end
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-- lfs.mkdir answers false when the directory is already there, which is not a failure.
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lfs.mkdir(folder)
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if lfs.attributes(folder, "mode") ~= "directory" then
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FORGE.message = "cannot make " .. folder
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forgeRefresh()
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return nil
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end
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FORGE.game.source = FORGE.path
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local file = io.open(folder .. "/" .. script .. ".singe", "w")
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if file == nil then
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FORGE.message = "cannot write into " .. folder
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forgeRefresh()
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return nil
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end
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file:write(authorCompile(FORGE.game))
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file:close()
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if not authorCopy(AUTHOR_RUNTIME, folder .. "/Author.singe") then
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FORGE.message = "could not copy the runtime"
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forgeRefresh()
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return nil
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end
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-- The description travels with the game, so the release can be opened and edited again.
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authorSave(FORGE.game, folder .. "/" .. script .. ".game")
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-- A games.dat so the menu lists it, written from what the description already knows.
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dat = io.open(folder .. "/games.dat", "w")
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if dat ~= nil then
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dat:write(string.format("-- Written by Forge.\nGAMES = {\n\t{\n\t\tTITLE = %q,\n\t\tSCRIPT = %q,\n\t\tDATA = %q,\n\t\tVIDEO = \"Singe/menuBackground.mkv\",\n\t\tRESOLUTION_X = %d,\n\t\tRESOLUTION_Y = %d\n\t}\n}\n",
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title, folder .. "/" .. script .. ".singe", folder, overlayGetWidth(), overlayGetHeight()))
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dat:close()
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end
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FORGE.message = "released to " .. folder
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forgeRefresh()
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return folder
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end
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-- Compiles what is on screen and hands back the path, so the caller can dofile it and play.
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function forgeBuild(outputFile)
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FORGE.game.source = FORGE.path
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local file = assert(io.open(outputFile, "w"))
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file:write(authorCompile(FORGE.game))
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file:close()
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FORGE.message = "built"
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forgeRefresh()
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return outputFile
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end
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function forgePress(x, y)
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-- Whatever is under the chrome belongs to it, wherever it has been dragged to. The GUI has
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-- already had its chance at this click; checking again is belt and braces for the case where
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-- an element did not claim it.
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-- The tab first: it sits outside the panel, so it is reachable, and it is what moves the panel.
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local tx, ty, tw, th = forgeTab()
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if collidePointRect(x, y, tx, ty, tw, th) then
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forgePanelGrab(x)
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return
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end
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if forgeOverPanel(x) then
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return
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end
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FORGE.held = forgePick(x, y)
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if FORGE.held ~= nil then
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local entity = FORGE.game.entities[FORGE.held]
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FORGE.grabX = x - entity.x
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FORGE.grabY = y - entity.y
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forgeSelect(FORGE.held)
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end
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end
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function forgeRelease()
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FORGE.held = nil
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FORGE.panelDrag = nil
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end
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-- Whether an x lies under the chrome as it is placed right now.
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function forgeOverPanel(x)
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return (x >= FORGE.panelX) and (x < FORGE.panelX + PANEL_W)
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end
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-- Moves the chrome. Clamped so a panel dragged off the edge can always be got back.
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function forgePanelTo(x)
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local limit = overlayGetWidth() - PANEL_W
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FORGE.panelX = math.max(0, math.min(math.floor(x), limit))
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if FORGE.gui ~= nil then
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element("panel").style.left = FORGE.panelX .. "px"
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end
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end
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-- The tab that drags the panel, in overlay coordinates. It is deliberately drawn on the *canvas*,
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-- just outside the panel, rather than being an element in the document: a press on the canvas is
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-- the one pointer path this editor has been shown to receive reliably, whereas whether a document
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-- gets the press at all depends on the GUI routing in _guiPointer, which the spike in PLAN section
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-- 58 found silent under a window manager. Drawing the tab ourselves needs none of that.
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function forgeTab()
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return FORGE.panelX + PANEL_W, TAB_Y, TAB_W, TAB_H
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end
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function forgePanelGrab(x)
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FORGE.panelDrag = x - FORGE.panelX
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FORGE.message = "moving the panel"
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forgeRefresh()
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end
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function forgeDrag(x, y)
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if FORGE.panelDrag ~= nil then
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forgePanelTo(x - FORGE.panelDrag)
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elseif FORGE.held ~= nil then
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forgeMove(FORGE.held, x - FORGE.grabX, y - FORGE.grabY)
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end
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end
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-- Draws the description. Note that this draws the *description*, not a running game: there are
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-- no nodes here and no physics, which is why an entity can be dragged through a wall.
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function forgeDraw(pointerX, pointerY)
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local index
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colorBackground(18, 18, 26, 255)
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overlayClear()
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for index, entity in ipairs(FORGE.game.entities) do
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local bx, by, bw, bh = forgeBounds(entity)
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local look = entity.look or {}
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local row
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-- Everything is drawn, including whatever is under the chrome. The panel is opaque and
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-- slides, so it covers rather than hides: drag it aside and what was beneath it is there,
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-- in the right place, and can be picked up. Clipping was the earlier answer and it lied.
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colorForeground(look.r or 180, look.g or 180, look.b or 190, 255)
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if look.kind == "text" then
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colorForeground(look.r or 235, look.g or 235, look.b or 245, 255)
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if (look.text or "") ~= "" then
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fontPrint(entity.x, entity.y, look.text)
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end
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overlayBox(bx, by, bx + bw, by + bh)
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else
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for row = math.floor(by), math.floor(by + bh) do
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overlayLine(bx, row, bx + bw, row)
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end
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end
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if index == FORGE.selected then
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colorForeground(255, 210, 70, 255)
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overlayBox(bx - 2, by - 2, bx + bw + 2, by + bh + 2)
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overlayBox(entity.x - HANDLE, entity.y - HANDLE, entity.x + HANDLE, entity.y + HANDLE)
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end
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end
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-- The panel's drag tab.
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local tx, ty, tw, th = forgeTab()
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local trow
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colorForeground(70, 70, 96, 255)
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for trow = ty, ty + th do
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overlayLine(tx, trow, tx + tw, trow)
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end
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colorForeground(255, 207, 74, 255)
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overlayLine(tx + 4, ty + 16, tx + tw - 4, ty + 16)
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overlayLine(tx + 4, ty + 26, tx + tw - 4, ty + 26)
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overlayLine(tx + 4, ty + 36, tx + tw - 4, ty + 36)
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if pointerX ~= nil then
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colorForeground(255, 220, 60, 255)
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overlayLine(pointerX - 7, pointerY, pointerX + 7, pointerY)
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overlayLine(pointerX, pointerY - 7, pointerX, pointerY + 7)
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end
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guiDraw(FORGE.gui)
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end
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-- ===== The event sheet ========================================================================
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--
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-- Rules are where someone with little programming skill actually spends their time, so this is the
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-- half of the editor that matters. It is driven by keys rather than by the pointer: the bundled
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-- menu's document is driven by keys and the pad and has always worked that way, whereas whether a
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-- document receives the pointer is the open question recorded in PLAN section 58. A cabinet wants
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-- keys anyway.
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--
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-- The vocabulary comes from AUTHOR, so a rule editor never needs changing when a condition or an
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-- action is added: it lists whatever the manifest declares.
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local DEFAULTS = {
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number = 0,
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string = "",
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boolean = true,
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entity = "",
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scancode = "SPACE",
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switch = "SWITCH_BUTTON1",
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expression = '""',
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lua = "-- your Lua here",
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file = ""
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}
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-- Every condition and action of a rule, flattened, so one index walks the whole thing.
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function forgeParts(rule)
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local parts = {}
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local item
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for _, item in ipairs(rule.when or {}) do
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parts[#parts + 1] = { kind = "when", item = item }
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end
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for _, item in ipairs(rule.act or {}) do
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parts[#parts + 1] = { kind = "act", item = item }
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end
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return parts
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end
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-- A new condition or action, with a value for each parameter the manifest declares, so it compiles
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-- the moment it is added rather than only once every field has been filled in.
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function forgeMakePart(set, name)
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local entry = set[name]
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local item = { name }
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local key
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local kind
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if entry == nil then
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return nil
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end
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for key, kind in pairs(entry.params or {}) do
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if kind == "entity" and #FORGE.game.entities > 0 then
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item[key] = FORGE.game.entities[1].id
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else
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|
item[key] = DEFAULTS[kind]
|
|
end
|
|
end
|
|
|
|
return item
|
|
end
|
|
|
|
|
|
function forgeRuleAdd(kindName, name)
|
|
local rule = FORGE.game.rules[FORGE.rule]
|
|
local set = (kindName == "when") and AUTHOR.conditions or AUTHOR.actions
|
|
local item = forgeMakePart(set, name)
|
|
|
|
if (rule == nil) or (item == nil) then
|
|
FORGE.message = "no such " .. kindName
|
|
return false
|
|
end
|
|
local parts
|
|
local at
|
|
|
|
rule[kindName] = rule[kindName] or {}
|
|
rule[kindName][#rule[kindName] + 1] = item
|
|
FORGE.dirty = true
|
|
FORGE.message = "added " .. name
|
|
|
|
-- Select what was just added, so its parameters can be set straight away. Conditions come
|
|
-- before actions in the flattened list, so adding one shifts every action along: the new
|
|
-- part is found by identity rather than by assuming it went on the end.
|
|
parts = forgeParts(rule)
|
|
for at = 1, #parts do
|
|
if parts[at].item == item then
|
|
FORGE.part = at
|
|
end
|
|
end
|
|
forgeRefresh()
|
|
|
|
return true
|
|
end
|
|
|
|
|
|
function forgePartDelete()
|
|
local rule = FORGE.game.rules[FORGE.rule]
|
|
local parts = forgeParts(rule)
|
|
local part = parts[FORGE.part]
|
|
local list
|
|
local i
|
|
|
|
if part == nil then
|
|
return false
|
|
end
|
|
list = rule[part.kind]
|
|
for i = 1, #list do
|
|
if list[i] == part.item then
|
|
table.remove(list, i)
|
|
break
|
|
end
|
|
end
|
|
FORGE.part = math.min(FORGE.part, #forgeParts(rule))
|
|
FORGE.dirty = true
|
|
FORGE.message = "deleted"
|
|
forgeRefresh()
|
|
|
|
return true
|
|
end
|
|
|
|
|
|
-- Changes one parameter of the selected condition or action. Numbers arrive as numbers so that a
|
|
-- description keeps compiling to the same thing whether it was typed or dragged.
|
|
function forgePartSet(key, value)
|
|
local parts = forgeParts(FORGE.game.rules[FORGE.rule])
|
|
local part = parts[FORGE.part]
|
|
|
|
if part == nil then
|
|
return false
|
|
end
|
|
part.item[key] = value
|
|
FORGE.dirty = true
|
|
FORGE.message = key .. " = " .. tostring(value)
|
|
forgeRefresh()
|
|
|
|
return true
|
|
end
|
|
|
|
|
|
function forgeRuleNew(note)
|
|
FORGE.game.rules[#FORGE.game.rules + 1] = { note = note or "new rule", when = {}, act = {} }
|
|
FORGE.rule = #FORGE.game.rules
|
|
FORGE.part = 0
|
|
FORGE.dirty = true
|
|
FORGE.message = "rule added"
|
|
forgeRefresh()
|
|
|
|
return FORGE.rule
|
|
end
|
|
|
|
|
|
function forgeRuleDelete()
|
|
if FORGE.game.rules[FORGE.rule] == nil then
|
|
return false
|
|
end
|
|
table.remove(FORGE.game.rules, FORGE.rule)
|
|
FORGE.rule = math.max(1, math.min(FORGE.rule, #FORGE.game.rules))
|
|
FORGE.part = 0
|
|
FORGE.dirty = true
|
|
FORGE.message = "rule deleted"
|
|
forgeRefresh()
|
|
|
|
return true
|
|
end
|
|
|
|
|
|
-- One condition or action as a line: its name, then its parameters in a fixed order so the same
|
|
-- rule always reads the same way.
|
|
function forgePartText(item)
|
|
local keys = {}
|
|
local out = {}
|
|
local key
|
|
|
|
for key in pairs(item) do
|
|
if key ~= 1 then
|
|
keys[#keys + 1] = key
|
|
end
|
|
end
|
|
table.sort(keys, function(a, b) return tostring(a) < tostring(b) end)
|
|
for _, key in ipairs(keys) do
|
|
out[#out + 1] = key .. " " .. tostring(item[key])
|
|
end
|
|
|
|
return item[1] .. (( #out > 0) and (": " .. table.concat(out, ", ")) or "")
|
|
end
|
|
|
|
|
|
function forgeMode(mode)
|
|
FORGE.mode = mode
|
|
forgeRefresh()
|
|
end
|
|
|
|
|
|
-- Keys. Point the engine's callback at this and the editor is usable without a pointer at all,
|
|
-- which is how the bundled menu has always worked and what a cabinet needs.
|
|
--
|
|
-- TAB entities or rules
|
|
-- UP / DOWN move within the list
|
|
-- LEFT/RIGHT move the panel out of the way
|
|
-- ENTER type a value for the selected condition or action; again for its next value
|
|
-- ESC put the value back
|
|
-- N new rule DELETE delete the selected rule or part
|
|
-- S save B build
|
|
function forgeKey(keysym, scancode)
|
|
local rules = FORGE.game.rules or {}
|
|
|
|
-- SCANCODE entries are tables of { name, value } and the engine hands onKeyPressed two plain
|
|
-- integers, so the comparison is against .value. Comparing against the table itself is always
|
|
-- false with a real keyboard; it only appeared to work because a test passed the table.
|
|
if FORGE.editing ~= nil then
|
|
if scancode == SCANCODE.RETURN.value then
|
|
forgeEditNext()
|
|
return
|
|
end
|
|
if scancode == SCANCODE.ESCAPE.value then
|
|
forgeEditCancel()
|
|
return
|
|
end
|
|
if forgeTyped(keysym) then
|
|
return
|
|
end
|
|
elseif scancode == SCANCODE.RETURN.value then
|
|
forgeEditNext()
|
|
return
|
|
end
|
|
|
|
if scancode == SCANCODE.TAB.value then
|
|
forgeMode((FORGE.mode == "rules") and "entities" or "rules")
|
|
|
|
elseif scancode == SCANCODE.LEFT.value then
|
|
forgePanelTo(FORGE.panelX - 40)
|
|
elseif scancode == SCANCODE.RIGHT.value then
|
|
forgePanelTo(FORGE.panelX + 40)
|
|
|
|
elseif FORGE.mode == "entities" then
|
|
if scancode == SCANCODE.DOWN.value then
|
|
forgeSelect(math.min((FORGE.selected or 0) + 1, #FORGE.game.entities))
|
|
elseif scancode == SCANCODE.UP.value then
|
|
forgeSelect(math.max((FORGE.selected or 2) - 1, 1))
|
|
end
|
|
|
|
else
|
|
-- In the rules, up and down walk the rule and its parts as one list: past the last part
|
|
-- of a rule is the next rule, which is how it reads on screen.
|
|
if scancode == SCANCODE.DOWN.value then
|
|
local parts = forgeParts(rules[FORGE.rule] or {})
|
|
|
|
if FORGE.part < #parts then
|
|
FORGE.part = FORGE.part + 1
|
|
elseif FORGE.rule < #rules then
|
|
FORGE.rule = FORGE.rule + 1
|
|
FORGE.part = 0
|
|
end
|
|
FORGE.lastField = nil
|
|
forgeRefresh()
|
|
elseif scancode == SCANCODE.UP.value then
|
|
if FORGE.part > 0 then
|
|
FORGE.part = FORGE.part - 1
|
|
elseif FORGE.rule > 1 then
|
|
FORGE.rule = FORGE.rule - 1
|
|
FORGE.part = #forgeParts(rules[FORGE.rule] or {})
|
|
end
|
|
FORGE.lastField = nil
|
|
forgeRefresh()
|
|
elseif scancode == SCANCODE.N.value then
|
|
forgeRuleNew()
|
|
elseif scancode == SCANCODE.DELETE.value then
|
|
if FORGE.part > 0 then
|
|
forgePartDelete()
|
|
else
|
|
forgeRuleDelete()
|
|
end
|
|
end
|
|
end
|
|
|
|
if scancode == SCANCODE.S.value then
|
|
forgeSave()
|
|
elseif scancode == SCANCODE.B.value then
|
|
forgeBuild(singeGetDataPath() .. "preview.singe")
|
|
end
|
|
end
|
|
|
|
|
|
-- ===== Typing a value =========================================================================
|
|
--
|
|
-- A rule editor that can add "when keyHeld" but cannot change SPACE to UP is most of the way to
|
|
-- useless, which is the half of the job that matters for someone with little programming skill.
|
|
--
|
|
-- Keysyms arrive as characters the way Tools.singe takes them, so this needs nothing of the GUI:
|
|
-- ENTER starts editing the selected condition or action, each press moves to its next parameter,
|
|
-- and ESCAPE puts back what was there.
|
|
|
|
FORGE.editing = nil -- { key = name, text = typed so far, was = the value it started as }
|
|
|
|
|
|
-- The parameters of a part, in the order the panel shows them, so typing walks them the same way.
|
|
function forgeFieldNames(item)
|
|
local keys = {}
|
|
local key
|
|
|
|
for key in pairs(item) do
|
|
if key ~= 1 then
|
|
keys[#keys + 1] = key
|
|
end
|
|
end
|
|
table.sort(keys, function(a, b) return tostring(a) < tostring(b) end)
|
|
|
|
return keys
|
|
end
|
|
|
|
|
|
-- A typed value as the description should hold it. A number has to come back a number: "220" and
|
|
-- 220 compile to different source, and a description that changed shape because a value was
|
|
-- retyped would stop round-tripping.
|
|
local function typedValue(text, was)
|
|
local number = tonumber(text)
|
|
|
|
if (type(was) == "number") and (number ~= nil) then
|
|
return number
|
|
end
|
|
if text == "true" then
|
|
return true
|
|
end
|
|
if text == "false" then
|
|
return false
|
|
end
|
|
if (type(was) ~= "string") and (number ~= nil) then
|
|
return number
|
|
end
|
|
|
|
return text
|
|
end
|
|
|
|
|
|
function forgeEditCommit()
|
|
if FORGE.editing == nil then
|
|
return false
|
|
end
|
|
forgePartSet(FORGE.editing.key, typedValue(FORGE.editing.text, FORGE.editing.was))
|
|
FORGE.editing = nil
|
|
|
|
return true
|
|
end
|
|
|
|
|
|
function forgeEditCancel()
|
|
if FORGE.editing == nil then
|
|
return false
|
|
end
|
|
forgePartSet(FORGE.editing.key, FORGE.editing.was)
|
|
FORGE.editing = nil
|
|
FORGE.message = "unchanged"
|
|
forgeRefresh()
|
|
|
|
return true
|
|
end
|
|
|
|
|
|
-- Starts editing, or moves on to the next parameter of the same part. Committing as it moves is
|
|
-- what makes ENTER, ENTER, ENTER feel like filling in a form.
|
|
function forgeEditNext()
|
|
local rule = FORGE.game.rules[FORGE.rule]
|
|
local parts = forgeParts(rule or {})
|
|
local part = parts[FORGE.part]
|
|
local names
|
|
local at = 0
|
|
local i
|
|
|
|
if part == nil then
|
|
return false
|
|
end
|
|
names = forgeFieldNames(part.item)
|
|
if #names == 0 then
|
|
FORGE.message = part.item[1] .. " takes no values"
|
|
forgeRefresh()
|
|
return false
|
|
end
|
|
if FORGE.editing ~= nil then
|
|
forgeEditCommit()
|
|
end
|
|
for i = 1, #names do
|
|
if names[i] == FORGE.lastField then
|
|
at = i
|
|
end
|
|
end
|
|
at = (at % #names) + 1
|
|
FORGE.lastField = names[at]
|
|
FORGE.editing = { key = names[at], text = "", was = part.item[names[at]] }
|
|
FORGE.message = "type a value for " .. names[at] .. ", ENTER for the next, ESC to put it back"
|
|
forgeRefresh()
|
|
|
|
return true
|
|
end
|
|
|
|
|
|
-- One typed character. Point the engine's onKeyPressed at forgeKey and this is reached from there.
|
|
function forgeTyped(keysym)
|
|
if FORGE.editing == nil then
|
|
return false
|
|
end
|
|
if keysym == 8 then
|
|
FORGE.editing.text = string.sub(FORGE.editing.text, 1, -2)
|
|
elseif (keysym >= 32) and (keysym < 127) then
|
|
FORGE.editing.text = FORGE.editing.text .. string.char(keysym)
|
|
else
|
|
return false
|
|
end
|
|
-- Shown as it is typed, so the value in the list is the value being entered.
|
|
forgePartSet(FORGE.editing.key, (FORGE.editing.text == "") and FORGE.editing.was or typedValue(FORGE.editing.text, FORGE.editing.was))
|
|
FORGE.message = FORGE.editing.key .. " = " .. FORGE.editing.text .. "_"
|
|
forgeRefresh()
|
|
|
|
return true
|
|
end
|