singe/assets/Forge/Forge.singe
2026-09-13 23:48:15 -05:00

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--[[
*
* Singe 3
* Copyright (C) 2006-2026 Scott Duensing <scott@kangaroopunch.com>
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 3
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
* 02110-1301, USA.
*
*
--]]
-- Forge: the authoring tool (PLAN section 58).
--
-- It is a Singe game. Nothing here is a preview: the canvas is the same overlay, at the same
-- coordinates, that the game will be played in, so what is placed is what is seen.
--
-- The layout comes from the spike recorded in that section. Chrome is an RmlUi document, which is
-- what RmlUi is good at; the canvas beside it is drawn into the overlay and picked with
-- collidePointRect, which is what Singe has always done with a pointer and a set of rectangles.
-- They compose because the engine offers a button to the GUI first and passes on what it did not
-- use, while pointer motion is never consumed at all.
--
-- The file is two things. Everything up to the last section is a library: a scene that drives
-- the editor sets FORGE_LIBRARY before loading it and supplies its own callbacks. The last section
-- is Forge as a game -- the file chooser, the engine callbacks and the play button -- and runs only
-- when nothing has said otherwise.
-- Framework is wanted for SCANCODE, which the key handling below names; AuthorCompile brings in
-- the runtime and the manifest. A generated game loads Framework for itself, so the editor only
-- discovered it needed it when the rule editor started naming keys.
dofile("Singe/Framework.singe")
dofile("Forge/AuthorCompile.singe")
local lfs = require("lfs")
FORGE = {
game = nil, -- The description being edited.
path = nil,
selected = nil, -- Index into game.entities.
dirty = false,
gui = nil,
document = nil,
held = nil, -- The entity being dragged.
grabX = 0,
grabY = 0,
panelX = 0, -- The chrome slides sideways so nothing is permanently under it.
panelDrag = nil, -- Offset from the panel's left edge while it is being dragged.
mode = "entities", -- or "rules". The panel is narrow; one list at a time reads better.
rule = 1, -- Selected rule.
part = 0, -- Selected condition or action within it; 0 is the rule itself.
lastField = nil, -- The parameter ENTER edited last, so the next ENTER moves on from it.
editing = nil, -- { key, text, was, set }: see "Typing a value".
picker = nil, -- A list being chosen from: see "Pickers".
undo = {}, -- Copies of the description, newest last.
redo = {}, -- What undo took away, newest last; any other change empties it.
sprites = {}, -- Sprite looks loaded for drawing, by file name; false when missing.
closing = false, -- ESC has been pressed once on an unsaved description.
message = "loaded"
}
local PANEL_W = 190 -- Matches Forge.rml; the canvas starts to the right of it.
local HANDLE = 6 -- Half the size of the square drawn at an entity's own position.
local TAB_W = 16 -- The panel's drag tab, drawn on the canvas just outside its edge.
local TAB_H = 54
local TAB_Y = 10
local UNDO_MAX = 40 -- Steps kept. A description is small; forty copies are nothing.
local NEW_W = 40 -- The box a new entity wears until it is given a look.
local NEW_H = 40
local function element(id)
return rmlui.contexts["gui" .. FORGE.gui].documents["forge"]:GetElementById(id)
end
-- A sprite look's image, loaded once and kept, so the canvas can show it. A file that is not
-- there answers nil rather than ending the editor the way spriteLoad would: the entity is drawn
-- as a box until the name is right.
local function spriteFor(file)
if FORGE.sprites[file] == nil then
if (file ~= "") and (lfs.attributes(file, "mode") == "file") then
FORGE.sprites[file] = spriteLoad(file)
else
FORGE.sprites[file] = false
end
end
return FORGE.sprites[file] or nil
end
-- An entity's box in overlay coordinates. A look without a size still gets one, so that a text
-- entity can be picked up and moved like anything else; a sprite is as big as its image.
function forgeBounds(entity)
local look = entity.look or {}
local w = look.w or 90
local h = look.h or 20
if look.kind == "sprite" then
local sprite = spriteFor(look.file or "")
if sprite ~= nil then
w = spriteGetWidth(sprite)
h = spriteGetHeight(sprite)
end
end
return entity.x - w / 2, entity.y - h / 2, w, h
end
function forgeSelect(index)
FORGE.selected = index
FORGE.lastField = nil
forgeRefresh()
end
-- The topmost entity under a point, so overlapping things pick the one drawn last.
function forgePick(x, y)
for index = #FORGE.game.entities, 1, -1 do
local bx, by, bw, bh = forgeBounds(FORGE.game.entities[index])
if collidePointRect(x, y, bx, by, bw, bh) then
return index
end
end
return nil
end
-- Text on its way into the document, with RML's special characters made harmless. A rule's note
-- and a Lua action's code both come from the author and both can contain them.
local function escape(text)
local out = tostring(text or "")
out = string.gsub(out, "&", "&amp;")
out = string.gsub(out, "<", "&lt;")
out = string.gsub(out, ">", "&gt;")
return out
end
-- The fields of whatever is selected, one row each, with the one ENTER is on marked. This is the
-- detail panel for an entity and for a condition or action alike: the same rows, the same keys.
local function fieldRows(fields)
local rows = {}
for _, name in ipairs(fields.names) do
local class = (name == FORGE.lastField) and "part here" or "part"
rows[#rows + 1] = string.format('<div class="%s">%s %s</div>', class, escape(name), escape(tostring(fields.get(name))))
end
return table.concat(rows)
end
local function refreshEntities()
local rows = {}
local fields = forgeFields()
for index, entity in ipairs(FORGE.game.entities) do
local class = (index == FORGE.selected) and "row selected" or "row"
rows[#rows + 1] = string.format('<div id="e%d" class="%s">%s</div>', index, class, escape(entity.id))
end
if #rows == 0 then
rows[1] = '<div class="part">no entities yet: A adds one</div>'
end
element("list").inner_rml = table.concat(rows)
for index = 1, #FORGE.game.entities do
guiSetHandler(FORGE.gui, FORGE.document, "e" .. index, "click", function()
forgeSelect(index)
end)
end
if fields ~= nil then
element("detail").inner_rml = fieldRows(fields) .. '<div class="part">' .. escape(FORGE.message) .. "</div>"
else
element("detail").inner_rml = "nothing selected<br/>" .. escape(FORGE.message)
end
end
-- The event sheet. The selected rule is opened in place and its conditions and actions listed
-- under it, because a rule only means anything as a whole: seeing "when" without "then" is no use.
local function refreshRules()
local rows = {}
local fields = forgeFields()
for index, rule in ipairs(FORGE.game.rules or {}) do
local class = (index == FORGE.rule) and "row selected" or "row"
rows[#rows + 1] = string.format('<div class="%s">%d. %s</div>', class, index, escape(rule.note or "rule"))
if index == FORGE.rule then
local parts = forgeParts(rule)
for at, part in ipairs(parts) do
local mark = (at == FORGE.part) and "part here" or "part"
rows[#rows + 1] = string.format('<div class="%s">%s %s</div>', mark, (part.kind == "when") and "when" or "then", escape(forgePartText(part.item)))
end
if #parts == 0 then
rows[#rows + 1] = '<div class="part">(empty: C adds a condition, T an action)</div>'
end
end
end
if #rows == 0 then
rows[1] = '<div class="part">no rules yet: N adds one</div>'
end
element("list").inner_rml = table.concat(rows)
element("detail").inner_rml = string.format("rule %d of %d<br/>%s%s", FORGE.rule, #(FORGE.game.rules or {}), (fields ~= nil) and fieldRows(fields) or "", '<div class="part">' .. escape(FORGE.message) .. "</div>")
end
-- A picker takes the list over while it is up: the vocabulary is what is being chosen from, and
-- the panel is too narrow to show it beside anything else.
local function refreshPicker()
local rows = {}
for at, item in ipairs(FORGE.picker.items) do
local class = (at == FORGE.picker.at) and "row selected" or "row"
rows[#rows + 1] = string.format('<div class="%s">%s</div>', class, escape(item.name))
end
element("list").inner_rml = table.concat(rows)
element("detail").inner_rml = escape(FORGE.picker.title) .. "<br/>" .. escape(FORGE.picker.items[FORGE.picker.at].help or "") .. '<div class="part">UP / DOWN choose, ENTER takes it, ESC leaves it</div>'
end
function forgeRefresh()
if FORGE.gui == nil then
return
end
element("title").inner_rml = escape(FORGE.game.title or "Untitled") .. (FORGE.dirty and " *" or "")
element("grip").inner_rml = (FORGE.mode == "rules") and "&#8801; Rules" or "&#8801; Entities"
if FORGE.picker ~= nil then
refreshPicker()
elseif FORGE.mode == "rules" then
refreshRules()
else
refreshEntities()
end
end
function forgeBegin(path)
FORGE.path = path
FORGE.game = authorLoad(path)
if FORGE.game == nil then
return false
end
FORGE.game.entities = FORGE.game.entities or {}
FORGE.game.rules = FORGE.game.rules or {}
FORGE.game.layers = FORGE.game.layers or {}
FORGE.selected = nil
FORGE.rule = 1
FORGE.part = 0
FORGE.lastField = nil
FORGE.editing = nil
FORGE.picker = nil
FORGE.undo = {}
FORGE.redo = {}
FORGE.dirty = false
FORGE.closing = false
FORGE.message = "loaded"
FORGE.gui = guiNew(overlayGetWidth(), overlayGetHeight())
FORGE.document = guiLoad(FORGE.gui, "Forge/Forge.rml")
guiSetInput(FORGE.gui, true)
guiSetHandler(FORGE.gui, FORGE.document, "grip", "mousedown", function()
local x = mouseGetPosition(0)
forgePanelGrab(x)
end)
guiSetHandler(FORGE.gui, FORGE.document, "grip", "mouseup", function()
FORGE.panelDrag = nil
FORGE.message = "panel at " .. FORGE.panelX
forgeRefresh()
end)
forgePanelTo(0)
forgeRefresh()
return true
end
-- Puts the editor away. The description is dropped, saved or not: the caller decides that first.
function forgeClose()
if FORGE.gui ~= nil then
guiDelete(FORGE.gui)
end
for _, sprite in pairs(FORGE.sprites) do
if sprite then
spriteUnload(sprite)
end
end
FORGE.gui = nil
FORGE.document = nil
FORGE.game = nil
FORGE.path = nil
FORGE.sprites = {}
FORGE.editing = nil
FORGE.picker = nil
FORGE.held = nil
FORGE.undo = {}
FORGE.redo = {}
end
-- Moves the selected entity. The description is the truth; nothing is cached anywhere else, so
-- saving is only writing it back out.
function forgeMove(index, x, y)
local entity = FORGE.game.entities[index]
entity.x = math.floor(x)
entity.y = math.floor(y)
FORGE.dirty = true
forgeRefresh()
end
function forgeSave()
authorSave(FORGE.game, FORGE.path)
FORGE.dirty = false
FORGE.closing = false
FORGE.message = "saved"
forgeRefresh()
return FORGE.path
end
-- Everything a released game needs, in a directory of its own: the compiled script, the runtime
-- it loads, its games.dat, and the description it was built from so it can be opened again.
--
-- Named export rather than release because forgeRelease is the mouse button coming up; "release"
-- is a verb here and a noun there, and the two collided.
--
-- The runtime is copied out of Forge, which is the only place it exists: nothing of Forge ships
-- inside Singe, so a game carries the copy it needs and stands on its own from then on.
--
-- The result is a directory --pack turns into a .game, and it runs on a machine that has never had
-- Forge on it.
function forgeExport(folder, name)
local title = FORGE.game.title or "Untitled"
local script = name or string.gsub(title, "[^%w]", "")
local dat
if script == "" then
script = "Game"
end
-- lfs.mkdir answers false when the directory is already there, which is not a failure.
lfs.mkdir(folder)
if lfs.attributes(folder, "mode") ~= "directory" then
FORGE.message = "cannot make " .. folder
forgeRefresh()
return nil
end
FORGE.game.source = FORGE.path
local file = io.open(folder .. "/" .. script .. ".singe", "w")
if file == nil then
FORGE.message = "cannot write into " .. folder
forgeRefresh()
return nil
end
file:write(authorCompile(FORGE.game))
file:close()
if not authorCopy(AUTHOR_RUNTIME, folder .. "/Author.singe") then
FORGE.message = "could not copy the runtime"
forgeRefresh()
return nil
end
-- The description travels with the game, so the release can be opened and edited again.
authorSave(FORGE.game, folder .. "/" .. script .. ".game")
-- A games.dat so the menu lists it, written from what the description already knows. A game
-- over a disc names its video in the description; anything else plays over the menu's, since
-- the engine wants one and the game draws over all of it anyway.
dat = io.open(folder .. "/games.dat", "w")
if dat ~= nil then
dat:write(string.format("-- Written by Forge.\nGAMES = {\n\t{\n\t\tTITLE = %q,\n\t\tSCRIPT = %q,\n\t\tVIDEO = %q,\n\t\tRESOLUTION_X = %d,\n\t\tRESOLUTION_Y = %d\n\t}\n}\n",
title, folder .. "/" .. script .. ".singe", forgeVideo(), overlayGetWidth(), overlayGetHeight()))
dat:close()
end
FORGE.message = "released to " .. folder
forgeRefresh()
return folder
end
-- The video a description plays over. Its own when it names one, the menu's otherwise.
function forgeVideo()
return FORGE.game.video or "Singe/menuBackground.mkv"
end
-- Compiles what is on screen and hands back the path, so the caller can dofile it and play. The
-- runtime goes beside it, because that is where the compiled game looks for it.
function forgeBuild(outputFile)
FORGE.game.source = FORGE.path
local file = assert(io.open(outputFile, "w"))
file:write(authorCompile(FORGE.game))
file:close()
authorCopy(AUTHOR_RUNTIME, (string.match(outputFile, "^(.*[/\\])") or "") .. "Author.singe")
FORGE.message = "built"
forgeRefresh()
return outputFile
end
function forgePress(x, y)
-- Whatever is under the chrome belongs to it, wherever it has been dragged to. The GUI has
-- already had its chance at this click; checking again is belt and braces for the case where
-- an element did not claim it.
-- The tab first: it sits outside the panel, so it is reachable, and it is what moves the panel.
local tx, ty, tw, th = forgeTab()
if collidePointRect(x, y, tx, ty, tw, th) then
forgePanelGrab(x)
return
end
if forgeOverPanel(x) then
return
end
FORGE.held = forgePick(x, y)
if FORGE.held ~= nil then
local entity = FORGE.game.entities[FORGE.held]
-- One undo step for the whole drag, taken before it starts.
forgeRemember()
FORGE.grabX = x - entity.x
FORGE.grabY = y - entity.y
if FORGE.mode ~= "entities" then
FORGE.mode = "entities"
end
forgeSelect(FORGE.held)
end
end
function forgeRelease()
FORGE.held = nil
FORGE.panelDrag = nil
end
-- Whether an x lies under the chrome as it is placed right now.
function forgeOverPanel(x)
return (x >= FORGE.panelX) and (x < FORGE.panelX + PANEL_W)
end
-- Moves the chrome. Clamped so a panel dragged off the edge can always be got back.
function forgePanelTo(x)
local limit = overlayGetWidth() - PANEL_W
FORGE.panelX = math.max(0, math.min(math.floor(x), limit))
if FORGE.gui ~= nil then
element("panel").style.left = FORGE.panelX .. "px"
end
end
-- The tab that drags the panel, in overlay coordinates. It is deliberately drawn on the *canvas*,
-- just outside the panel, rather than being an element in the document: a press on the canvas is
-- the one pointer path this editor has been shown to receive reliably, whereas whether a document
-- gets the press at all depends on the GUI routing in _guiPointer, which the spike in PLAN section
-- 58 found silent under a window manager. Drawing the tab ourselves needs none of that.
function forgeTab()
return FORGE.panelX + PANEL_W, TAB_Y, TAB_W, TAB_H
end
function forgePanelGrab(x)
FORGE.panelDrag = x - FORGE.panelX
FORGE.message = "moving the panel"
forgeRefresh()
end
function forgeDrag(x, y)
if FORGE.panelDrag ~= nil then
forgePanelTo(x - FORGE.panelDrag)
elseif FORGE.held ~= nil then
forgeMove(FORGE.held, x - FORGE.grabX, y - FORGE.grabY)
end
end
-- Draws the description. Note that this draws the *description*, not a running game: there are
-- no nodes here and no physics, which is why an entity can be dragged through a wall.
function forgeDraw(pointerX, pointerY)
colorBackground(18, 18, 26, 255)
overlayClear()
for index, entity in ipairs(FORGE.game.entities) do
local bx, by, bw, bh = forgeBounds(entity)
local look = entity.look or {}
local sprite = (look.kind == "sprite") and spriteFor(look.file or "") or nil
-- Everything is drawn, including whatever is under the chrome. The panel is opaque and
-- slides, so it covers rather than hides: drag it aside and what was beneath it is there,
-- in the right place, and can be picked up. Clipping was the earlier answer and it lied.
colorForeground(look.r or 180, look.g or 180, look.b or 190, 255)
if look.kind == "text" then
colorForeground(look.r or 235, look.g or 235, look.b or 245, 255)
if (look.text or "") ~= "" then
fontPrint(entity.x, entity.y, look.text)
end
overlayBox(bx, by, bx + bw, by + bh)
elseif sprite ~= nil then
spriteDraw(sprite, bx, by)
else
for row = math.floor(by), math.floor(by + bh) do
overlayLine(bx, row, bx + bw, row)
end
end
if index == FORGE.selected then
colorForeground(255, 210, 70, 255)
overlayBox(bx - 2, by - 2, bx + bw + 2, by + bh + 2)
overlayBox(entity.x - HANDLE, entity.y - HANDLE, entity.x + HANDLE, entity.y + HANDLE)
end
end
-- The panel's drag tab.
local tx, ty, tw, th = forgeTab()
colorForeground(70, 70, 96, 255)
for trow = ty, ty + th do
overlayLine(tx, trow, tx + tw, trow)
end
colorForeground(255, 207, 74, 255)
overlayLine(tx + 4, ty + 16, tx + tw - 4, ty + 16)
overlayLine(tx + 4, ty + 26, tx + tw - 4, ty + 26)
overlayLine(tx + 4, ty + 36, tx + tw - 4, ty + 36)
if pointerX ~= nil then
colorForeground(255, 220, 60, 255)
overlayLine(pointerX - 7, pointerY, pointerX + 7, pointerY)
overlayLine(pointerX, pointerY - 7, pointerX, pointerY + 7)
end
guiDraw(FORGE.gui)
end
-- ===== Undo and redo ==========================================================================
--
-- The description is small and plain data, so undo is a copy of the whole thing taken before
-- each change, and undoing is putting the last copy back. Nothing has to know how to reverse
-- itself, which is what keeps every later feature from having to. Redo is the same the other
-- way: what undo took out is kept until something else changes.
local function copyOf(value)
local out
if type(value) ~= "table" then
return value
end
out = {}
for key, item in pairs(value) do
out[key] = copyOf(item)
end
return out
end
-- Keeps a copy on one of the two stacks, oldest dropped once it is full.
local function keep(stack)
stack[#stack + 1] = copyOf(FORGE.game)
if #stack > UNDO_MAX then
table.remove(stack, 1)
end
end
-- Call before changing the description. A drag is one step, a typed value is one step. A change
-- made by hand is the end of the redo history: what was undone before it no longer applies.
function forgeRemember()
keep(FORGE.undo)
FORGE.redo = {}
end
-- Puts a copy back in place of the description, keeping the current one on the other stack.
local function swapTo(copy, other, message)
keep(other)
FORGE.game = copy
FORGE.editing = nil -- Whatever was being typed referred to the description just replaced.
FORGE.held = nil
FORGE.selected = FORGE.selected and math.min(FORGE.selected, #FORGE.game.entities) or nil
if FORGE.selected == 0 then
FORGE.selected = nil
end
FORGE.rule = math.max(1, math.min(FORGE.rule, #FORGE.game.rules))
FORGE.part = math.min(FORGE.part, #forgeParts(FORGE.game.rules[FORGE.rule] or {}))
FORGE.dirty = true
FORGE.message = message
forgeRefresh()
end
function forgeUndo()
local was = table.remove(FORGE.undo)
if was == nil then
FORGE.message = "nothing to undo"
forgeRefresh()
return false
end
swapTo(was, FORGE.redo, "undone")
return true
end
function forgeRedo()
local again = table.remove(FORGE.redo)
if again == nil then
FORGE.message = "nothing to redo"
forgeRefresh()
return false
end
swapTo(again, FORGE.undo, "redone")
return true
end
-- ===== Entities ===============================================================================
--
-- An entity is a position, a look and a list of behaviours. All of it is edited the same way a
-- rule's parameters are: ENTER walks the fields, and each is typed. The fields come from the
-- manifest -- a look's parameters, a behaviour's parameters -- so a new look or behaviour is
-- editable the moment it is declared.
-- A name no other entity has, from a stem.
local function uniqueId(stem)
local taken = {}
local n = 1
for _, entity in ipairs(FORGE.game.entities) do
taken[entity.id] = true
end
if not taken[stem] then
return stem
end
while taken[stem .. n] do
n = n + 1
end
return stem .. n
end
-- A new box in the middle of the canvas, clear of the panel, selected and ready to be moved.
function forgeEntityAdd(x, y)
local entity = {
id = uniqueId("thing"),
x = math.floor(x or ((FORGE.panelX + PANEL_W + overlayGetWidth()) / 2)),
y = math.floor(y or (overlayGetHeight() / 2)),
look = { kind = "box", w = NEW_W, h = NEW_H, r = 180, g = 180, b = 190 },
behaviours = {}
}
forgeRemember()
FORGE.game.entities[#FORGE.game.entities + 1] = entity
FORGE.dirty = true
FORGE.message = "added " .. entity.id
forgeSelect(#FORGE.game.entities)
return #FORGE.game.entities
end
-- A copy of the selected entity, a little to one side so the two can be told apart.
function forgeEntityDuplicate()
local entity = FORGE.game.entities[FORGE.selected]
local twin
if entity == nil then
return nil
end
forgeRemember()
twin = copyOf(entity)
twin.id = uniqueId(entity.id)
twin.x = entity.x + 20
twin.y = entity.y + 20
FORGE.game.entities[#FORGE.game.entities + 1] = twin
FORGE.dirty = true
FORGE.message = "copied " .. entity.id .. " as " .. twin.id
forgeSelect(#FORGE.game.entities)
return #FORGE.game.entities
end
function forgeEntityDelete()
local entity = FORGE.game.entities[FORGE.selected]
if entity == nil then
return false
end
forgeRemember()
table.remove(FORGE.game.entities, FORGE.selected)
FORGE.dirty = true
FORGE.message = "deleted " .. entity.id
if #FORGE.game.entities == 0 then
forgeSelect(nil)
else
forgeSelect(math.min(FORGE.selected, #FORGE.game.entities))
end
return true
end
-- The sorted keys of a parameter table, so fields always read in the same order.
local function sortedKeys(t)
local keys = {}
for key in pairs(t or {}) do
keys[#keys + 1] = key
end
table.sort(keys, function(a, b) return tostring(a) < tostring(b) end)
return keys
end
-- The behaviour of a kind an entity carries, if any.
local function behaviourOf(entity, kind)
for _, b in ipairs(entity.behaviours or {}) do
if b.kind == kind then
return b
end
end
return nil
end
-- An entity's fields, in the order the panel shows them: what every entity has, then what its
-- look takes, then its behaviours and what each of those takes. A behaviour's parameter is
-- named kind.parameter, which is how it is typed as well.
function forgeEntityFieldNames(entity)
local names = { "id", "x", "y", "kind" }
local look = AUTHOR.looks[(entity.look or {}).kind]
for _, key in ipairs(sortedKeys(look and look.params or entity.look)) do
if key ~= "kind" then
names[#names + 1] = key
end
end
names[#names + 1] = "behaviours"
for _, b in ipairs(entity.behaviours or {}) do
local kind = AUTHOR.behaviours[b.kind]
for _, key in ipairs(sortedKeys(kind and kind.params or b)) do
if key ~= "kind" then
names[#names + 1] = b.kind .. "." .. key
end
end
end
return names
end
function forgeEntityGet(entity, name)
local kind, key = string.match(name, "^([^.]+)%.(.+)$")
if (name == "id") or (name == "x") or (name == "y") then
return entity[name]
elseif name == "kind" then
return (entity.look or {}).kind
elseif name == "behaviours" then
local kinds = {}
for _, b in ipairs(entity.behaviours or {}) do
kinds[#kinds + 1] = b.kind
end
return table.concat(kinds, ", ")
elseif kind ~= nil then
local b = behaviourOf(entity, kind)
return b and b[key] or nil
end
return (entity.look or {})[name]
end
-- Renaming an entity renames it in every rule that talks about it, which is what the author meant.
local function renameEverywhere(from, to)
for _, rule in ipairs(FORGE.game.rules) do
for _, list in ipairs({ rule.when or {}, rule.act or {} }) do
for _, item in ipairs(list) do
local entry = AUTHOR.conditions[item[1]] or AUTHOR.actions[item[1]]
for key, kind in pairs(entry and entry.params or {}) do
if (kind == "entity") and (item[key] == from) then
item[key] = to
end
end
end
end
end
end
-- Fills in whatever a look or a behaviour declares and the table does not yet have, so a kind
-- that was just typed in has a value for every parameter and compiles at once.
local function fillDefaults(t, params)
for key, kind in pairs(params or {}) do
if t[key] == nil then
t[key] = FORGE_DEFAULTS[kind]
end
end
end
function forgeEntitySet(entity, name, value)
local kind, key = string.match(name, "^([^.]+)%.(.+)$")
entity.look = entity.look or {}
if name == "id" then
if (value ~= "") and (value ~= entity.id) then
renameEverywhere(entity.id, value)
entity.id = value
end
elseif (name == "x") or (name == "y") then
if type(value) == "number" then
entity[name] = math.floor(value)
end
elseif name == "kind" then
if AUTHOR.looks[value] ~= nil then
entity.look.kind = value
fillDefaults(entity.look, AUTHOR.looks[value].params)
else
FORGE.message = "no look called " .. tostring(value)
end
elseif name == "behaviours" then
-- A comma separated list of kinds. One already carried keeps its values; a new one
-- starts with defaults; one left out goes.
local list = {}
for want in string.gmatch(tostring(value), "[^,%s]+") do
local b = behaviourOf(entity, want) or { kind = want }
if AUTHOR.behaviours[want] ~= nil then
fillDefaults(b, AUTHOR.behaviours[want].params)
list[#list + 1] = b
else
FORGE.message = "no behaviour called " .. want
end
end
entity.behaviours = list
elseif kind ~= nil then
local b = behaviourOf(entity, kind)
if b ~= nil then
b[key] = value
end
else
entity.look[name] = value
end
FORGE.dirty = true
forgeRefresh()
end
-- ===== The event sheet ========================================================================
--
-- Rules are where someone with little programming skill actually spends their time, so this is the
-- half of the editor that matters. It is driven by keys rather than by the pointer: the bundled
-- menu's document is driven by keys and the pad and has always worked that way, whereas whether a
-- document receives the pointer is the open question recorded in PLAN section 58. A cabinet wants
-- keys anyway.
--
-- The vocabulary comes from AUTHOR, so a rule editor never needs changing when a condition or an
-- action is added: it lists whatever the manifest declares.
FORGE_DEFAULTS = {
number = 0,
string = "",
boolean = true,
entity = "",
scancode = "SPACE",
switch = "SWITCH_BUTTON1",
expression = '""',
lua = "-- your Lua here",
file = ""
}
-- Every condition and action of a rule, flattened, so one index walks the whole thing.
function forgeParts(rule)
local parts = {}
for _, item in ipairs(rule.when or {}) do
parts[#parts + 1] = { kind = "when", item = item }
end
for _, item in ipairs(rule.act or {}) do
parts[#parts + 1] = { kind = "act", item = item }
end
return parts
end
-- A new condition or action, with a value for each parameter the manifest declares, so it compiles
-- the moment it is added rather than only once every field has been filled in.
function forgeMakePart(set, name)
local entry = set[name]
local item = { name }
if entry == nil then
return nil
end
for key, kind in pairs(entry.params or {}) do
if kind == "entity" and #FORGE.game.entities > 0 then
item[key] = FORGE.game.entities[FORGE.selected or 1].id
else
item[key] = FORGE_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
forgeRemember()
rule[kindName] = rule[kindName] or {}
rule[kindName][#rule[kindName] + 1] = item
FORGE.dirty = true
FORGE.lastField = nil
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
if part == nil then
return false
end
forgeRemember()
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)
forgeRemember()
FORGE.game.rules[#FORGE.game.rules + 1] = { note = note or "new rule", when = {}, act = {} }
FORGE.rule = #FORGE.game.rules
FORGE.part = 0
FORGE.lastField = nil
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
forgeRemember()
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
-- Moves the selected rule up or down the sheet. Rules run in order, and "the readout, every
-- frame" wants to be last, so the order is part of the game.
function forgeRuleMove(by)
local rules = FORGE.game.rules
local to = FORGE.rule + by
if (rules[FORGE.rule] == nil) or (rules[to] == nil) then
return false
end
forgeRemember()
rules[FORGE.rule], rules[to] = rules[to], rules[FORGE.rule]
FORGE.rule = to
FORGE.dirty = true
FORGE.message = "rule moved"
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 out = {}
for _, key in ipairs(forgeFieldNames(item)) 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
FORGE.lastField = nil
FORGE.picker = nil
forgeRefresh()
end
-- ===== Pickers ================================================================================
--
-- Choosing a condition, an action, a look or a behaviour is choosing from the manifest, and the
-- manifest carries a line of help for each. The list takes the panel over while it is up.
-- Opens a list. set is a manifest table (AUTHOR.conditions and its kind); choose is called with
-- the name picked.
function forgePickBegin(title, set, choose)
local items = {}
for _, name in ipairs(sortedKeys(set)) do
items[#items + 1] = { name = name, help = set[name].help }
end
if #items == 0 then
FORGE.message = "nothing to choose from"
forgeRefresh()
return false
end
FORGE.picker = { title = title, items = items, at = 1, choose = choose }
forgeRefresh()
return true
end
-- A key while a list is up. Answers whether it was taken.
function forgePickKey(scancode)
local picker = FORGE.picker
if picker == nil then
return false
end
if scancode == SCANCODE.DOWN.value then
picker.at = math.min(picker.at + 1, #picker.items)
elseif scancode == SCANCODE.UP.value then
picker.at = math.max(picker.at - 1, 1)
elseif scancode == SCANCODE.RETURN.value then
FORGE.picker = nil
picker.choose(picker.items[picker.at].name)
elseif scancode == SCANCODE.ESCAPE.value then
FORGE.picker = nil
FORGE.message = "left it"
else
return true
end
forgeRefresh()
return true
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 what is selected; again for its next value
-- ESC put the value back; otherwise close the description
-- A add an entity D duplicate it
-- N new rule C / T add a condition / an action from the list
-- [ / ] move the rule up / down the sheet
-- DELETE delete the selected entity, rule, condition or action
-- U / R undo / redo S save
-- B build P play (Forge as a game only)
function forgeKey(keysym, scancode)
local rules = FORGE.game.rules
-- 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 forgePickKey(scancode) then
return
end
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.ESCAPE.value then
FORGE.closing = false
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))
elseif scancode == SCANCODE.A.value then
forgeEntityAdd()
elseif scancode == SCANCODE.D.value then
forgeEntityDuplicate()
elseif scancode == SCANCODE.DELETE.value then
forgeEntityDelete()
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.C.value then
if rules[FORGE.rule] ~= nil then
forgePickBegin("a condition", AUTHOR.conditions, function(name) forgeRuleAdd("when", name) end)
end
elseif scancode == SCANCODE.T.value then
if rules[FORGE.rule] ~= nil then
forgePickBegin("an action", AUTHOR.actions, function(name) forgeRuleAdd("act", name) end)
end
elseif scancode == SCANCODE.LEFTBRACKET.value then
forgeRuleMove(-1)
elseif scancode == SCANCODE.RIGHTBRACKET.value then
forgeRuleMove(1)
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")
elseif scancode == SCANCODE.U.value then
forgeUndo()
elseif scancode == SCANCODE.R.value then
forgeRedo()
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 whatever is selected, each press moves to its next field, and ESCAPE puts
-- back what was there. An entity and a condition are typed the same way; forgeFields says what
-- the fields are and how to reach them.
-- The parameters of a condition or action, in the order the panel shows them, so typing walks them
-- the same way.
function forgeFieldNames(item)
local keys = {}
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
-- What ENTER edits: the fields of whatever is selected, with a way to read and write each. nil
-- when nothing is.
function forgeFields()
if FORGE.mode == "rules" then
local rule = FORGE.game.rules[FORGE.rule]
local part
if rule == nil then
return nil
end
if FORGE.part == 0 then
return {
names = { "note" },
get = function(key) return rule[key] end,
set = function(key, value)
rule[key] = value
FORGE.dirty = true
forgeRefresh()
end
}
end
part = forgeParts(rule)[FORGE.part]
if part == nil then
return nil
end
return {
names = forgeFieldNames(part.item),
get = function(key) return part.item[key] end,
set = forgePartSet
}
end
local entity = FORGE.game.entities[FORGE.selected]
if entity == nil then
return nil
end
return {
names = forgeEntityFieldNames(entity),
get = function(key) return forgeEntityGet(entity, key) end,
set = function(key, value) forgeEntitySet(entity, key, value) end
}
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
FORGE.editing.set(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
FORGE.editing.set(FORGE.editing.key, FORGE.editing.was)
FORGE.editing = nil
FORGE.lastField = nil -- The next ENTER starts the form over rather than moving on.
FORGE.message = "unchanged"
forgeRefresh()
return true
end
-- Starts editing, or moves on to the next field of the same thing. Committing as it moves is
-- what makes ENTER, ENTER, ENTER feel like filling in a form.
function forgeEditNext()
local fields = forgeFields()
local at = 0
if fields == nil then
return false
end
if #fields.names == 0 then
FORGE.message = "nothing to type here"
forgeRefresh()
return false
end
if FORGE.editing ~= nil then
forgeEditCommit()
else
-- One undo step for the whole form, taken when typing starts.
forgeRemember()
end
for i = 1, #fields.names do
if fields.names[i] == FORGE.lastField then
at = i
end
end
at = (at % #fields.names) + 1
FORGE.lastField = fields.names[at]
FORGE.editing = { key = fields.names[at], text = "", was = fields.get(fields.names[at]), set = fields.set }
FORGE.message = "type a value for " .. fields.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.
FORGE.editing.set(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
-- ===== Files ==================================================================================
--
-- Descriptions live in Forge's data directory, which is the one place a packed Forge can write.
-- Ones dropped into Forge's own directory are offered too, and opened as a copy in the data
-- directory, since inside a .game they are read only.
-- A game to start from: ground, a hero that runs and jumps, and a readout. Enough to press play
-- on, which is the point; everything in it can be changed or deleted.
function forgeTemplate()
return {
title = "New game",
layers = { { kind = "world2d", gravity = 1500 } },
entities = {
{ id = "ground", x = 360, y = 440, look = { kind = "box", w = 720, h = 40, r = 60, g = 70, b = 90 },
behaviours = { { kind = "solid" } } },
{ id = "hero", x = 120, y = 380, look = { kind = "box", w = 24, h = 44, r = 230, g = 90, b = 170 },
behaviours = { { kind = "platformer", speed = 210, jump = 620 } } },
{ id = "readout", x = 12, y = 12, look = { kind = "text", text = "score 0", r = 235, g = 235, b = 245 } }
},
rules = {
{ note = "Run left", when = { { "keyHeld", key = "LEFT" } }, act = { { "run", entity = "hero", direction = -1 } } },
{ note = "Run right", when = { { "keyHeld", key = "RIGHT" } }, act = { { "run", entity = "hero", direction = 1 } } },
{ note = "Jump, with ground underfoot", when = { { "keyHeld", key = "SPACE" }, { "onGround", entity = "hero" } }, act = { { "jump", entity = "hero" } } },
{ note = "The readout, every frame", when = {}, act = { { "setText", entity = "readout", text = '"score " .. AUTHOR_SCORE' } } }
}
}
end
-- Every .game description in a directory, sorted. A directory that is not there lists nothing.
local function descriptionsIn(directory)
local found = {}
if lfs.attributes(directory, "mode") ~= "directory" then
return found
end
for name in lfs.dir(directory) do
if string.sub(name, -5) == ".game" then
found[#found + 1] = { name = string.sub(name, 1, -6), path = directory .. name }
end
end
table.sort(found, function(a, b) return a.name < b.name end)
return found
end
-- What the chooser offers: the data directory's descriptions, then Forge's own, then a new game.
function forgeFiles()
local files = descriptionsIn(singeGetDataPath())
for _, sample in ipairs(descriptionsIn("Forge/")) do
sample.sample = true
files[#files + 1] = sample
end
files[#files + 1] = { name = "New game", fresh = true }
return files
end
-- A path in the data directory no description has yet.
local function freshPath(stem)
local base = singeGetDataPath() .. stem
local n = 1
if lfs.attributes(base .. ".game") == nil then
return base .. ".game"
end
while lfs.attributes(base .. n .. ".game") ~= nil do
n = n + 1
end
return base .. n .. ".game"
end
-- Opens an entry from forgeFiles. A sample is copied first; a new game is written first.
function forgeOpen(entry)
local path = entry.path
if entry.fresh then
path = freshPath("NewGame")
authorSave(forgeTemplate(), path)
elseif entry.sample then
path = freshPath(entry.name)
if not authorCopy(entry.path, path) then
return false
end
end
if not forgeBegin(path) then
return false
end
if entry.sample then
FORGE.message = "opened a copy: " .. path
elseif entry.fresh then
FORGE.message = "new game at " .. path
end
forgeRefresh()
return true
end
-- ===== Forge as a game ========================================================================
--
-- Everything above is a library; this is what runs when Forge is started from the menu. A scene
-- that drives the editor sets FORGE_LIBRARY and supplies its own callbacks instead.
--
-- Playing is a scriptPush of the built game. The engine runs this script again from the top when
-- the game ends, so the description being edited is noted in a file first and reopened on the way
-- back, which is what makes P feel like a button rather than a restart.
if not FORGE_LIBRARY then
local LAST_FILE = singeGetDataPath() .. "last.txt" -- What was open when play was pressed.
local MANUAL = singeGetDataPath() .. "Forge.pdf" -- The manual, put where a person can open it.
local MANUAL_SHOWN = 64 -- Characters of its path the chooser has room for.
local ROW_H = 22
local LIST_X = 60
local LIST_Y = 80
local chooser = { files = {}, at = 1 }
local font = fontLoad("Singe/FreeSansBold.ttf", 15)
fontSelect(font)
fontQuality(FONT_QUALITY_BLENDED)
overlaySetResolution(720, 480)
local function chooserScan()
chooser.files = forgeFiles()
chooser.at = math.max(1, math.min(chooser.at, #chooser.files))
end
-- The manual travels inside Forge.game, where nothing but Singe can read it. The first run
-- copies it out beside the descriptions, and the chooser says where.
local function extractManual()
if (lfs.attributes(MANUAL, "mode") ~= "file") and (lfs.attributes("Forge/Forge.pdf", "mode") == "file") then
authorCopy("Forge/Forge.pdf", MANUAL)
end
return (lfs.attributes(MANUAL, "mode") == "file") and MANUAL or nil
end
local function chooserDraw()
local y = LIST_Y
colorBackground(18, 18, 26, 255)
overlayClear()
colorForeground(255, 207, 74, 255)
fontPrint(LIST_X, 30, "Forge")
colorForeground(154, 160, 180, 255)
fontPrint(LIST_X + 80, 30, "UP / DOWN choose ENTER open ESC leave")
if chooser.manual ~= nil then
local shown = chooser.manual
-- A data directory given on the command line can be anywhere; the end of the path is
-- the part that says where the file is.
if #shown > MANUAL_SHOWN then
shown = "..." .. string.sub(shown, -MANUAL_SHOWN)
end
fontPrint(LIST_X, overlayGetHeight() - 40, "Manual: " .. shown)
end
for at, entry in ipairs(chooser.files) do
local label = entry.name
if entry.sample then
label = label .. " (a copy will be made)"
end
if at == chooser.at then
colorForeground(192, 60, 150, 255)
for row = y - 3, y + ROW_H - 6 do
overlayLine(LIST_X - 10, row, LIST_X + 400, row)
end
colorForeground(255, 255, 255, 255)
else
colorForeground(230, 230, 238, 255)
end
fontPrint(LIST_X, y, label)
y = y + ROW_H
end
end
-- Saves, builds, and hands the game to the engine. Back here afterwards, on the same file.
function forgePlay()
local built = forgeBuild(singeGetDataPath() .. "preview.singe")
local note = io.open(LAST_FILE, "w")
forgeSave()
if note ~= nil then
note:write(FORGE.path)
note:close()
end
scriptPush({ SCRIPT = built, VIDEO = forgeVideo() })
end
-- Where play left off, if it did. The note is read once and removed, so a fresh start shows
-- the chooser.
local function reopen()
local note = io.open(LAST_FILE, "r")
local path
if note == nil then
return false
end
path = note:read("l")
note:close()
os.remove(LAST_FILE)
if (path == nil) or not forgeBegin(path) then
return false
end
FORGE.message = "back from playing"
forgeRefresh()
return true
end
local function chooserKey(scancode)
if scancode == SCANCODE.DOWN.value then
chooser.at = math.min(chooser.at + 1, #chooser.files)
elseif scancode == SCANCODE.UP.value then
chooser.at = math.max(chooser.at - 1, 1)
elseif scancode == SCANCODE.RETURN.value then
forgeOpen(chooser.files[chooser.at])
elseif scancode == SCANCODE.ESCAPE.value then
singeQuit()
end
end
-- ESC in the editor closes the description; twice, when it has unsaved changes.
local function editorEscape()
if FORGE.dirty and not FORGE.closing then
FORGE.closing = true
FORGE.message = "unsaved: S saves, ESC again leaves without saving"
forgeRefresh()
return
end
forgeClose()
chooserScan()
end
function onOverlayUpdate()
if FORGE.game == nil then
chooserDraw()
else
local x, y = mouseGetPosition(0)
forgeDraw(x, y)
end
return OVERLAY_UPDATED
end
function onKeyPressed(keysym, scancode)
if FORGE.game == nil then
chooserKey(scancode)
elseif (scancode == SCANCODE.ESCAPE.value) and (FORGE.editing == nil) and (FORGE.picker == nil) then
editorEscape()
elseif (scancode == SCANCODE.P.value) and (FORGE.editing == nil) and (FORGE.picker == nil) then
forgePlay()
else
forgeKey(keysym, scancode)
end
end
-- The pad walks the chooser; in the editor the left mouse button is the pointer's press.
function onInputPressed(what)
if FORGE.game == nil then
if what == SWITCH_DOWN then
chooserKey(SCANCODE.DOWN.value)
elseif what == SWITCH_UP then
chooserKey(SCANCODE.UP.value)
elseif (what == SWITCH_START1) or (what == SWITCH_BUTTON1) then
chooserKey(SCANCODE.RETURN.value)
end
elseif what == SWITCH_BUTTON3 then
local x, y = mouseGetPosition(0)
forgePress(x, y)
end
end
function onInputReleased(what)
if (FORGE.game ~= nil) and (what == SWITCH_BUTTON3) then
forgeRelease()
end
end
function onMouseMoved(x, y)
if FORGE.game ~= nil then
forgeDrag(x, y)
end
end
chooser.manual = extractManual()
if not reopen() then
chooserScan()
end
end