A sound could only be played as it was uploaded. A Sound FX asset is
a node graph like a shader: Input, effects, Output. Play sound has a
new input fx that sends the voice through it.
- New asset type soundfx ("Sound FX"), not placeable, with a graph
and its own tab. The heading in the asset panel is "Sound effects",
so it does not take the click meant for the + menu entry.
- Nodes in core/soundfx/nodes.ts, category sound, port type audio
that only fits audio: Input, Output, Gain (dB), Pitch (semitones),
EQ (80 Hz and 12 kHz shelves, peaks at 250 Hz, 1 kHz and 4 kHz).
- compileSoundFx walks back from the Output with the shared graph
emitter. An input takes one edge, so the result is one line: a
pitch and a list of gain and filter stages. A node without input
or a graph without Output reports a problem on the node.
- Pitch is the playback rate of the source. It applies to the whole
sound and also changes its length, the node description says so.
- The BehaviorSystem resolves fx and hands the line to the AudioSink.
An fx that is missing or does not compile plays the sound dry.
- SoundLibrary wires source, stages, volume, destination in that
order. stats().last now also names pitch and stage count.
- The tab header picks one of the project's sounds and plays it
through the graph as it stands. Stop there ends only its own voice.
Tests:
- soundfx.test.ts (new, 11), sound-library (9, +2 for the wiring),
node-catalog (+1 for fx), graph and asset-groups adjusted
- e2e 34: ALL PASSED - 26 checks (+5: + menu opens the tab, palette,
2 effects, tab Play and game Play through the FX at -12 st)
- Gate on melektaus-atx: typecheck, lint, prettier clean, 239 of 240
test files green. The red one was sound-library (its fake
AudioContext had no playbackRate), fixed afterwards, gate not
re-run in full.
- Counter-check: without the audio rule in portsCompatible the port
test fails.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
575 lines
19 KiB
TypeScript
575 lines
19 KiB
TypeScript
import { createEmptyGraph } from '../graph/Graph';
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import { newId } from '../ids';
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import type {
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Asset,
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FontAsset,
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SoundAsset,
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StateMachineAsset,
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TextureAsset,
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TilemapLayer,
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VariablesAsset,
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} from '../model/Asset';
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import type { AssetType } from '../model/AssetTypes';
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import { linearCurve } from '../model/curve';
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import { isFontFile } from '../model/font';
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import { DEFAULT_PALETTE, PIXEL_CANVAS_DEFAULT } from '../model/pixelart';
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import { isSoundFile } from '../model/sound';
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import { removeSubtrees } from '../model/hierarchy';
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import { dropReferencesToGone, renamedReference, shownObjectIds, swapReferences } from '../model/objectRefs';
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import type { PropertyBag, PropertyValue } from '../model/Properties';
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import { objectHolders, type Project } from '../model/Project';
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import {
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type Scope,
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scopeOf,
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setScope,
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setSharedScope,
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type SharedScope,
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sharedScopeOf,
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} from '../model/Scope';
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import type { SceneObject } from '../model/SceneObject';
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import { isTextureFile } from '../model/texture';
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import { cellsWithout } from '../model/tilemap';
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import { coerceValue, defaultsFor, initialOf, initialPropsFor } from '../properties/PropertySchema';
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import { type Removed, removeById, removeFirst, restoreAt } from '../util/list';
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import { Recorder } from '../util/recorder';
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import { type Command, CommandError } from './Command';
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import { nextAssetName } from './naming';
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import { requireAsset, requirePropDef, requireStateMachine, requireVariablesAsset } from './require';
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import { SetBagValueCommand } from './SetBagValueCommand';
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export function buildAsset(type: AssetType, name: string, id = newId()): Asset {
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const base = { id, name, props: initialPropsFor(type) };
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switch (type) {
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case 'texture':
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return buildTextureAsset(name, { file: '', width: 0, height: 0 }, id);
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case 'scene':
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return { ...base, type: 'scene', objects: [] };
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case 'camera':
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return { ...base, type: 'camera' };
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case 'clip':
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return { ...base, type: 'clip' };
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case 'sprite':
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return { ...base, type: 'sprite' };
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case 'text':
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return { ...base, type: 'text' };
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case 'behavior':
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return { ...base, type: 'behavior', variables: [], graph: createEmptyGraph() };
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case 'variables':
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return { ...base, type: 'variables', variables: [] };
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case 'struct':
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return { ...base, type: 'struct', variables: [] };
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case 'collider':
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return { ...base, type: 'collider' };
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case 'rigidbody':
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return { ...base, type: 'rigidbody' };
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case 'joint':
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return { ...base, type: 'joint' };
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case 'container':
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return { ...base, type: 'container', objects: [] };
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// A drawing starts empty: the pen tool of #129 sets the first shape down, on its one layer.
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case 'vectorart':
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return { ...base, type: 'vectorart', layers: [{ id: newId(), name: 'Layer 1', items: [] }] };
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// A canvas with nothing to paint on is useless, so it starts with one layer on one frame.
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case 'pixelart':
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return {
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...base,
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type: 'pixelart',
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width: PIXEL_CANVAS_DEFAULT,
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height: PIXEL_CANVAS_DEFAULT,
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layers: [{ id: newId(), name: 'Layer 1', opacity: 1 }],
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frames: [{ id: newId(), cels: {} }],
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};
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case 'palette':
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return { ...base, type: 'palette', colors: [...DEFAULT_PALETTE] };
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case 'animation':
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return { ...base, type: 'animation', root: '', tracks: [] };
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// Linear until someone bends it: a key that picks a new curve still moves as it did.
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case 'curve':
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return { ...base, type: 'curve', points: linearCurve() };
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case 'tile':
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return { ...base, type: 'tile', pictures: [] };
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// A tilemap without a layer could not be painted on, so it starts with one.
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case 'tilemap':
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return { ...base, type: 'tilemap', layers: [{ id: newId(), name: 'Layer 1', cells: {} }] };
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case 'statemachine':
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return { ...base, type: 'statemachine', graph: createEmptyGraph() };
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case 'shader':
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return { ...base, type: 'shader', graph: createEmptyGraph() };
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case 'shaderfunction':
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return { ...base, type: 'shaderfunction', graph: createEmptyGraph() };
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case 'font':
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return { ...base, type: 'font', file: '' };
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case 'sound':
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return { ...base, type: 'sound', file: '' };
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case 'soundfx':
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return { ...base, type: 'soundfx', graph: createEmptyGraph() };
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case 'particles':
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return { ...base, type: 'particles', graph: createEmptyGraph() };
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}
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}
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/** Adds a new asset; the first scene of a project becomes the active scene. */
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export class CreateAssetCommand implements Command {
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readonly label: string;
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readonly asset: Asset;
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private previousActiveScene = '';
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/** `props` replace schema defaults and pass through the schema like any other edit. */
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constructor(
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type: AssetType,
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name: string,
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private readonly props: PropertyBag = {},
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) {
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this.asset = buildAsset(type, name);
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this.label = `Create ${type} "${name}"`;
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}
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execute(project: Project): void {
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for (const [key, value] of Object.entries(this.props))
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this.asset.props[key] = coerceValue(requirePropDef(project, this.asset, key), value);
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project.assets.push(this.asset);
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this.previousActiveScene = project.activeSceneId;
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if (this.asset.type === 'scene' && !project.activeSceneId) project.activeSceneId = this.asset.id;
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}
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undo(project: Project): void {
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project.assets = removeById(project.assets, this.asset.id);
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project.activeSceneId = this.previousActiveScene;
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}
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}
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/**
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* A copy of an asset right behind it (#297), named the way a new one would be. What other assets
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* point at stays with the original. Ids a copy cannot share get fresh ones: frames are named across
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* the document, and objects get new ids the way pasted ones do (references among them follow).
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*/
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export class DuplicateAssetCommand implements Command {
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readonly label = 'Duplicate asset';
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readonly copyId = newId();
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private copy?: Asset;
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constructor(private readonly assetId: string) {}
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execute(project: Project): void {
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const original = requireAsset(project, this.assetId);
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this.copy ??= copyOf(original, this.copyId, nextAssetName(project, original.name));
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project.assets.splice(project.assets.indexOf(original) + 1, 0, this.copy);
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}
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undo(project: Project): void {
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project.assets = removeById(project.assets, this.copyId);
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}
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}
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function copyOf(original: Asset, id: string, name: string): Asset {
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const copy = { ...structuredClone(original), id, name };
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if (copy.type === 'texture' || copy.type === 'pixelart')
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for (const frame of copy.frames) frame.id = newId();
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if (copy.type === 'scene' || copy.type === 'container') {
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const ids = new Map(copy.objects.map((o) => [o.id, newId()]));
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for (const object of copy.objects) {
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object.id = ids.get(object.id)!;
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object.parentId = ids.get(object.parentId) ?? object.parentId;
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}
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swapReferences(copy.objects, (ref) => renamedReference(ref, ids), new Recorder());
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}
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return copy;
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}
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/** The upload result a texture asset is built from (see `TextureStore.upload`). */
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export interface TextureImage {
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file: string;
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width: number;
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height: number;
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}
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/**
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* Apart from `buildAsset` so callers get a `TextureAsset` rather than the `Asset` union.
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*
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* The three fields are copied out one by one rather than spread: callers pass the whole upload
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* result, which carries `bytes` and – since original names are kept – a `name` of its own. A
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* spread would put the *file's* name where the asset's belongs and silently overrule the caller.
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*/
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function buildTextureAsset(name: string, image: TextureImage, id = newId()): TextureAsset {
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return {
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id,
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name,
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props: defaultsFor('texture'),
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type: 'texture',
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file: image.file,
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width: image.width,
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height: image.height,
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frames: [],
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};
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}
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/**
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* The file is uploaded before the command runs; this only records the result, so undo and redo
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* never touch the network.
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*/
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abstract class ImportFileCommand<A extends Asset & { file: string }> implements Command {
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readonly label: string;
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constructor(
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readonly asset: A,
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private readonly fileNoun: string,
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private readonly isStored: (file: string) => boolean,
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) {
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this.label = `Import ${asset.type} "${asset.name}"`;
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}
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execute(project: Project): void {
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// The name is the hash the server derived from the bytes; anything else was never uploaded.
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if (!this.isStored(this.asset.file))
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throw new CommandError(`"${this.asset.file}" is not a stored ${this.fileNoun} file`);
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project.assets.push(this.asset);
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}
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undo(project: Project): void {
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project.assets = removeById(project.assets, this.asset.id);
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}
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}
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export class CreateTextureCommand extends ImportFileCommand<TextureAsset> {
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constructor(name: string, image: TextureImage) {
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super(buildTextureAsset(name, image), 'image', isTextureFile);
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}
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}
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function buildFontAsset(name: string, file: string): FontAsset {
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return { id: newId(), name, props: defaultsFor('font'), type: 'font', file };
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}
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export class CreateFontCommand extends ImportFileCommand<FontAsset> {
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constructor(name: string, file: string) {
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super(buildFontAsset(name, file), 'font', isFontFile);
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}
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}
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function buildSoundAsset(name: string, file: string): SoundAsset {
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return { id: newId(), name, props: defaultsFor('sound'), type: 'sound', file };
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}
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export class CreateSoundCommand extends ImportFileCommand<SoundAsset> {
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constructor(name: string, file: string) {
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super(buildSoundAsset(name, file), 'sound', isSoundFile);
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}
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}
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/**
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* Deletes an asset and, as a cascade, every scene object referencing it, together with the objects
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* parented below those – in container templates as well as in scenes. A tile takes the cells it is
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* painted on along (#268), which would otherwise stay in the file and draw nothing. A reference to
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* an object that goes is emptied, as when the object is removed by itself (#286).
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*/
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export class DeleteAssetCommand implements Command {
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readonly label = 'Delete asset';
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private removed?: Removed<Asset>;
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private removedObjects: { holderId: string; removed: Removed<SceneObject>[] }[] = [];
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private emptied: { layer: TilemapLayer; cells: Record<string, string> }[] = [];
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private readonly references = new Recorder();
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private previousActiveScene = '';
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constructor(private readonly assetId: string) {}
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execute(project: Project): void {
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const asset = requireAsset(project, this.assetId);
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this.removedObjects = [];
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this.emptied = [];
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const before = shownObjectIds(project);
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if (asset.type === 'tile')
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for (const map of project.assets) {
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if (map.type !== 'tilemap') continue;
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for (const layer of map.layers) {
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const kept = cellsWithout(layer.cells, this.assetId);
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if (!kept) continue;
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this.emptied.push({ layer, cells: layer.cells });
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layer.cells = kept;
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}
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}
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// The cascade runs while the asset is still in the list: a container asset is an object
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// holder itself, so removing it first would change what `objectHolders` reports.
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for (const holder of objectHolders(project)) {
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const roots = holder.objects.filter((o) => o.assetId === this.assetId).map((o) => o.id);
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if (roots.length === 0) continue;
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this.removedObjects.push({ holderId: holder.id, removed: removeSubtrees(holder, roots) });
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}
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this.removed = removeFirst(project.assets, (a) => a.id === this.assetId);
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dropReferencesToGone(project, before, this.references);
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this.previousActiveScene = project.activeSceneId;
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if (project.activeSceneId === this.assetId) {
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const next = project.assets.find((a) => a.type === 'scene');
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project.activeSceneId = next ? next.id : '';
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}
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}
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undo(project: Project): void {
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if (!this.removed) return;
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this.references.revert();
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restoreAt(project.assets, [this.removed]);
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const holders = new Map(objectHolders(project).map((h) => [h.id, h]));
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for (const entry of this.removedObjects) {
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const holder = holders.get(entry.holderId);
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if (holder) restoreAt(holder.objects, entry.removed);
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}
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for (const { layer, cells } of this.emptied) layer.cells = cells;
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project.activeSceneId = this.previousActiveScene;
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}
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}
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export class RenameAssetCommand implements Command {
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readonly label = 'Rename asset';
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private previousName = '';
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constructor(
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private readonly assetId: string,
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private readonly name: string,
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) {}
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execute(project: Project): void {
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const asset = requireAsset(project, this.assetId);
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this.previousName = asset.name;
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asset.name = this.name;
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}
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undo(project: Project): void {
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requireAsset(project, this.assetId).name = this.previousName;
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}
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}
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const SCOPE_LABELS: Record<Scope, string> = {
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local: 'local',
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global: 'global',
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scene: 'per scene',
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};
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/**
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* A `global` machine keeps one current state for the whole run instead of one per behavior
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* instance; a `scene` machine shares one too, but starts over with every scene (#164).
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*/
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export class SetMachineScopeCommand implements Command {
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readonly label: string;
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private previous: Scope = 'local';
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constructor(
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private readonly assetId: string,
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private readonly scope: Scope,
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) {
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this.label = `Make state machine ${SCOPE_LABELS[scope]}`;
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}
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execute(project: Project): void {
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const asset = requireStateMachine(project, this.assetId);
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this.previous = scopeOf(asset);
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setScope(asset, this.scope);
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}
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undo(project: Project): void {
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setScope(requireStateMachine(project, this.assetId), this.previous);
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}
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}
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/** Whether a Variables asset keeps its values past the end of the run (#166). */
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export class SetVariablesPersistentCommand implements Command {
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readonly label: string;
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private previous = false;
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constructor(
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private readonly assetId: string,
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private readonly persistent: boolean,
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) {
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this.label = persistent ? 'Make variables persistent' : 'Make variables per run';
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}
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execute(project: Project): void {
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const asset = requireVariablesAsset(project, this.assetId);
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this.previous = asset.persistent === true;
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setPersistent(asset, this.persistent);
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}
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undo(project: Project): void {
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setPersistent(requireVariablesAsset(project, this.assetId), this.previous);
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}
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}
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function setPersistent(asset: VariablesAsset, on: boolean): void {
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if (on) asset.persistent = true;
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else delete asset.persistent;
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}
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/**
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* How long one set of shared values lives: `global` for the whole run, `scene` built again from the
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* declarations with every scene that is loaded (#164). Going to `scene` takes the persistent switch
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* off, because the two say opposite things about the same values and the scope is what was just asked for.
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*/
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export class SetVariablesScopeCommand implements Command {
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readonly label: string;
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private previous: SharedScope = 'global';
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private wasPersistent = false;
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constructor(
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private readonly assetId: string,
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private readonly scope: SharedScope,
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) {
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this.label = scope === 'scene' ? 'Make variables per scene' : 'Make variables global';
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}
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execute(project: Project): void {
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const asset = requireVariablesAsset(project, this.assetId);
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this.previous = sharedScopeOf(asset);
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this.wasPersistent = asset.persistent === true;
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setSharedScope(asset, this.scope);
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if (this.scope === 'scene') setPersistent(asset, false);
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}
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undo(project: Project): void {
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const asset = requireVariablesAsset(project, this.assetId);
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setSharedScope(asset, this.previous);
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setPersistent(asset, this.wasPersistent);
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}
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}
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|
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/**
|
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* Which state a machine starts in, as a state node's id – `''` takes the mark off again, and the
|
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* machine is back to starting in no state. Only one state can be the start because there is only
|
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* one field to hold it.
|
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*/
|
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export class SetMachineStartCommand implements Command {
|
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readonly label: string;
|
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private previous = '';
|
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|
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constructor(
|
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private readonly assetId: string,
|
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private readonly start: string,
|
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) {
|
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this.label = start ? 'Set start state' : 'Remove start state';
|
||
}
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|
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execute(project: Project): void {
|
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const asset = requireStateMachine(project, this.assetId);
|
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this.previous = asset.start ?? '';
|
||
this.write(asset, this.start);
|
||
}
|
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|
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undo(project: Project): void {
|
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this.write(requireStateMachine(project, this.assetId), this.previous);
|
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}
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|
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/** Kept out of the document when there is none, the way a `local` scope is. */
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||
private write(asset: StateMachineAsset, start: string): void {
|
||
if (start) asset.start = start;
|
||
else delete asset.start;
|
||
}
|
||
}
|
||
|
||
abstract class AssetPropertyCommand extends SetBagValueCommand<Asset> {
|
||
protected constructor(
|
||
private readonly assetId: string,
|
||
key: string,
|
||
label: string,
|
||
) {
|
||
super(key, label);
|
||
}
|
||
|
||
protected override resolveTarget(project: Project): Asset {
|
||
return requireAsset(project, this.assetId);
|
||
}
|
||
|
||
protected override bagOf(asset: Asset): PropertyBag {
|
||
return asset.props;
|
||
}
|
||
}
|
||
|
||
export class SetAssetPropertyCommand extends AssetPropertyCommand {
|
||
constructor(
|
||
assetId: string,
|
||
key: string,
|
||
private readonly value: PropertyValue,
|
||
) {
|
||
super(assetId, key, `Set ${key}`);
|
||
}
|
||
|
||
protected override computeNext(asset: Asset, project: Project): PropertyValue {
|
||
return coerceValue(requirePropDef(project, asset, this.key), this.value);
|
||
}
|
||
}
|
||
|
||
export class ResetAssetPropertyCommand extends AssetPropertyCommand {
|
||
constructor(assetId: string, key: string) {
|
||
super(assetId, key, `Reset ${key}`);
|
||
}
|
||
|
||
protected override computeNext(asset: Asset, project: Project): PropertyValue {
|
||
return initialOf(requirePropDef(project, asset, this.key));
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Names the scene a real run begins with, or takes that name back (`''`). A deleted scene is not
|
||
* cleaned up here on purpose: the id then simply reads as none, and an undo of the deletion brings
|
||
* the start scene back with it.
|
||
*/
|
||
export class SetStartSceneCommand implements Command {
|
||
readonly label = 'Set start scene';
|
||
private previous = '';
|
||
|
||
constructor(private readonly sceneId: string) {}
|
||
|
||
execute(project: Project): void {
|
||
if (this.sceneId) {
|
||
const asset = requireAsset(project, this.sceneId);
|
||
if (asset.type !== 'scene') throw new CommandError(`${asset.name} is not a scene`);
|
||
}
|
||
this.previous = project.startSceneId;
|
||
project.startSceneId = this.sceneId;
|
||
}
|
||
|
||
undo(project: Project): void {
|
||
project.startSceneId = this.previous;
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Switches an editor plugin on or off for this project (#119). It is an undo step like any other
|
||
* change to the project: the switch changes the project, and the editor follows the project.
|
||
*/
|
||
export class SetPluginActiveCommand implements Command {
|
||
readonly label: string;
|
||
private previous: string[] = [];
|
||
|
||
constructor(
|
||
private readonly file: string,
|
||
private readonly active: boolean,
|
||
) {
|
||
this.label = `Switch plugin ${active ? 'on' : 'off'}`;
|
||
}
|
||
|
||
execute(project: Project): void {
|
||
this.previous = [...project.plugins];
|
||
const rest = this.previous.filter((f) => f !== this.file);
|
||
project.plugins = this.active ? [...rest, this.file].sort() : rest;
|
||
}
|
||
|
||
undo(project: Project): void {
|
||
project.plugins = [...this.previous];
|
||
}
|
||
}
|
||
|
||
export class SetActiveSceneCommand implements Command {
|
||
readonly label = 'Switch scene';
|
||
private previous = '';
|
||
|
||
constructor(private readonly sceneId: string) {}
|
||
|
||
execute(project: Project): void {
|
||
const asset = requireAsset(project, this.sceneId);
|
||
if (asset.type !== 'scene') throw new CommandError(`${asset.name} is not a scene`);
|
||
this.previous = project.activeSceneId;
|
||
project.activeSceneId = this.sceneId;
|
||
}
|
||
|
||
undo(project: Project): void {
|
||
project.activeSceneId = this.previous;
|
||
}
|
||
}
|