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selection command in progress

This commit is contained in:
Cameron Taylor 2023-02-08 04:17:47 -05:00
parent 501e159797
commit 33976a619e
2 changed files with 137 additions and 9 deletions

View file

@ -0,0 +1,71 @@
package funkin.ui.stageBuildShit;
import flixel.FlxSprite;
/**
* Very similar to eric's implementation
* see funkin.ui.debug.charting.ChartEditorCommand and ChartEditorState
* for more documentation since I am lazy to document!
*/
interface StageEditorCommand
{
public function execute(state:StageOffsetSubstate):Void;
public function undo(state:StageOffsetSubstate):Void;
public function toString():String;
}
class MovePropCommand implements StageEditorCommand
{
var xDiff:Float;
var yDiff:Float;
public function new(xDiff:Float = 0, yDiff:Float = 0)
{
this.xDiff = xDiff;
this.yDiff = yDiff;
}
public function execute(state:StageOffsetSubstate):Void
{
state.char.x += xDiff;
state.char.y += yDiff;
}
public function undo(state:StageOffsetSubstate):Void
{
state.char.x -= xDiff;
state.char.y -= yDiff;
}
public function toString():String
{
return "Moved char";
}
}
class SelectPropCommand implements StageEditorCommand
{
var prop:FlxSprite;
var prevProp:FlxSprite;
public function new(prop:FlxSprite)
{
this.prop = prop;
}
public function execute(state:StageOffsetSubstate):Void
{
this.prevProp = state.char;
state.char = prop;
}
public function undo(state:StageOffsetSubstate):Void
{
state.char = this.prevProp;
}
public function toString():String
{
return "Selected" + prop;
}
}

View file

@ -9,6 +9,7 @@ import funkin.play.stage.StageData;
import funkin.play.stage.StageProp;
import funkin.shaderslmfao.StrokeShader;
import funkin.ui.haxeui.HaxeUISubState;
import funkin.ui.stageBuildShit.StageEditorCommand;
import haxe.ui.RuntimeComponentBuilder;
import haxe.ui.containers.ListView;
import haxe.ui.core.Component;
@ -17,6 +18,16 @@ import openfl.events.Event;
import openfl.events.IOErrorEvent;
import openfl.net.FileReference;
/**
* A substate dedicated to allowing the user to create and edit stages/props
* Built with HaxeUI for use by both developers and modders.
*
* All functionality is kept within this file to ruin my own sanity.
*
* @author ninjamuffin99
*/
// Give other classes access to private instance fields
@:allow(funkin.ui.stageBuildShit.StageEditorCommand)
class StageOffsetSubstate extends HaxeUISubState
{
var uiStuff:Component;
@ -107,9 +118,11 @@ class StageOffsetSubstate extends HaxeUISubState
{
if (char != null && char.shader == outlineShader) char.shader = null;
char = cast PlayState.instance.currentStage.getNamedProp(propName);
var proptemp:FlxSprite = cast PlayState.instance.currentStage.getNamedProp(propName);
if (char == null) return;
if (proptemp == null) return;
performCommand(new SelectPropCommand(proptemp));
char.shader = outlineShader;
@ -139,11 +152,21 @@ class StageOffsetSubstate extends HaxeUISubState
// });
addUIChangeListener('propXPos', (event:UIEvent) -> {
if (char != null) char.x = event.value;
if (char != null)
{
char.x = event.value;
// var xDiff = event.value - char.x;
// performCommand(new MovePropCommand(xDiff, 0));
}
});
addUIChangeListener('propYPos', (event:UIEvent) -> {
if (char != null) char.y = event.value;
if (char != null)
{
char.y = event.value;
// var yDiff = event.value - char.y;
// performCommand(new MovePropCommand(0, yDiff));
}
});
addUIChangeListener('prop-layers', (event:UIEvent) -> {
@ -160,7 +183,7 @@ class StageOffsetSubstate extends HaxeUISubState
var mosPosOld:FlxPoint = new FlxPoint();
var sprOld:FlxPoint = new FlxPoint();
var char:FlxSprite = null;
private var char:FlxSprite = null;
var overlappingChar:Bool = false;
override function update(elapsed:Float)
@ -183,10 +206,10 @@ class StageOffsetSubstate extends HaxeUISubState
{
var zoomShitLol:Float = 2 / FlxG.camera.zoom;
if (FlxG.keys.justPressed.LEFT) char.x -= zoomShitLol;
if (FlxG.keys.justPressed.RIGHT) char.x += zoomShitLol;
if (FlxG.keys.justPressed.UP) char.y -= zoomShitLol;
if (FlxG.keys.justPressed.DOWN) char.y += zoomShitLol;
if (FlxG.keys.justPressed.LEFT) performCommand(new MovePropCommand(-zoomShitLol, 0));
if (FlxG.keys.justPressed.RIGHT) performCommand(new MovePropCommand(zoomShitLol, 0));
if (FlxG.keys.justPressed.UP) performCommand(new MovePropCommand(0, -zoomShitLol));
if (FlxG.keys.justPressed.DOWN) performCommand(new MovePropCommand(0, zoomShitLol));
}
FlxG.mouse.visible = true;
@ -195,6 +218,8 @@ class StageOffsetSubstate extends HaxeUISubState
if (FlxG.keys.pressed.CONTROL) CoolUtil.mouseWheelZoom();
if (FlxG.keys.pressed.CONTROL && FlxG.keys.justPressed.Z) undoLastCommand();
if (FlxG.keys.justPressed.Y)
{
for (thing in PlayState.instance.currentStage)
@ -213,6 +238,38 @@ class StageOffsetSubstate extends HaxeUISubState
}
}
var commandStack:Array<StageEditorCommand> = [];
var curOperation:Int = -1; // -1 at default, arrays start at 0
function performCommand(command:StageEditorCommand):Void
{
command.execute(this);
commandStack.push(command);
curOperation++;
if (curOperation < commandStack.length - 1) commandStack = commandStack.slice(0, curOperation + 1);
}
function undoCommand(command:StageEditorCommand):Void
{
command.undo(this);
curOperation--;
}
function undoLastCommand():Void
{
trace(curOperation);
trace(commandStack.length);
// trace(commandStack[commandStack.length]);
if (curOperation == -1 || commandStack.length == 0)
{
trace('no actions to undo');
return;
}
var command = commandStack[curOperation];
undoCommand(command);
}
var _file:FileReference;
function saveStageFileRef(_):Void