Merge branch 'develop' into feature/album-text-offsets

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Abnormal 2024-11-18 14:25:38 +00:00 committed by GitHub
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@ -7,6 +7,6 @@ medium:
min: 10
max: 99
# Add 'large' to any changes for more than 100 lines
# Add 'large' to any changes of at least 100 lines
large:
min: 100

4
.github/labeler.yml vendored
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@ -1,11 +1,11 @@
# Add Documentation tag to PR's changing markdown files, or anyhting in the docs folder
# Add Documentation tag to PR's changing markdown files, or anything in the docs folder
Documentation:
- changed-files:
- any-glob-to-any-file:
- docs/*
- '**/*.md'
# Adds Haxe tag to PR's changing haxe code files
# Add Haxe tag to PR's changing haxe code files
Haxe:
- changed-files:
- any-glob-to-any-file: '**/*.hx'

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@ -4,15 +4,61 @@ All notable changes will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [0.5.2] - 2024-10-??
## [0.5.3] - 2024-10-18
This patch resolves a critical issue which could cause user's save data to become corrupted. It is recommended that users switch to this version immediately and avoid using version 0.5.2.
### Fixed
- Fixed an issue where exiting the Chart Editor would sometimes crash the game.
- Fixed an issue where holding down a direction key then selecting a character would select the locked character and crash the game (community fix by ACrazyTown)
- Fixed a critical issue in which the Stage Editor theme value could not be parsed by older versions of the game, resulting in all save data being destroyed.
- Added a check which prevents save data from being loaded if it is corrupted rather than overriding it.
- `optionsStageEditor.theme` in the save data converted from an Enum to a String to fix save data compatibility issues.
- In the future, Enum values should not be used in order to prevent incompatibilities caused by introducing new types to the save data that older versions cannot parse.
- `optionsChartEditor.theme` in the save data converted from an Enum to a String to fix save data compatibility issues.
- `optionsChartEditor.chartEditorLiveInputStyle` in the save data converted from an Enum to a String to fix save data compatibility issues.
- Fixed an issue where some publicly distributed builds of the game were debug builds instead of release builds.
## [0.5.2] - 2024-10-11
### Changed
- (docs) Delete Modding.md since we have a separate modding documentation ([a42240e](https://github.com/FunkinCrew/Funkin/commit/a42240e6a595d33034f2c887bf38a350d1fa0f15)) - by @AbnormalPoof in [#3651](https://github.com/FunkinCrew/Funkin/pull/3651)
- (docs) Create a git cliff template for easier changelog stuff ([91b4544](https://github.com/FunkinCrew/Funkin/commit/91b4544f7ebc51485e3e28c3d716ba6ee69ad885)) - by @ninjamuffin99 in [#3652](https://github.com/FunkinCrew/Funkin/pull/3652)
- Added InverseDotsShader that emulates flash selections ([097dbf5](https://github.com/FunkinCrew/Funkin/commit/097dbf5bb4346d431d8ca9f0ec4bc5b5e6f4523f)) - by @ninjamuffin99
- (docs) Add additional `variation` input parameter to `Save.hasBeatenSong()` to allow usage of the function by inputting a variation id ([4fa9a0d](https://github.com/FunkinCrew/Funkin/commit/4fa9a0daaa67e0977460b147bd1f74a118e3e2a5)) - by @ninjamuffin99
- (docs) Added modding docs link in readme ([4b54118](https://github.com/FunkinCrew/Funkin/commit/4b54118731e26118111e06558ae4853c577fe4bb)) - by @Cartridge-Man
- Fix some misspellings and grammar in code documentation ([2175bea](https://github.com/FunkinCrew/Funkin/commit/2175beaa651e009332202985be4b7eb4ed36e5a4)) - by @Hundrec
- (docs) Improvements to Github Issues templates ([399869c](https://github.com/FunkinCrew/Funkin/commit/399869cdccc9c5ac27cecfbcdc33c3d7eb4b348c)) - by @Hundrec in [#3458](https://github.com/FunkinCrew/Funkin/pull/3458)
- Fix some misspellings and grammar in code documentation ([6df80ba](https://github.com/FunkinCrew/Funkin/commit/6df80ba69d0e24269f40471f83462cab7d5e13cf)) - by @Hundrec in [#3477](https://github.com/FunkinCrew/Funkin/pull/3477)
- (docs) Improvements to Github Issues templates ([67f7b63](https://github.com/FunkinCrew/Funkin/commit/67f7b638fb76840b868cbfa70a1c6063577984c5)) - by @Hundrec
### Fixed
- Disable flickering when changing FPS in the options menu ([b2647fe](https://github.com/FunkinCrew/Funkin/commit/b2647fe09f5281ce7074b26d47bc1524764168ee)) - by @lemz1 in [#3629](https://github.com/FunkinCrew/Funkin/pull/3629)
- Anti alias / smooth the volume sound tray ([e66290c](https://github.com/FunkinCrew/Funkin/commit/e66290c55f7141402223644f06ec8a69edeee089)) - by @Kn1ghtNight in [#2853](https://github.com/FunkinCrew/Funkin/pull/2853)
- Don't restart the FreeplayState song preview when changing the difficulty within the same variation ([903b3fc](https://github.com/FunkinCrew/Funkin/commit/903b3fc59905a70802618a1cd67407722ea956ed)) - by @JustKolosaki in [#3587](https://github.com/FunkinCrew/Funkin/pull/3587)
- Exiting the chart editor doesn't crash the game anymore ([f52472a](https://github.com/FunkinCrew/Funkin/commit/f52472a4767388b22cfbab0f5f7860f6e6762856)) - by @EliteMasterEric
- Character Select cursor moves properly at lower framerates ([ab5bda3](https://github.com/FunkinCrew/Funkin/commit/ab5bda3ee573a6e03595ec6941e6de38df851889)) - by @ninjamuffin99 in [#3507](https://github.com/FunkinCrew/Funkin/pull/3507)
- Stopped allowing F1 to create more than one help dialog window in the Charting Editor ([777978f](https://github.com/FunkinCrew/Funkin/commit/777978f5a544e1b7c89b47dcc365f734eb6d0df1)) - by @amyspark-ng
- Main menu music doesn't cut out when switching states anymore. ([711e0a6](https://github.com/FunkinCrew/Funkin/commit/711e0a6b7547eb04113e9318dab900f01ad576a5)) - by @EliteMasterEric in [#3530](https://github.com/FunkinCrew/Funkin/pull/3530)
- The dialog now shows up on the animation debugger view ([1fde59f](https://github.com/FunkinCrew/Funkin/commit/1fde59f999eac94eb10fc22094885de2f5310705)) - by @EliteMasterEric
- Center preloader 'fnf' and 'dsp' text so it doesn't clip anymore ([165ad60](https://github.com/FunkinCrew/Funkin/commit/165ad6015539a295e9eefdaef291c312e9566b26)) - by @Burgerballs in [#3567](https://github.com/FunkinCrew/Funkin/pull/3567)
- `Song.getFirstValidVariation()` now properly takes into account multiple variations/difficulty input ([d2e2987](https://github.com/FunkinCrew/Funkin/commit/d2e29879fe2acc6febfe0f335f655b741d630c34)) - by @ninjamuffin99 in [#3506](https://github.com/FunkinCrew/Funkin/pull/3506)
- (freeplay) Proper variation / difficulty loading for Freeplay Menu ([c0314c8](https://github.com/FunkinCrew/Funkin/commit/c0314c85ecd5116641aff3de8e9153f7fe48e79c)) - by @ninjamuffin99
- Picos songs properly load on freeplay ([1d2bd61](https://github.com/FunkinCrew/Funkin/commit/1d2bd61119e5f418df7f11d7ef2a0fdedee17d3d)) - by @ninjamuffin99
- (debug) No more fullscreening when typing "F" in the flixel debugger console ([29b6763](https://github.com/FunkinCrew/Funkin/commit/29b6763290df05d42039806f3d142740568c80f0)) - by @ninjamuffin99
- Fix the user song offsets being applied incorrectly ([410cfe9](https://github.com/FunkinCrew/Funkin/commit/410cfe972d6df9de4d4d128375cf8380c4f06d92)) - by @JustKolosaki
- Fix crash in LatencyState when exiting / cleaning up state data ([39b1a42](https://github.com/FunkinCrew/Funkin/commit/39b1a42cfeafe2b7be8b66e2fe529e853d9ae197)) - by @lemz1
- Add additional classes to Polymod Blacklist ([b0b73c8](https://github.com/FunkinCrew/Funkin/commit/b0b73c83994f33118c6a69550da9ec8ec1c07adc)) - by @EliteMasterEric
- Stop allowing inputs after selecting a character ([dbf66ac](https://github.com/FunkinCrew/Funkin/commit/dbf66ac250137262866d75f7c1387645b35d88d0)) - by @ACrazyTown
- Fixed an issue where the player and girlfriend would disappear or overlap themselves in Character Select (community fix by gamerbross)
- Fixed an issue where the game would show the wrong girlfriend in Character Select (community fix by gamerbross)
- Fixed an issue where the cursor wouldn't update properly in Character Select (community fix by gamerbross)
- Fixed an issue where the player would display double after entering character select or when spamming buttons (community fix by gamerbross)
## New Contributors for 0.5.2
* @Kn1ghtNight made their first contribution in [#2853](https://github.com/FunkinCrew/Funkin/pull/2853)
* @DaWaterMalone made their first contribution
* @amyspark-ng made their first contribution
* @Cartridge-Man made their first contribution
* @afreetoplaynoob made their first contribution
## [0.5.1] - 2024-09-30
### Added
- Readded the Merch button to the main menu.
@ -336,7 +382,7 @@ which would remove their rank if they had a lower one.
- Improvements to video cutscenes and dialogue, allowing them to be easily skipped or restarted.
- Updated Polymod by several major versions, allowing for fully dynamic asset replacement and support for scripted classes.
- Completely refactored almost every part of the game's code for performance, stability, and extensibility.
- This is not the Ludem Dare game held together with sticks and glue you played three years ago.
- This is not the Ludum Dare game held together with sticks and glue you played three years ago.
- Characters, stages, songs, story levels, and dialogue are now built from JSON data registries rather than being hardcoded.
- All of these also support attaching scripts for custom behavior, more documentation on this soon.
- You can forcibly reload the game's JSON data and scripts by pressing F5.

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@ -4,14 +4,14 @@ Code style is enforced using Visual Studio Code extensions.
## .hx
Formatting is handled by the `nadako.vshaxe` extension, which includes Haxe Formatter.
Haxe Formatter automatically resolves issues such as intentation style and line breaks, and can be configured in `hxformat.json`.
Haxe Formatter automatically resolves issues such as indentation style and line breaks, and can be configured in `hxformat.json`.
Code Quality is handled by the `vshaxe.haxe-checkstyle` extension, which includes Haxe Checkstyle.
### Haxe Checkstyle Notes
* Checks can be escalated to display as different serverities in the Problems window.
* Checks can be escalated to display as different severities in the Problems window.
* Checks can be disabled by setting the severity to `IGNORE`.
* `IndentationCharacter` checks what is used to indent, `Indentation` checks how deep the intentation is.
* `IndentationCharacter` checks what is used to indent, `Indentation` checks how deep the indentation is.
* `CommentedOutCode` check is in place because old code should be retrieved via Git history.
* TODO items: Enable these one-by-one and fix them to improve the overall code quality.
- Reconfigure `MethodLength`

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@ -1,13 +0,0 @@
# RIGHT NOW THE MODS FOLDER DOES NOT WORK ENTIRELY JUST YET!!!
## THIS IS WORK IN PROGRESS!!!
# QUICK AND DIRTY MOD GUIDE
With the 0.2.6 update, I added a bit of a slightly nicer mod support backend.
It's POLYMOD, which is made by Lars Doucet: https://github.com/larsiusprime/polymod
You may have noticed that there's a new folder in the assets. MODS. Within it you will see 2 files. modList.txt, and a folder called introMod.
modList.txt will load any folder into the game. Put the folder you want to load into a new line in modList.txt, and reboot the game.
Now you may be wondering, what do I put in the folder? Well later down it'll get a bit more complicated, especially as I'll make the IN-GAME mod loader nicer.

2
art

@ -1 +1 @@
Subproject commit fbd3e3df77734606d88516770b71b56e6fa04bce
Subproject commit 66572f85d826ce2ec1d45468c12733b161237ffa

2
assets

@ -1 +1 @@
Subproject commit 7efad31cf80a42600375bf08b397786df5c1037c
Subproject commit c1899ffbefb9a7c98b030c75a33623431d7ea6ba

90
cliff.toml Normal file
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@ -0,0 +1,90 @@
# git-cliff ~ configuration file
# https://git-cliff.org/docs/configuration
[remote.github]
owner = "FunkinCrew"
repo = "Funkin"
# To bypass "you have reached your rate limit!", you can input a github token either as an environment variable
# or alongside the `git cliff` command like so `git cliff --github-token TOKEN_HERE`
# Personally I like to use the github cli `gh` tool to get a token
# `git cliff --github-token $(gh auth token)`
[changelog]
# template for the changelog body
# https://keats.github.io/tera/docs/#introduction
body = """
{%- macro remote_url() -%}
https://github.com/{{ remote.github.owner }}/{{ remote.github.repo }}
{%- endmacro -%}
{% if version -%}
## [{{ version | trim_start_matches(pat="v") }}] - {{ timestamp | date(format="%Y-%m-%d") }}
{% else -%}
## [Unreleased]
{% endif -%}
{% for group, commits in commits | group_by(attribute="group") %}
### {{ group | upper_first }}
{%- for commit in commits %}
- {% if commit.scope %}({{commit.scope}}) {% endif %}{{ commit.message | split(pat="\n") | first | upper_first | trim }} \
([{{ commit.id | truncate(length=7, end="") }}]({{self::remote_url()}}/commit/{{ commit.id }})) -\
{% if commit.remote.username %} by @{{ commit.remote.username }}
{%- elif commit.author.name %} by {{ commit.author.name }}
{%- endif -%}
{% if commit.remote.pr_number %} in \
[#{{ commit.remote.pr_number }}]({{ self::remote_url() }}/pull/{{ commit.remote.pr_number }}) \
{%- endif -%}
{% if commit.links | length != 0 %}\
[#{{ commit.links }}]({{ self::remote_url() }}/pull/{{ commit.remote.pr_number }}) \
{%- endif -%}
{% endfor %}
{% endfor %}
{%- if github.contributors | filter(attribute="is_first_time", value=true) | length != 0 %}
## New Contributors
{%- endif -%}
{% for contributor in github.contributors | filter(attribute="is_first_time", value=true) %}
* @{{ contributor.username }} made their first contribution
{%- if contributor.pr_number %} in \
[#{{ contributor.pr_number }}]({{ self::remote_url() }}/pull/{{ contributor.pr_number }}) \
{%- endif %}
{%- endfor %}\n
"""
# remove the leading and trailing whitespace from the templates
trim = true
[git]
# parse the commits based on https://www.conventionalcommits.org
conventional_commits = true
# filter out the commits that are not conventional
filter_unconventional = true
# regex for preprocessing the commit messages
commit_preprocessors = [
# remove issue numbers from commits
{ pattern = '\((\w+\s)?#([0-9]+)\)', replace = "" },
]
# regex for parsing and grouping commits
commit_parsers = [
{ message = "^docs", group = "Changed", scope="docs" },
{ message = "^[a|A]dd", group = "Added" },
{ message = "^[s|S]upport", group = "Added" },
{ message = "^[r|R]emove", group = "Removed" },
{ message = "^.*: add", group = "Added" },
{ message = "^.*: support", group = "Added" },
{ message = "^.*: remove", group = "Removed" },
{ message = "^.*: delete", group = "Removed" },
{ message = "^test", group = "Fixed" },
{ message = "^fix", group = "Fixed" },
{ message = "^.*: fix", group = "Fixed" },
{ message = "^.*", group = "Changed" },
]
# filter out the commits that are not matched by commit parsers
filter_commits = false
# sort the tags topologically
topo_order = false
# sort the commits inside sections by oldest/newest order
sort_commits = "newest"

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@ -34,10 +34,11 @@ There are several useful build flags you can add to a build to affect how it wor
- `-DGITHUB_BUILD` will enable in-game debug functions (such as the ability to time travel in a song by pressing `PgUp`/`PgDn`), without enabling the other stuff
- `-DFEATURE_POLYMOD_MODS` or `-DNO_FEATURE_POLYMOD_MODS` to forcibly enable or disable modding support.
- `-DREDIRECT_ASSETS_FOLDER` or `-DNO_REDIRECT_ASSETS_FOLDER` to forcibly enable or disable asset redirection.
- This feature causes the game to load exported assets from the project's assets folder rather than the exported one. Great for fast iteration, but the game
- This feature causes the game to load exported assets from the project's assets folder rather than the exported one. Great for fast iteration, but the game will break if you try to zip it up and send it to someone, so it's disabled for release builds.
- `-DFEATURE_DISCORD_RPC` or `-DNO_FEATURE_DISCORD_RPC` to forcibly enable or disable support for Discord Rich Presence.
- `-DFEATURE_VIDEO_PLAYBACK` or `-DNO_FEATURE_VIDEO_PLAYBACK` to forcibly enable or disable video cutscene support.
- `-DFEATURE_CHART_EDITOR` or `-DNO_FEATURE_CHART_EDITOR` to forcibly enable or disable the chart editor in the Debug menu.
- `-DFEATURE_SCREENSHOTS` or `-DNO_FEATURE_SCREENSHOTS` to forcibly enable or disable the screenshots feature.
- `-DFEATURE_STAGE_EDITOR` to forcibly enable the experimental stage editor.
- `-DFEATURE_GHOST_TAPPING` to forcibly enable an experimental gameplay change to the anti-mash system.

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@ -15,8 +15,8 @@ Most of this functionality is only available on debug builds of the game!
- `2`: ***GAIN HEALTH***: Debug function, add 10% to the player's health.
- `3`: ***LOSE HEALTH***: Debug function, subtract 5% to the player's health.
- `9`: NEATO!
- `PAGEUP` (MacOS: `Fn-Up`): ***FORWARDS TIME TRAVEL****: Move forward by 2 sections. Hold SHIFT to move forward by 20 sections instead.
- `PAGEDOWN` (MacOS: `Fn-Down`): ***BACKWARDS TIME TRAVEL****: Move backward by 2 sections. Hold SHIFT to move backward by 20 sections instead.
- `PAGEUP` (MacOS: `Fn-Up`): ***FORWARDS TIME TRAVEL***: Move forward by 2 sections. Hold SHIFT to move forward by 20 sections instead.
- `PAGEDOWN` (MacOS: `Fn-Down`): ***BACKWARDS TIME TRAVEL***: Move backward by 2 sections. Hold SHIFT to move backward by 20 sections instead.
## **Freeplay State**
- `F` (Freeplay Menu) - Move to Favorites
@ -27,5 +27,5 @@ Most of this functionality is only available on debug builds of the game!
- `Y` - WOAH
## **Main Menu**
- `~`: ***DEBUG****: Opens a menu to access the Chart Editor and other work-in-progress editors. Rebindable in the options menu.
- `~`: ***DEBUG***: Opens a menu to access the Chart Editor and other work-in-progress editors. Rebindable in the options menu.
- `CTRL-ALT-SHIFT-W`: ***ALL ACCESS***: Unlocks all songs in Freeplay. Only available on debug builds.

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@ -11,7 +11,7 @@
"name": "flixel",
"type": "git",
"dir": null,
"ref": "f2b090d6c608471e730b051c8ee22b8b378964b1",
"ref": "ffa691cb2d2d81de35b900a4411e4062ac84ab58",
"url": "https://github.com/FunkinCrew/flixel"
},
{

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@ -25,7 +25,7 @@ class Project extends HXProject {
* REMEMBER TO CHANGE THIS WHEN THE GAME UPDATES!
* You only have to change it here, the rest of the game will query this value.
*/
static final VERSION:String = "0.5.1";
static final VERSION:String = "0.5.3";
/**
* The game's name. Used as the default window title.
@ -460,7 +460,6 @@ class Project extends HXProject {
// Should be false unless explicitly requested.
GITHUB_BUILD.apply(this, false);
FEATURE_STAGE_EDITOR.apply(this, false);
FEATURE_NEWGROUNDS.apply(this, false);
FEATURE_GHOST_TAPPING.apply(this, false);
@ -471,10 +470,14 @@ class Project extends HXProject {
FEATURE_FUNKVIS.apply(this, true);
FEATURE_PARTIAL_SOUNDS.apply(this, true);
FEATURE_VIDEO_PLAYBACK.apply(this, true);
FEATURE_STAGE_EDITOR.apply(this, true);
// Should be true on debug builds or if GITHUB_BUILD is enabled.
FEATURE_DEBUG_FUNCTIONS.apply(this, isDebug() || GITHUB_BUILD.isEnabled(this));
FEATURE_LOG_TRACE.apply(this, isDebug());
// Got a lot of complains about this being turned off by default on some builds.
// TODO: Look into ways to optimize logging (maybe by using a thread pool?)
FEATURE_LOG_TRACE.apply(this, true);
// Should default to true on workspace builds and false on release builds.
REDIRECT_ASSETS_FOLDER.apply(this, isDebug() && isDesktop());

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@ -5,6 +5,12 @@ All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [1.0.3]
### Added
- Added the `color` attribute on stage props to tint them.
- Added the `blend` attribute on stage props to apply blend modes.
- Added the `angle` attribute on stage props to apply a rotation to them.
## [1.0.2]
### Added
- Added the ability to specify `flipX` and `flipY` on stage props to horizontally or vertically flip, respectively.

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@ -20,6 +20,10 @@ class StageData
@:optional
public var cameraZoom:Null<Float>;
@:default("shared")
@:optional
public var directory:Null<String>;
public function new()
{
this.version = StageRegistry.STAGE_DATA_VERSION;
@ -198,6 +202,32 @@ typedef StageDataProp =
@:default("sparrow")
@:optional
var animType:String;
/**
* The angle of the prop, as a float.
* @default 1.0
*/
@:optional
@:default(0.0)
var angle:Float;
/**
* The blend mode of the prop, as a string.
* Just like in photoshop.
* @default Nothing.
*/
@:default("")
@:optional
var blend:String;
/**
* The color of the prop overlay, as a hex string.
* White overlays, or the ones with the value #FFFFFF, do not appear.
* @default `#FFFFFF`
*/
@:default("#FFFFFF")
@:optional
var color:String;
};
typedef StageDataCharacter =

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@ -11,9 +11,9 @@ class StageRegistry extends BaseRegistry<Stage, StageData>
* Handle breaking changes by incrementing this value
* and adding migration to the `migrateStageData()` function.
*/
public static final STAGE_DATA_VERSION:thx.semver.Version = "1.0.2";
public static final STAGE_DATA_VERSION:thx.semver.Version = "1.0.3";
public static final STAGE_DATA_VERSION_RULE:thx.semver.VersionRule = ">=1.0.0 <=1.0.2";
public static final STAGE_DATA_VERSION_RULE:thx.semver.VersionRule = ">=1.0.0 <=1.0.3";
public static var instance(get, never):StageRegistry;
static var _instance:Null<StageRegistry> = null;

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@ -0,0 +1,23 @@
package funkin.graphics.shaders;
import flixel.addons.display.FlxRuntimeShader;
/**
* Create a little dotting effect.
*/
class InverseDotsShader extends FlxRuntimeShader
{
public var amount:Float;
public function new(amount:Float = 1.0)
{
super(Assets.getText(Paths.frag("InverseDots")));
setAmount(amount);
}
public function setAmount(value:Float):Void
{
this.amount = value;
this.setFloat("_amount", amount);
}
}

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@ -288,6 +288,7 @@ class PolymodHandler
Polymod.blacklistImport('openfl.utils.Assets');
Polymod.blacklistImport('openfl.Lib');
Polymod.blacklistImport('openfl.system.ApplicationDomain');
Polymod.blacklistImport('funkin.util.FunkinTypeResolver');
// `openfl.desktop.NativeProcess`
// Can load native processes on the host operating system.

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@ -1,17 +1,13 @@
package funkin.play;
import flixel.addons.display.FlxPieDial;
import flixel.addons.transition.FlxTransitionableState;
import flixel.addons.transition.Transition;
import flixel.FlxCamera;
import flixel.FlxObject;
import flixel.FlxState;
import flixel.FlxSubState;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.math.FlxRect;
import flixel.text.FlxText;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.ui.FlxBar;
import flixel.util.FlxColor;
@ -22,7 +18,6 @@ import funkin.audio.FunkinSound;
import funkin.audio.VoicesGroup;
import funkin.data.dialogue.conversation.ConversationRegistry;
import funkin.data.event.SongEventRegistry;
import funkin.data.notestyle.NoteStyleData;
import funkin.data.notestyle.NoteStyleRegistry;
import funkin.data.song.SongData.SongCharacterData;
import funkin.data.song.SongData.SongEventData;
@ -45,7 +40,6 @@ import funkin.play.cutscene.VanillaCutscenes;
import funkin.play.cutscene.VideoCutscene;
import funkin.play.notes.NoteDirection;
import funkin.play.notes.notekind.NoteKindManager;
import funkin.play.notes.NoteSplash;
import funkin.play.notes.NoteSprite;
import funkin.play.notes.notestyle.NoteStyle;
import funkin.play.notes.Strumline;
@ -58,15 +52,9 @@ import funkin.ui.debug.charting.ChartEditorState;
import funkin.ui.debug.stage.StageOffsetSubState;
import funkin.ui.mainmenu.MainMenuState;
import funkin.ui.MusicBeatSubState;
import funkin.ui.options.PreferencesMenu;
import funkin.ui.story.StoryMenuState;
import funkin.ui.transition.LoadingState;
import funkin.util.SerializerUtil;
import haxe.Int64;
import lime.ui.Haptic;
import openfl.display.BitmapData;
import openfl.geom.Rectangle;
import openfl.Lib;
#if FEATURE_DISCORD_RPC
import funkin.api.discord.DiscordClient;
#end
@ -760,24 +748,6 @@ class PlayState extends MusicBeatSubState
refresh();
}
public override function draw():Void
{
// if (FlxG.renderBlit)
// {
// camGame.fill(BACKGROUND_COLOR);
// }
// else if (FlxG.renderTile)
// {
// FlxG.log.warn("PlayState background not displayed properly on tile renderer!");
// }
// else
// {
// FlxG.log.warn("PlayState background not displayed properly, unknown renderer!");
// }
super.draw();
}
function assertChartExists():Bool
{
// Returns null if the song failed to load or doesn't have the selected difficulty.

View file

@ -256,6 +256,10 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
propSprite.scrollFactor.x = dataProp.scroll[0];
propSprite.scrollFactor.y = dataProp.scroll[1];
propSprite.angle = dataProp.angle;
propSprite.color = FlxColor.fromString(dataProp.color);
@:privateAccess if (!isSolidColor) propSprite.blend = BlendMode.fromString(dataProp.blend);
propSprite.zIndex = dataProp.zIndex;
propSprite.flipX = dataProp.flipX;

View file

@ -1,24 +1,23 @@
package funkin.save;
import flixel.util.FlxSave;
import funkin.util.FileUtil;
import funkin.input.Controls.Device;
import funkin.play.scoring.Scoring;
import funkin.play.scoring.Scoring.ScoringRank;
import funkin.save.migrator.RawSaveData_v1_0_0;
import funkin.save.migrator.SaveDataMigrator;
import funkin.save.migrator.SaveDataMigrator;
import funkin.ui.debug.charting.ChartEditorState.ChartEditorLiveInputStyle;
import funkin.ui.debug.charting.ChartEditorState.ChartEditorTheme;
import funkin.ui.debug.stageeditor.StageEditorState.StageEditorTheme;
import funkin.util.FileUtil;
import funkin.util.SerializerUtil;
import thx.semver.Version;
import thx.semver.Version;
@:nullSafety
class Save
{
public static final SAVE_DATA_VERSION:thx.semver.Version = "2.0.4";
public static final SAVE_DATA_VERSION_RULE:thx.semver.VersionRule = "2.0.x";
public static final SAVE_DATA_VERSION:thx.semver.Version = "2.1.0";
public static final SAVE_DATA_VERSION_RULE:thx.semver.VersionRule = ">=2.1.0 <2.2.0";
// We load this version's saves from a new save path, to maintain SOME level of backwards compatibility.
static final SAVE_PATH:String = 'FunkinCrew';
@ -146,6 +145,14 @@ class Save
hitsoundVolumeOpponent: 1.0,
themeMusic: true
},
optionsStageEditor:
{
previousFiles: [],
moveStep: "1px",
angleStep: 5,
theme: StageEditorTheme.Light
}
};
}
@ -428,6 +435,91 @@ class Save
return data.unlocks.oldChar;
}
public var stageEditorPreviousFiles(get, set):Array<String>;
function get_stageEditorPreviousFiles():Array<String>
{
if (data.optionsStageEditor.previousFiles == null) data.optionsStageEditor.previousFiles = [];
return data.optionsStageEditor.previousFiles;
}
function set_stageEditorPreviousFiles(value:Array<String>):Array<String>
{
// Set and apply.
data.optionsStageEditor.previousFiles = value;
flush();
return data.optionsStageEditor.previousFiles;
}
public var stageEditorHasBackup(get, set):Bool;
function get_stageEditorHasBackup():Bool
{
if (data.optionsStageEditor.hasBackup == null) data.optionsStageEditor.hasBackup = false;
return data.optionsStageEditor.hasBackup;
}
function set_stageEditorHasBackup(value:Bool):Bool
{
// Set and apply.
data.optionsStageEditor.hasBackup = value;
flush();
return data.optionsStageEditor.hasBackup;
}
public var stageEditorMoveStep(get, set):String;
function get_stageEditorMoveStep():String
{
if (data.optionsStageEditor.moveStep == null) data.optionsStageEditor.moveStep = "1px";
return data.optionsStageEditor.moveStep;
}
function set_stageEditorMoveStep(value:String):String
{
// Set and apply.
data.optionsStageEditor.moveStep = value;
flush();
return data.optionsStageEditor.moveStep;
}
public var stageEditorAngleStep(get, set):Float;
function get_stageEditorAngleStep():Float
{
if (data.optionsStageEditor.angleStep == null) data.optionsStageEditor.angleStep = 5;
return data.optionsStageEditor.angleStep;
}
function set_stageEditorAngleStep(value:Float):Float
{
// Set and apply.
data.optionsStageEditor.angleStep = value;
flush();
return data.optionsStageEditor.angleStep;
}
public var stageEditorTheme(get, set):StageEditorTheme;
function get_stageEditorTheme():StageEditorTheme
{
if (data.optionsStageEditor.theme == null) data.optionsStageEditor.theme = StageEditorTheme.Light;
return data.optionsStageEditor.theme;
}
function set_stageEditorTheme(value:StageEditorTheme):StageEditorTheme
{
// Set and apply.
data.optionsStageEditor.theme = value;
flush();
return data.optionsStageEditor.theme;
}
/**
* When we've seen a character unlock, add it to the list of characters seen.
* @param character
@ -867,39 +959,61 @@ class Save
*/
static function loadFromSlot(slot:Int):Save
{
trace("[SAVE] Loading save from slot " + slot + "...");
// Prevent crashes if the save data is corrupted.
SerializerUtil.initSerializer();
trace('[SAVE] Loading save from slot $slot...');
FlxG.save.bind('$SAVE_NAME${slot}', SAVE_PATH);
if (FlxG.save.isEmpty())
switch (FlxG.save.status)
{
trace('[SAVE] Save data is empty, checking for legacy save data...');
var legacySaveData = fetchLegacySaveData();
if (legacySaveData != null)
{
trace('[SAVE] Found legacy save data, converting...');
var gameSave = SaveDataMigrator.migrateFromLegacy(legacySaveData);
case EMPTY:
trace('[SAVE] Save data in slot ${slot} is empty, checking for legacy save data...');
var legacySaveData = fetchLegacySaveData();
if (legacySaveData != null)
{
trace('[SAVE] Found legacy save data, converting...');
var gameSave = SaveDataMigrator.migrateFromLegacy(legacySaveData);
FlxG.save.mergeData(gameSave.data, true);
return gameSave;
}
else
{
trace('[SAVE] No legacy save data found.');
var gameSave = new Save();
FlxG.save.mergeData(gameSave.data, true);
return gameSave;
}
case ERROR(_):
return handleSaveDataError(slot);
case BOUND(_, _):
trace('[SAVE] Loaded existing save data in slot ${slot}.');
var gameSave = SaveDataMigrator.migrate(FlxG.save.data);
FlxG.save.mergeData(gameSave.data, true);
return gameSave;
}
else
{
trace('[SAVE] No legacy save data found.');
var gameSave = new Save();
FlxG.save.mergeData(gameSave.data, true);
return gameSave;
}
}
}
/**
* Call this when there is an error loading the save data in slot X.
*/
static function handleSaveDataError(slot:Int):Save
{
var msg = 'There was an error loading your save data in slot ${slot}.';
msg += '\nPlease report this issue to the developers.';
lime.app.Application.current.window.alert(msg, "Save Data Failure");
// Don't touch that slot anymore.
// Instead, load the next available slot.
var nextSlot = slot + 1;
if (nextSlot < 1000)
{
return loadFromSlot(nextSlot);
}
else
{
trace('[SAVE] Found existing save data.');
var gameSave = SaveDataMigrator.migrate(FlxG.save.data);
FlxG.save.mergeData(gameSave.data, true);
return gameSave;
throw "End of save data slots. Can't load any more.";
}
}
@ -964,7 +1078,15 @@ class Save
{
var targetSaveData = new FlxSave();
targetSaveData.bind('$SAVE_NAME${slot}', SAVE_PATH);
return !targetSaveData.isEmpty();
switch (targetSaveData.status)
{
case EMPTY:
return false;
case ERROR(_):
return false;
case BOUND(_, _):
return true;
}
}
/**
@ -1068,6 +1190,11 @@ typedef RawSaveData =
* The user's preferences specific to the Chart Editor.
*/
var optionsChartEditor:SaveDataChartEditorOptions;
/**
* The user's preferences specific to the Stage Editor.
*/
var optionsStageEditor:SaveDataStageEditorOptions;
};
typedef SaveApiData =
@ -1441,3 +1568,39 @@ typedef SaveDataChartEditorOptions =
*/
var ?playbackSpeed:Float;
};
typedef SaveDataStageEditorOptions =
{
// a lot of these things were copied from savedatacharteditoroptions
/**
* Whether the Stage Editor created a backup the last time it closed.
* Prompt the user to load it, then set this back to `false`.
* @default `false`
*/
var ?hasBackup:Bool;
/**
* Previous files opened in the Stage Editor.
* @default `[]`
*/
var ?previousFiles:Array<String>;
/**
* The Step at which an Object or Character is moved.
* @default `1px`
*/
var ?moveStep:String;
/**
* The Step at which an Object is rotated.
* @default `5`
*/
var ?angleStep:Float;
/**
* Theme in the Stage Editor.
* @default `StageEditorTheme.Light`
*/
var ?theme:StageEditorTheme;
};

View file

@ -5,11 +5,17 @@ All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [2.0.4] - 2024-09-12
Note to self: Only update to 2.1.0 when migration is needed.
## [2.1.0] - 2024-10-18
This version introduces changes to save data loading in order to improve compatibility with older versions.
### Changed
- `optionsStageEditor.theme` converted from an Enum to a String to fix save data compatibility issues.
- In the future, Enum values should not be used in order to prevent incompatibilities caused by introducing new types to the save data that older versions cannot parse.
- `optionsChartEditor.theme` converted from an Enum to a String to fix save data compatibility issues.
- `optionsChartEditor.chartEditorLiveInputStyle` converted from an Enum to a String to fix save data compatibility issues.
## [2.0.6] - 2024-10-11
### Added
- `unlocks.charactersSeen:Array<String>` to `Save`
- `unlocks.oldChar:Bool` to `Save`
- `optionsStageEditor` to `Save` for storing user preferences for the stage editor.
## [2.0.5] - 2024-05-21
### Fixed
@ -17,6 +23,8 @@ Note to self: Only update to 2.1.0 when migration is needed.
## [2.0.4] - 2024-05-21
### Added
- `unlocks.charactersSeen:Array<String>` to `Save`
- `unlocks.oldChar:Bool` to `Save`
- `favoriteSongs:Array<String>` to `Save`
## [2.0.3] - 2024-01-09

View file

@ -32,6 +32,10 @@ class SaveDataMigrator
var save:Save = new Save(saveDataWithDefaults);
return save;
}
else if (VersionUtil.validateVersion(version, "2.0.x"))
{
return migrate_v2_0_0(inputData);
}
else
{
var message:String = 'Error migrating save data, expected ${Save.SAVE_DATA_VERSION}.';
@ -43,6 +47,20 @@ class SaveDataMigrator
}
}
static function migrate_v2_0_0(inputData:Dynamic):Save
{
// Import the structured data.
var saveDataWithDefaults:RawSaveData = cast thx.Objects.deepCombine(Save.getDefault(), inputData);
// Reset these values to valid ones.
saveDataWithDefaults.optionsChartEditor.chartEditorLiveInputStyle = funkin.ui.debug.charting.ChartEditorState.ChartEditorLiveInputStyle.None;
saveDataWithDefaults.optionsChartEditor.theme = funkin.ui.debug.charting.ChartEditorState.ChartEditorTheme.Light;
saveDataWithDefaults.optionsStageEditor.theme = funkin.ui.debug.stageeditor.StageEditorState.StageEditorTheme.Light;
var save:Save = new Save(saveDataWithDefaults);
return save;
}
/**
* Migrate from 1.x to the latest version.
*/

View file

@ -0,0 +1,26 @@
package funkin.save.migrator;
// Internal enums used to ensure old save data can be parsed by the default Haxe unserializer.
// In the future, only primitive types and abstract enums should be used in save data!
@:native("funkin.ui.debug.stageeditor.StageEditorTheme")
enum StageEditorTheme
{
Light;
Dark;
}
@:native("funkin.ui.debug.charting.ChartEditorTheme")
enum ChartEditorTheme
{
Light;
Dark;
}
@:native("funkin.ui.debug.charting.ChartEditorLiveInputStyle")
enum ChartEditorLiveInputStyle
{
None;
NumberKeys;
WASDKeys;
}

View file

@ -55,16 +55,19 @@ class DebugMenuSubState extends MusicBeatSubState
// Create each menu item.
// Call onMenuChange when the first item is created to move the camera .
#if FEATURE_CHART_EDITOR
onMenuChange(createItem("CHART EDITOR", openChartEditor));
createItem("CHART EDITOR", openChartEditor);
#end
createItem("ANIMATION EDITOR", openAnimationEditor);
#if FEATURE_STAGE_EDITOR
createItem("STAGE EDITOR", openStageEditor);
#end
// createItem("Input Offset Testing", openInputOffsetTesting);
createItem("CHARACTER SELECT", openCharSelect, true);
createItem("ANIMATION EDITOR", openAnimationEditor);
// createItem("STAGE EDITOR", openStageEditor);
// createItem("CHARACTER SELECT", openCharSelect, true);
// createItem("TEST STICKERS", testStickers);
#if sys
createItem("OPEN CRASH LOG FOLDER", openLogFolder);
#end
onMenuChange(items.members[0]);
FlxG.camera.focusOn(new FlxPoint(camFocusPoint.x, camFocusPoint.y + 500));
}
@ -125,6 +128,7 @@ class DebugMenuSubState extends MusicBeatSubState
function openStageEditor()
{
trace('Stage Editor');
FlxG.switchState(() -> new funkin.ui.debug.stageeditor.StageEditorState());
}
#if sys

View file

@ -94,6 +94,7 @@ import funkin.ui.mainmenu.MainMenuState;
import funkin.ui.transition.LoadingState;
import funkin.util.Constants;
import funkin.util.FileUtil;
import funkin.util.MathUtil;
import funkin.util.logging.CrashHandler;
import funkin.util.SortUtil;
import funkin.util.WindowUtil;
@ -244,7 +245,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
/**
* Duration, in seconds, for the scroll easing animation.
*/
public static final SCROLL_EASE_DURATION:Float = 0.2;
public static final SCROLL_EASE_DURATION:Float = 0.4;
// Other
@ -773,9 +774,8 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
/**
* The current process that is lerping the scroll position.
* Used to cancel the previous lerp if the user scrolls again.
*/
var currentScrollEase:Null<VarTween>;
var currentScrollEase:Null<Float>;
/**
* The position where the user middle clicked to place a scroll anchor.
@ -2707,6 +2707,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
playbarHeadLayout.playbarHead.width = FlxG.width;
playbarHeadLayout.playbarHead.height = 10;
playbarHeadLayout.playbarHead.styleString = 'padding-left: 0px; padding-right: 0px; border-left: 0px; border-right: 0px;';
playbarHeadLayout.playbarHead.min = 0;
playbarHeadLayout.playbarHead.onDragStart = function(_:DragEvent) {
playbarHeadDragging = true;
@ -2723,13 +2724,12 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
}
}
playbarHeadLayout.playbarHead.onDrag = function(_:DragEvent) {
playbarHeadLayout.playbarHead.onDrag = function(d:DragEvent) {
if (playbarHeadDragging)
{
// Set the song position to where the playhead was moved to.
scrollPositionInPixels = (songLengthInPixels) * playbarHeadLayout.playbarHead.value / 100;
// Update the conductor and audio tracks to match.
moveSongToScrollPosition();
currentScrollEase = d.value;
easeSongToScrollPosition(currentScrollEase);
}
}
@ -2740,8 +2740,9 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
if (playbarHeadDraggingWasPlaying)
{
playbarHeadDraggingWasPlaying = false;
// Disabled code to resume song playback on drag.
// startAudioPlayback();
startAudioPlayback();
}
}
@ -3417,10 +3418,14 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
audioInstTrack.time = -Conductor.instance.instrumentalOffset;
}
}
if (!audioInstTrack.isPlaying && currentScrollEase != scrollPositionInPixels) easeSongToScrollPosition(currentScrollEase);
}
if (audioInstTrack != null && audioInstTrack.isPlaying)
{
currentScrollEase = scrollPositionInPixels;
if (FlxG.keys.pressed.ALT)
{
// If middle mouse panning during song playback, we move ONLY the playhead, without scrolling. Neat!
@ -3869,7 +3874,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
}
// Mouse Wheel = Scroll
if (FlxG.mouse.wheel != 0 && !FlxG.keys.pressed.CONTROL)
if (FlxG.mouse.wheel != 0)
{
scrollAmount = -50 * FlxG.mouse.wheel;
shouldPause = true;
@ -4057,27 +4062,13 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
shouldPause = true;
}
if (Math.abs(scrollAmount) > GRID_SIZE * 8)
{
shouldEase = true;
}
shouldEase = true;
if (shouldPause) stopAudioPlayback();
// Resync the conductor and audio tracks.
if (scrollAmount != 0 || playheadAmount != 0)
{
this.playheadPositionInPixels += playheadAmount;
if (shouldEase)
{
easeSongToScrollPosition(this.scrollPositionInPixels + scrollAmount);
}
else
{
// Apply the scroll amount.
this.scrollPositionInPixels += scrollAmount;
moveSongToScrollPosition();
}
}
if (shouldPause) stopAudioPlayback();
if (playheadAmount != 0) this.playheadPositionInPixels += playheadAmount;
if (scrollAmount != 0) currentScrollEase += scrollAmount;
}
/**
@ -4333,15 +4324,13 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
{
// Scroll up.
var diff:Float = MENU_BAR_HEIGHT - FlxG.mouse.viewY;
scrollPositionInPixels -= diff * 0.5; // Too fast!
moveSongToScrollPosition();
currentScrollEase -= diff * 0.5; // Too fast!
}
else if (FlxG.mouse.viewY > (playbarHeadLayout?.y ?? 0.0))
{
// Scroll down.
var diff:Float = FlxG.mouse.viewY - (playbarHeadLayout?.y ?? 0.0);
scrollPositionInPixels += diff * 0.5; // Too fast!
moveSongToScrollPosition();
currentScrollEase += (diff * 0.5); // Too fast!
}
// Render the selection box.
@ -4480,8 +4469,8 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
var clickedPosInPixels:Float = FlxMath.remapToRange(FlxG.mouse.viewY, (notePreview?.y ?? 0.0), (notePreview?.y ?? 0.0) + (notePreview?.height ?? 0.0),
0, songLengthInPixels);
scrollPositionInPixels = clickedPosInPixels;
moveSongToScrollPosition();
currentScrollEase = clickedPosInPixels;
easeSongToScrollPosition(currentScrollEase);
}
else if (scrollAnchorScreenPos != null)
{
@ -4540,15 +4529,13 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
{
// Scroll up.
var diff:Float = MENU_BAR_HEIGHT - FlxG.mouse.viewY;
scrollPositionInPixels -= diff * 0.5; // Too fast!
moveSongToScrollPosition();
currentScrollEase -= (diff * 0.5);
}
else if (FlxG.mouse.viewY > (playbarHeadLayout?.y ?? 0.0))
{
// Scroll down.
var diff:Float = FlxG.mouse.viewY - (playbarHeadLayout?.y ?? 0.0);
scrollPositionInPixels += diff * 0.5; // Too fast!
moveSongToScrollPosition();
currentScrollEase += (diff * 0.5);
}
// Calculate distance between the position dragged to and the original position.
@ -5142,18 +5129,15 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
{
if (playbarHeadLayout == null) throw "ERROR: Tried to handle playbar, but playbarHeadLayout is null!";
// Move the playhead to match the song position, if we aren't dragging it.
playbarHeadLayout.playbarHead.pos = currentScrollEase;
playbarHeadLayout.playbarHead.max = songLengthInPixels;
// Make sure the playbar is never nudged out of the correct spot.
playbarHeadLayout.x = 4;
playbarHeadLayout.y = FlxG.height - 48 - 8;
// Move the playhead to match the song position, if we aren't dragging it.
if (!playbarHeadDragging)
{
var songPosPercent = scrollPositionInPixels / (songLengthInPixels) * 100;
if (playbarHeadLayout.playbarHead.value != songPosPercent) playbarHeadLayout.playbarHead.value = songPosPercent;
}
var songPos:Float = Conductor.instance.songPosition + Conductor.instance.instrumentalOffset;
var songPosMilliseconds:String = Std.string(Math.floor(Math.abs(songPos) % 1000)).lpad('0', 2).substr(0, 2);
var songPosSeconds:String = Std.string(Math.floor((Math.abs(songPos) / 1000) % 60)).lpad('0', 2);
@ -5654,7 +5638,8 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
function handleHelpKeybinds():Void
{
// F1 = Open Help
if (FlxG.keys.justPressed.F1 && !isHaxeUIDialogOpen) {
if (FlxG.keys.justPressed.F1 && !isHaxeUIDialogOpen)
{
this.openUserGuideDialog();
}
}
@ -6133,43 +6118,12 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
*/
function easeSongToScrollPosition(targetScrollPosition:Float):Void
{
if (currentScrollEase != null) cancelScrollEase(currentScrollEase);
currentScrollEase = FlxTween.tween(this, {scrollPositionInPixels: targetScrollPosition}, SCROLL_EASE_DURATION,
{
ease: FlxEase.quintInOut,
onUpdate: this.onScrollEaseUpdate,
onComplete: this.cancelScrollEase,
type: ONESHOT
});
}
/**
* Callback function executed every frame that the scroll position is being eased.
* @param _
*/
function onScrollEaseUpdate(_:FlxTween):Void
{
currentScrollEase = Math.max(0, targetScrollPosition);
currentScrollEase = Math.min(currentScrollEase, songLengthInPixels);
scrollPositionInPixels = MathUtil.smoothLerp(scrollPositionInPixels, currentScrollEase, FlxG.elapsed, SCROLL_EASE_DURATION, 1 / 1000);
moveSongToScrollPosition();
}
/**
* Callback function executed when cancelling an existing scroll position ease.
* Ensures that the ease is immediately cancelled and the scroll position is set to the target value.
*/
function cancelScrollEase(_:FlxTween):Void
{
if (currentScrollEase != null)
{
@:privateAccess
var targetScrollPosition:Float = currentScrollEase._properties.scrollPositionInPixels;
currentScrollEase.cancel();
currentScrollEase = null;
this.scrollPositionInPixels = targetScrollPosition;
}
}
/**
* Fix the current scroll position after exiting the PlayState used when testing.
*/
@ -6350,6 +6304,8 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
{
if (audioInstTrack == null) return;
currentScrollEase = this.scrollPositionInPixels;
if (audioInstTrack.isPlaying)
{
// Pause
@ -6543,22 +6499,22 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
/**
* Available input modes for the chart editor state. Numbers/arrows/WASD available for other keybinds.
*/
enum ChartEditorLiveInputStyle
enum abstract ChartEditorLiveInputStyle(String)
{
/**
* No hotkeys to place notes at the playbar.
*/
None;
var None;
/**
* 1/2/3/4 to place notes on opponent's side, 5/6/7/8 to place notes on player's side.
*/
NumberKeys;
var NumberKeys;
/**
* WASD to place notes on opponent's side, Arrow keys to place notes on player's side.
*/
WASDKeys;
var WASDKeys;
}
typedef ChartEditorParams =
@ -6577,15 +6533,15 @@ typedef ChartEditorParams =
/**
* Available themes for the chart editor state.
*/
enum ChartEditorTheme
enum abstract ChartEditorTheme(String)
{
/**
* The default theme for the chart editor.
*/
Light;
var Light;
/**
* A theme which introduces darker colors.
*/
Dark;
var Dark;
}

View file

@ -253,42 +253,23 @@ class ChartEditorThemeHandler
var bottomTickY:Float = state.measureTickBitmap.height - (measureTickWidth / 2);
state.measureTickBitmap.fillRect(new Rectangle(0, bottomTickY, state.measureTickBitmap.width, measureTickWidth / 2), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
// Draw the beat ticks.
var beatTick2Y:Float = state.measureTickBitmap.height * 1 / Conductor.instance.beatsPerMeasure - (beatTickWidth / 2);
var beatTick3Y:Float = state.measureTickBitmap.height * 2 / Conductor.instance.beatsPerMeasure - (beatTickWidth / 2);
var beatTick4Y:Float = state.measureTickBitmap.height * 3 / Conductor.instance.beatsPerMeasure - (beatTickWidth / 2);
var beatTickLength:Float = state.measureTickBitmap.width * 2 / 3;
state.measureTickBitmap.fillRect(new Rectangle(0, beatTick2Y, beatTickLength, beatTickWidth), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
state.measureTickBitmap.fillRect(new Rectangle(0, beatTick3Y, beatTickLength, beatTickWidth), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
state.measureTickBitmap.fillRect(new Rectangle(0, beatTick4Y, beatTickLength, beatTickWidth), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
// Draw the step ticks.
// TODO: Make this a loop or something.
var stepTick2Y:Float = state.measureTickBitmap.height * 1 / Conductor.instance.stepsPerMeasure - (stepTickWidth / 2);
var stepTick3Y:Float = state.measureTickBitmap.height * 2 / Conductor.instance.stepsPerMeasure - (stepTickWidth / 2);
var stepTick4Y:Float = state.measureTickBitmap.height * 3 / Conductor.instance.stepsPerMeasure - (stepTickWidth / 2);
var stepTick6Y:Float = state.measureTickBitmap.height * 5 / Conductor.instance.stepsPerMeasure - (stepTickWidth / 2);
var stepTick7Y:Float = state.measureTickBitmap.height * 6 / Conductor.instance.stepsPerMeasure - (stepTickWidth / 2);
var stepTick8Y:Float = state.measureTickBitmap.height * 7 / Conductor.instance.stepsPerMeasure - (stepTickWidth / 2);
var stepTick10Y:Float = state.measureTickBitmap.height * 9 / Conductor.instance.stepsPerMeasure - (stepTickWidth / 2);
var stepTick11Y:Float = state.measureTickBitmap.height * 10 / Conductor.instance.stepsPerMeasure - (stepTickWidth / 2);
var stepTick12Y:Float = state.measureTickBitmap.height * 11 / Conductor.instance.stepsPerMeasure - (stepTickWidth / 2);
var stepTick14Y:Float = state.measureTickBitmap.height * 13 / Conductor.instance.stepsPerMeasure - (stepTickWidth / 2);
var stepTick15Y:Float = state.measureTickBitmap.height * 14 / Conductor.instance.stepsPerMeasure - (stepTickWidth / 2);
var stepTick16Y:Float = state.measureTickBitmap.height * 15 / Conductor.instance.stepsPerMeasure - (stepTickWidth / 2);
var stepTickLength:Float = state.measureTickBitmap.width * 1 / 3;
state.measureTickBitmap.fillRect(new Rectangle(0, stepTick2Y, stepTickLength, stepTickWidth), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
state.measureTickBitmap.fillRect(new Rectangle(0, stepTick3Y, stepTickLength, stepTickWidth), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
state.measureTickBitmap.fillRect(new Rectangle(0, stepTick4Y, stepTickLength, stepTickWidth), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
state.measureTickBitmap.fillRect(new Rectangle(0, stepTick6Y, stepTickLength, stepTickWidth), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
state.measureTickBitmap.fillRect(new Rectangle(0, stepTick7Y, stepTickLength, stepTickWidth), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
state.measureTickBitmap.fillRect(new Rectangle(0, stepTick8Y, stepTickLength, stepTickWidth), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
state.measureTickBitmap.fillRect(new Rectangle(0, stepTick10Y, stepTickLength, stepTickWidth), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
state.measureTickBitmap.fillRect(new Rectangle(0, stepTick11Y, stepTickLength, stepTickWidth), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
state.measureTickBitmap.fillRect(new Rectangle(0, stepTick12Y, stepTickLength, stepTickWidth), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
state.measureTickBitmap.fillRect(new Rectangle(0, stepTick14Y, stepTickLength, stepTickWidth), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
state.measureTickBitmap.fillRect(new Rectangle(0, stepTick15Y, stepTickLength, stepTickWidth), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
state.measureTickBitmap.fillRect(new Rectangle(0, stepTick16Y, stepTickLength, stepTickWidth), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
// Draw the beat and step ticks. No need for two seperate loops thankfully.
// This'll be fun to update when beat tuplets become functional.
for (i in 1...(Conductor.instance.stepsPerMeasure))
{
if ((i % Constants.STEPS_PER_BEAT) == 0) // If we're on a beat, draw a beat tick.
{
var beatTickY:Float = state.measureTickBitmap.height * i / Conductor.instance.stepsPerMeasure - (beatTickWidth / 2);
var beatTickLength:Float = state.measureTickBitmap.width * 2 / 3;
state.measureTickBitmap.fillRect(new Rectangle(0, beatTickY, beatTickLength, beatTickWidth), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
}
else // Else, draw a step tick.
{
var stepTickY:Float = state.measureTickBitmap.height * i / Conductor.instance.stepsPerMeasure - (stepTickWidth / 2);
var stepTickLength:Float = state.measureTickBitmap.width * 1 / 3;
state.measureTickBitmap.fillRect(new Rectangle(0, stepTickY, stepTickLength, stepTickWidth), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
}
}
}
/**
@ -314,23 +295,16 @@ class ChartEditorThemeHandler
state.offsetTickBitmap.fillRect(new Rectangle(rightTickX, 0, majorTickWidth / 2, majorTickLength), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
// Draw the minor ticks.
var minorTick2X:Float = state.offsetTickBitmap.width * 1 / 10 - (minorTickWidth / 2);
var minorTick3X:Float = state.offsetTickBitmap.width * 2 / 10 - (minorTickWidth / 2);
var minorTick4X:Float = state.offsetTickBitmap.width * 3 / 10 - (minorTickWidth / 2);
var minorTick5X:Float = state.offsetTickBitmap.width * 4 / 10 - (minorTickWidth / 2);
var minorTick7X:Float = state.offsetTickBitmap.width * 6 / 10 - (minorTickWidth / 2);
var minorTick8X:Float = state.offsetTickBitmap.width * 7 / 10 - (minorTickWidth / 2);
var minorTick9X:Float = state.offsetTickBitmap.width * 8 / 10 - (minorTickWidth / 2);
var minorTick10X:Float = state.offsetTickBitmap.width * 9 / 10 - (minorTickWidth / 2);
var minorTickLength:Float = state.offsetTickBitmap.height * 1 / 3;
state.offsetTickBitmap.fillRect(new Rectangle(minorTick2X, 0, minorTickWidth, minorTickLength), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
state.offsetTickBitmap.fillRect(new Rectangle(minorTick3X, 0, minorTickWidth, minorTickLength), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
state.offsetTickBitmap.fillRect(new Rectangle(minorTick4X, 0, minorTickWidth, minorTickLength), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
state.offsetTickBitmap.fillRect(new Rectangle(minorTick5X, 0, minorTickWidth, minorTickLength), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
state.offsetTickBitmap.fillRect(new Rectangle(minorTick7X, 0, minorTickWidth, minorTickLength), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
state.offsetTickBitmap.fillRect(new Rectangle(minorTick8X, 0, minorTickWidth, minorTickLength), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
state.offsetTickBitmap.fillRect(new Rectangle(minorTick9X, 0, minorTickWidth, minorTickLength), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
state.offsetTickBitmap.fillRect(new Rectangle(minorTick10X, 0, minorTickWidth, minorTickLength), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
for (i in 1...11)
{
if (i % 5 == 0)
{
continue;
}
var minorTickX:Float = state.offsetTickBitmap.width * i / 10 - (minorTickWidth / 2);
var minorTickLength:Float = state.offsetTickBitmap.height * 1 / 3;
state.offsetTickBitmap.fillRect(new Rectangle(minorTickX, 0, minorTickWidth, minorTickLength), GRID_MEASURE_DIVIDER_COLOR_LIGHT);
}
// Draw the offset ticks.
// var ticksWidth:Int = Std.int(ChartEditorState.GRID_SIZE * TOTAL_COLUMN_COUNT); // 1 grid squares wide.

View file

@ -0,0 +1,125 @@
package funkin.ui.debug.stageeditor;
import funkin.data.animation.AnimationData;
import funkin.graphics.FunkinSprite;
import funkin.modding.events.ScriptEvent;
import funkin.graphics.shaders.InverseDotsShader;
/**
* Contains all the Logic needed for Stage Editor. Only for Stage Editor, as in the gameplay StageProps and Boppers will be used.
*/
class StageEditorObject extends FunkinSprite
{
/**
* The internal Name of the Object.
*/
public var name:String = "Unnamed";
public var selectedShader:InverseDotsShader;
/**
* What animation to play upon starting.
*/
public var startingAnimation:String = "";
public var animDatas:Map<String, AnimationData> = [];
override public function new()
{
super();
selectedShader = new InverseDotsShader(0);
shader = selectedShader;
}
/**
* Whether the Object is currently being modified in the Stage Editor.
*/
public var isDebugged(default, set):Bool = true;
function set_isDebugged(value:Bool):Bool
{
this.isDebugged = value;
if (value == false) // plays upon starting yippee!!!
playAnim(startingAnimation, true);
else
{
if (animation.curAnim != null)
{
animation.stop();
offset.set();
updateHitbox();
}
}
return value;
}
public function playAnim(name:String, restart:Bool = false, reversed:Bool = false):Void
{
if (!animation.getNameList().contains(name)) return;
animation.play(name, restart, reversed, 0);
if (animDatas.exists(name)) offset.set(animDatas[name].offsets[0], animDatas[name].offsets[1]);
else
offset.set();
}
/**
* On which beat should it dance?
*/
public var danceEvery:Float = 0;
/**
* Internal, handles danceLeft and danceRight.
*/
var _danced:Bool = true;
public function dance(restart:Bool = false):Void
{
if (isDebugged) return;
var idle = animation.getNameList().contains("idle");
var dancing = animation.getNameList().contains("danceLeft") && animation.getNameList().contains("danceRight");
if (!idle && !dancing) return;
if (dancing)
{
if (_danced) playAnim("danceRight", restart);
else
playAnim("danceLeft", restart);
_danced = !_danced;
}
else if (idle)
{
playAnim("idle", restart);
}
}
public function addAnim(name:String, prefix:String, offsets:Array<Float>, indices:Array<Int>, frameRate:Int = 24, looped:Bool = true, flipX:Bool = false,
flipY:Bool = false)
{
if (indices.length > 0) animation.addByIndices(name, prefix, indices, "", frameRate, looped, flipX, flipY);
else
animation.addByPrefix(name, prefix, frameRate, looped, flipX, flipY);
if (animation.getNameList().contains(name)) // sometimes the animation doesnt add
{
animDatas.set(name,
{
name: name,
prefix: prefix,
offsets: offsets,
looped: looped,
frameRate: frameRate,
flipX: flipX,
flipY: flipY,
frameIndices: indices
});
}
}
}

File diff suppressed because it is too large Load diff

View file

@ -0,0 +1,6 @@
package funkin.ui.debug.stageeditor.components;
import haxe.ui.containers.dialogs.Dialog;
@:build(haxe.ui.macros.ComponentMacros.build("assets/exclude/data/ui/stage-editor/dialogs/about.xml"))
class AboutDialog extends Dialog {}

View file

@ -0,0 +1,80 @@
package funkin.ui.debug.stageeditor.components;
import haxe.ui.containers.dialogs.Dialog;
import haxe.ui.containers.dialogs.Dialog.DialogButton;
import funkin.util.FileUtil;
import haxe.io.Path;
import funkin.util.DateUtil;
import funkin.util.WindowUtil;
using StringTools;
@:xml('
<dialog id="backupAvailableDialog" width="475" height="150" title="Hey! Listen!">
<vbox width="100%" height="100%">
<label text="There is a chart backup available, would you like to open it?\n" width="100%" textAlign="center" />
<spacer height="6" />
<label id="backupTimeLabel" text="Jan 1, 1970 0:00" width="100%" textAlign="center" />
<spacer height="100%" />
<hbox width="100%">
<button text="No Thanks" id="dialogCancel" />
<spacer width="100%" />
<button text="Take Me There" id="buttonGoToFolder" />
<spacer width="100%" />
<button text="Open It" id="buttonOpenBackup" />
</hbox>
</vbox>
</dialog>
')
class BackupAvailableDialog extends Dialog
{
override public function new(state:StageEditorState, filePath:String)
{
super();
if (!FileUtil.doesFileExist(filePath)) return;
// time text
var fileDate = Path.withoutExtension(Path.withoutDirectory(filePath));
var dateParts = fileDate.split("-");
while (dateParts.length < 8)
dateParts.push("0");
var year:Int = Std.parseInt(dateParts[2]) ?? 0; // copied parts from ChartEditorImportExportHandler.hx
var month:Int = Std.parseInt(dateParts[3]) ?? 1;
var day:Int = Std.parseInt(dateParts[4]) ?? 0;
var hour:Int = Std.parseInt(dateParts[5]) ?? 0;
var minute:Int = Std.parseInt(dateParts[6]) ?? 0;
var second:Int = Std.parseInt(dateParts[7]) ?? 0;
backupTimeLabel.text = DateUtil.generateCleanTimestamp(new Date(year, month - 1, day, hour, minute, second));
// button callbacks
dialogCancel.onClick = function(_) hideDialog(DialogButton.CANCEL);
buttonGoToFolder.onClick = function(_) {
// :[
#if sys
var absoluteBackupsPath:String = Path.join([Sys.getCwd(), StageEditorState.BACKUPS_PATH]);
WindowUtil.openFolder(absoluteBackupsPath);
#end
}
buttonOpenBackup.onClick = function(_) {
if (FileUtil.doesFileExist(filePath) && state.welcomeDialog != null) // doing a check in case a sleezy FUCK decides to delete the backup file AFTER dialog opens
{
state.welcomeDialog.loadFromFilePath(filePath);
}
hideDialog(DialogButton.APPLY);
}
// uhhh
onDialogClosed = function(event) {
if (event.button == DialogButton.APPLY)
{
if (state.welcomeDialog != null) state.welcomeDialog.hideDialog(DialogButton.APPLY);
}
};
}
}

View file

@ -0,0 +1,31 @@
package funkin.ui.debug.stageeditor.components;
import haxe.ui.containers.dialogs.Dialog;
@:build(haxe.ui.macros.ComponentMacros.build("assets/exclude/data/ui/stage-editor/dialogs/exit-confirm.xml"))
class ExitConfirmDialog extends Dialog
{
var onComplete:Void->Void = null;
override public function new(onComp:Void->Void)
{
super();
onComplete = onComp;
buttons = DialogButton.CANCEL | "{{Proceed}}";
defaultButton = "{{Proceed}}";
destroyOnClose = true;
}
public override function validateDialog(button:DialogButton, fn:Bool->Void)
{
if (button == "{{Proceed}}" && onComplete != null)
{
onComplete();
}
fn(true);
}
}

View file

@ -0,0 +1,105 @@
package funkin.ui.debug.stageeditor.components;
import haxe.ui.containers.dialogs.Dialog;
import funkin.play.stage.StageProp;
import funkin.ui.debug.stageeditor.handlers.AssetDataHandler;
import haxe.ui.components.TextField;
import haxe.ui.components.CheckBox;
@:build(haxe.ui.macros.ComponentMacros.build("assets/exclude/data/ui/stage-editor/dialogs/find-object.xml"))
class FindObjDialog extends Dialog
{
var stageEditorState:StageEditorState;
var assets:Array<StageEditorObject> = [];
var curSelected:Int = 0;
var field:TextField;
var checkWord:CheckBox;
var checkCaps:CheckBox;
override public function new(state:StageEditorState, searchFor:String = "")
{
super();
stageEditorState = state;
nameField.text = searchFor;
this.field = nameField;
this.checkWord = wordCheck;
this.checkCaps = capsCheck;
field.onChange = function(_) updateIndicator();
indicator.hide();
top = 20;
left = FlxG.width - width - 20;
buttons = DialogButton.CANCEL | "{{Find Next}}";
defaultButton = "{{Find Next}}";
}
public function updateIndicator()
{
var prevObjCheck = assets[curSelected];
assets = [];
for (ass in stageEditorState.spriteArray)
{
var name = ass.name;
var checkFor = field.text;
if (!checkCaps.selected)
{
name = name.toLowerCase();
checkFor = checkFor.toLowerCase();
}
if (((name.contains(checkFor) && !checkWord.selected) || (name == checkFor && checkWord.selected)) && ass.visible) assets.push(ass);
}
if (assets.length > 0 && prevObjCheck == null)
{
stageEditorState.selectedSprite = assets[0];
}
if (assets.length > 0)
{
indicator.text = "Selected: " + (assets.indexOf(stageEditorState.selectedSprite) + 1) + " / " + assets.length;
}
else
{
indicator.text = "No Matches Found";
}
if (field.text != "" && field.text != null) indicator.show();
else
indicator.hide();
}
public override function validateDialog(button:DialogButton, fn:Bool->Void)
{
var done = true;
if (button == "{{Find Next}}")
{
done = false;
if (assets.length > 0)
{
curSelected = assets.indexOf(stageEditorState.selectedSprite);
curSelected++;
if (curSelected >= assets.length) curSelected = 0;
stageEditorState.selectedSprite = assets[curSelected];
indicator.text = "Selected: " + (assets.indexOf(stageEditorState.selectedSprite) + 1) + " / " + assets.length;
stageEditorState.camFollow.x = assets[curSelected].getMidpoint().x;
stageEditorState.camFollow.y = assets[curSelected].getMidpoint().y;
}
}
fn(done);
}
}

View file

@ -0,0 +1,70 @@
package funkin.ui.debug.stageeditor.components;
import haxe.ui.containers.dialogs.Dialog;
import lime.utils.Bytes;
import haxe.ui.components.TextField;
import openfl.net.URLLoader;
import openfl.net.URLRequest;
import openfl.events.Event;
import openfl.events.IOErrorEvent;
import openfl.events.ProgressEvent;
import openfl.events.SecurityErrorEvent;
import openfl.utils.ByteArray;
@:build(haxe.ui.macros.ComponentMacros.build("assets/exclude/data/ui/stage-editor/dialogs/load-url.xml"))
class LoadFromUrlDialog extends Dialog
{
var urlField:TextField;
var loader:URLLoader;
override public function new(successCallback:Bytes->Void = null, failCallback:String->Void = null)
{
super();
destroyOnClose = true;
loader = new URLLoader();
loader.dataFormat = BINARY;
urlField.text = "";
loader.addEventListener(Event.COMPLETE, function(event:Event) {
var bytes:Bytes = cast(loader.data, ByteArray);
if (successCallback != null) successCallback(bytes);
trace("loaded the image and did success callback");
@:privateAccess
loader.__removeAllListeners();
hideDialog(DialogButton.CANCEL);
});
loader.addEventListener(IOErrorEvent.IO_ERROR, function(event:IOErrorEvent) {
if (failCallback != null) failCallback(urlField.text);
trace("error with this shit");
});
loader.addEventListener(SecurityErrorEvent.SECURITY_ERROR, function(event:SecurityErrorEvent) {
if (failCallback != null) failCallback(urlField.text);
trace("error with this shit");
});
buttons = DialogButton.CANCEL | "{{Load}}";
defaultButton = "{{Load}}";
}
override public function validateDialog(button:DialogButton, fn:Bool->Void)
{
if (button == DialogButton.CANCEL)
{
fn(true);
}
else
{
loader.load(new URLRequest(urlField.text));
}
}
}

View file

@ -0,0 +1,90 @@
package funkin.ui.debug.stageeditor.components;
import haxe.ui.containers.dialogs.Dialog;
import haxe.ui.components.Link;
import funkin.ui.debug.stageeditor.handlers.AssetDataHandler;
import funkin.save.Save;
import funkin.util.FileUtil;
import lime.ui.FileDialog;
import flixel.FlxG;
import openfl.display.BitmapData;
import haxe.ui.notifications.NotificationType;
import haxe.ui.notifications.NotificationManager;
import funkin.play.stage.StageProp;
@:build(haxe.ui.macros.ComponentMacros.build("assets/exclude/data/ui/stage-editor/dialogs/new-object.xml"))
class NewObjDialog extends Dialog
{
var stageEditorState:StageEditorState;
var bitmap:BitmapData;
override public function new(state:StageEditorState, img:BitmapData = null)
{
super();
stageEditorState = state;
bitmap = img;
field.onChange = function(_) {
field.removeClasses(["invalid-value", "valid-value"]);
}
buttons = DialogButton.CANCEL | "{{Create}}";
defaultButton = "{{Create}}";
destroyOnClose = true;
}
public override function validateDialog(button:DialogButton, fn:Bool->Void)
{
var done = true;
if (button == "{{Create}}")
{
var objNames = [for (obj in StageEditorState.instance.spriteArray) obj.name];
if (field.text == "" || field.text == null || objNames.contains(field.text))
{
field.swapClass("invalid-value", "valid-value");
done = false;
NotificationManager.instance.addNotification(
{
title: "Problem Creating an Object",
body: objNames.contains(field.text) ? "Object with the Name " + field.text + " already exists!" : "Invalid Object Name!",
type: NotificationType.Error
});
}
else
{
var spr = new StageEditorObject();
if (bitmap != null)
{
var bitToLoad = stageEditorState.addBitmap(bitmap);
spr.loadGraphic(stageEditorState.bitmaps[bitToLoad]);
}
else
spr.loadGraphic(AssetDataHandler.getDefaultGraphic());
spr.name = field.text;
spr.screenCenter();
spr.zIndex = 0;
stageEditorState.selectedSprite = spr;
stageEditorState.createAndPushAction(OBJECT_CREATED);
stageEditorState.add(spr);
stageEditorState.updateArray();
stageEditorState.saved = false;
NotificationManager.instance.addNotification(
{
title: "Object Creating Successful",
body: "Successfully created an Object with the Name " + field.text + "!",
type: NotificationType.Success
});
}
}
fn(done);
}
}

View file

@ -0,0 +1,6 @@
package funkin.ui.debug.stageeditor.components;
import haxe.ui.containers.dialogs.Dialog;
@:build(haxe.ui.macros.ComponentMacros.build("assets/exclude/data/ui/stage-editor/dialogs/user-guide.xml"))
class UserGuideDialog extends Dialog {}

View file

@ -0,0 +1,146 @@
package funkin.ui.debug.stageeditor.components;
import haxe.ui.containers.dialogs.Dialog;
import haxe.ui.containers.dialogs.Dialogs;
import haxe.ui.containers.dialogs.MessageBox.MessageBoxType;
import haxe.ui.components.Link;
import funkin.ui.debug.stageeditor.handlers.StageDataHandler;
import funkin.save.Save;
import funkin.util.FileUtil;
import lime.ui.FileDialog;
import flixel.FlxG;
import funkin.input.Cursor;
import funkin.data.stage.StageData;
import funkin.data.stage.StageRegistry;
import funkin.ui.debug.stageeditor.StageEditorState.StageEditorDialogType;
using funkin.util.tools.FloatTools;
@:build(haxe.ui.macros.ComponentMacros.build("assets/exclude/data/ui/stage-editor/dialogs/welcome.xml"))
class WelcomeDialog extends Dialog
{
var stageEditorState:StageEditorState;
override public function new(state:StageEditorState)
{
super();
stageEditorState = state;
buttonNew.onClick = function(_) {
stageEditorState.clearAssets();
stageEditorState.loadDummyData();
stageEditorState.currentFile = "";
killDaDialog();
}
for (file in Save.instance.stageEditorPreviousFiles)
{
trace(file);
if (!FileUtil.doesFileExist(file)) continue; // whats the point of loading something that doesnt exist
var patj = new haxe.io.Path(file);
var fileText = new Link();
fileText.percentWidth = 100;
fileText.text = patj.file + "." + patj.ext;
fileText.onClick = function(_) loadFromFilePath(file);
#if sys
var stat = sys.FileSystem.stat(file);
var sizeInMB = (stat.size / 1000000).round(2);
fileText.tooltip = "Full Name: " + file + "\nLast Modified: " + stat.mtime.toString() + "\nSize: " + sizeInMB + "MB";
#end
contentRecent.addComponent(fileText);
}
boxDrag.onClick = function(_) FileUtil.browseForSaveFile([FileUtil.FILE_FILTER_FNFS], loadFromFilePath, null, null, "Open Stage Data");
var defaultStages = StageRegistry.instance.listBaseGameStageIds();
defaultStages.sort(funkin.util.SortUtil.alphabetically);
for (stage in defaultStages)
{
var baseStage = StageRegistry.instance.parseEntryDataWithMigration(stage, StageRegistry.instance.fetchEntryVersion(stage));
if (baseStage == null) continue;
var link = new Link(); // this is how the legend of zelda started btw
link.percentWidth = 100;
link.text = baseStage.name;
link.onClick = function(_) loadFromPreset(baseStage);
contentPresets.addComponent(link);
}
FlxG.stage.window.onDropFile.add(loadFromFilePath);
}
public function loadFromPreset(data:StageData)
{
if (data == null) return;
if (!stageEditorState.saved)
{
Dialogs.messageBox("This will destroy all of your Unsaved Work.\n\nAre you sure? This cannot be undone.", "Load Stage", MessageBoxType.TYPE_YESNO, true,
function(btn:DialogButton) {
if (btn == DialogButton.YES)
{
stageEditorState.saved = true;
loadFromPreset(data);
}
});
return;
}
stageEditorState.clearAssets();
stageEditorState.currentFile = "";
stageEditorState.loadFromDataRaw(data);
killDaDialog();
}
public function loadFromFilePath(file:String)
{
if (!stageEditorState.saved)
{
Dialogs.messageBox("This will destroy all of your Unsaved Work.\n\nAre you sure? This cannot be undone.", "Load Stage", MessageBoxType.TYPE_YESNO, true,
function(btn:DialogButton) {
if (btn == DialogButton.YES)
{
stageEditorState.saved = true;
loadFromFilePath(file);
}
});
return;
}
var bytes = FileUtil.readBytesFromPath(file);
if (bytes == null)
{
stageEditorState.notifyChange("Problem Loading the Stage", "The Stage File could not be loaded.", true);
return;
}
stageEditorState.clearAssets();
stageEditorState.currentFile = file;
stageEditorState.unpackShitFromZip(bytes);
killDaDialog();
}
function killDaDialog()
{
stageEditorState.updateDialog(StageEditorDialogType.OBJECT);
stageEditorState.updateDialog(StageEditorDialogType.CHARACTER);
stageEditorState.updateDialog(StageEditorDialogType.STAGE);
FlxG.stage.window.onDropFile.remove(loadFromFilePath);
hide();
destroy();
}
}

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package funkin.ui.debug.stageeditor.handlers;
import flixel.FlxG;
import openfl.display.BitmapData;
import flixel.FlxSprite;
import flixel.util.FlxColor;
import flixel.graphics.frames.FlxAtlasFrames;
import flixel.math.FlxRect;
import openfl.display.BlendMode;
import flixel.math.FlxPoint;
import funkin.data.stage.StageData.StageDataProp;
using StringTools;
/**
* Handles the Stage Props and Datas - being able to convert one to the other.
*/
class AssetDataHandler
{
static var state:StageEditorState;
public static function init(state:StageEditorState)
{
AssetDataHandler.state = state;
}
/**
* Turns an Object into Data.
* @param obj the Object whose data to read.
* @param useBitmaps Whether to Save object's BitmapData directly.
* @return Data of the Object
*/
public static function toData(obj:StageEditorObject, useBitmaps:Bool = false):StageEditorObjectData
{
var outputData:StageEditorObjectData =
{
name: obj.name,
assetPath: "",
position: [obj.x, obj.y],
zIndex: obj.zIndex,
isPixel: !obj.antialiasing,
scale: obj.scale.x == obj.scale.y ? Left(obj.scale.x) : Right([obj.scale.x, obj.scale.y]),
alpha: obj.alpha,
danceEvery: obj.animation.getNameList().length > 0 ? obj.danceEvery : 0,
scroll: [obj.scrollFactor.x, obj.scrollFactor.y],
animations: [for (n => d in obj.animDatas) d],
startingAnimation: obj.startingAnimation,
animType: "sparrow", // automatically making sparrow atlases yeah
angle: obj.angle,
blend: obj.blend == null ? "" : Std.string(obj.blend),
color: obj.color.toWebString(),
xmlData: obj.generateXML()
}
if (useBitmaps)
{
outputData.bitmap = obj.pixels.clone();
return outputData;
}
for (name => bit in state.bitmaps)
{
if (areTheseBitmapsEqual(bit, obj.pixels))
{
outputData.assetPath = name;
return outputData;
}
}
outputData.assetPath = "#FFFFFF";
return outputData;
}
/**
* Modifies an Object based on the Data.
* @param object Object to modify. Set to null to create a new one.
* @param data The Data used for the Object.
*/
public static function fromData(object:StageEditorObject, data:StageEditorObjectData)
{
if (data.bitmap != null)
{
var bitToLoad = state.addBitmap(data.bitmap.clone());
object.loadGraphic(state.bitmaps[bitToLoad]);
}
else
{
if (data.animations != null && data.animations.length > 0) // considering we're unpacking we might as well just do this instead of switch
{
object.frames = flixel.graphics.frames.FlxAtlasFrames.fromSparrow(state.bitmaps[data.assetPath].clone(), data.xmlData);
}
else if (data.assetPath.startsWith("#"))
{
object.loadGraphic(getDefaultGraphic());
object.color = FlxColor.fromString(data.assetPath);
}
else
object.loadGraphic(state.bitmaps[data.assetPath].clone());
}
object.name = data.name;
object.setPosition(data.position[0], data.position[1]);
object.zIndex = data.zIndex;
object.antialiasing = !data.isPixel;
object.alpha = data.alpha;
object.danceEvery = data.danceEvery;
object.scrollFactor.set(data.scroll[0], data.scroll[1]);
object.startingAnimation = data.startingAnimation;
object.angle = data.angle;
object.blend = blendFromString(data.blend);
if (!data.assetPath.startsWith("#")) object.color = FlxColor.fromString(data.color);
// yeah
object.pixelPerfectRender = data.isPixel;
object.pixelPerfectPosition = data.isPixel;
for (anim in data.animations)
{
object.addAnim(anim.name, anim.prefix, anim.offsets ?? [0, 0], anim.frameIndices ?? [], anim.frameRate ?? 24, anim.looped ?? false, anim.flipX ?? false,
anim.flipY ?? false);
}
if (object.animation.getNameList().contains(data.startingAnimation)) object.startingAnimation = data.startingAnimation;
switch (data.scale)
{
case Left(value):
object.scale.set(value, value);
case Right(values):
object.scale.set(values[0], values[1]);
}
object.updateHitbox();
object.playAnim(object.startingAnimation);
flixel.util.FlxTimer.wait(StageEditorState.TIME_BEFORE_ANIM_STOP, function() {
if (object != null && object.animation.curAnim != null) object.animation.stop();
});
return object;
}
/**
* Returns a default BitmapData to be used for all the props.
* @return BitmapData
*/
public static function getDefaultGraphic():BitmapData
{
return new FlxSprite().makeGraphic(1, 1, FlxColor.WHITE).pixels.clone();
}
/**
* Returns OpenFL's BlendMode based on the Name.
* @param blend the BlendMode Name.
* @return BlendMode
*/
public static function blendFromString(blend:String):BlendMode
{
// originally this was a MASSIVE and I do mean MASSIVE switch case, though then I found out that blendmode already has one implemented
@:privateAccess
return BlendMode.fromString(blend.toLowerCase().trim());
}
public static function generateXML(obj:StageEditorObject)
{
// the last check is for if the only frame is the standard graphic frame
if (obj == null || obj.frames.frames.length == 0 || obj.frames.frames[0].name == null) return "";
var xml = [
"<!--This XML File was automatically generated by StageEditorEngine, in order to make Funkin' be able to load it.-->",
'<?xml version="1.0" encoding="UTF-8"?>',
'<TextureAtlas imagePath="${obj.toData(false).assetPath}.png" width="${obj.pixels.width}" height="${obj.pixels.height}">'
].join("\n");
for (daFrame in obj.frames.frames)
{
xml += ' <SubTexture name="${daFrame.name}" x="${daFrame.frame.x}" y="${daFrame.frame.y}" width="${daFrame.frame.width}" height="${daFrame.frame.height}" frameX="${- daFrame.offset.x}" frameY="${- daFrame.offset.y}" frameWidth="${daFrame.sourceSize.x}" frameHeight="${daFrame.sourceSize.y}" flipX="${daFrame.flipX}" flipY="${daFrame.flipY}"/>\n';
}
xml += "</TextureAtlas>";
return xml;
}
// I am aware OpenFL has it's own compare bitmap function, though I find this to be better ngl
static function areTheseBitmapsEqual(bitmap1:BitmapData, bitmap2:BitmapData)
{
if (bitmap1.width != bitmap2.width || bitmap1.height != bitmap2.height) return false;
for (px in 0...bitmap1.width)
{
for (py in 0...bitmap1.height)
{
if (bitmap1.getPixel32(px, py) != bitmap2.getPixel32(px, py)) return false;
}
}
return true;
}
}
typedef StageEditorObjectData =
{
> StageDataProp,
var xmlData:String;
var ?bitmap:BitmapData;
}

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package funkin.ui.debug.stageeditor.handlers;
import funkin.ui.debug.stageeditor.handlers.AssetDataHandler;
import haxe.io.Bytes;
import funkin.util.FileUtil;
import openfl.display.BitmapData;
import haxe.Json;
import haxe.zip.Entry;
import funkin.play.character.BaseCharacter.CharacterType;
import funkin.play.character.BaseCharacter;
import funkin.data.stage.StageData;
import funkin.data.stage.StageData.StageDataCharacter;
import funkin.data.stage.StageRegistry;
import openfl.utils.Assets as OpenFLAssets;
import lime.utils.Assets as LimeAssets;
using StringTools;
class StageDataHandler
{
public static function checkForCharacter(char:BaseCharacter)
return char != null;
public static function packShitToZip(state:StageEditorState)
{
// step 1: data
var endData:StageData = new StageData();
endData.name = state.stageName;
endData.cameraZoom = state.stageZoom;
endData.directory = state.stageFolder;
// step 1 phase 1: object data
var xmlMap:Map<String, String> = [];
for (obj in state.spriteArray)
{
var data = obj.toData(false);
endData.props.push(
{
name: data.name,
assetPath: data.assetPath.startsWith("#") ? data.color : data.assetPath,
position: data.position.copy(),
zIndex: data.zIndex,
isPixel: data.isPixel,
scale: data.scale,
alpha: data.alpha,
danceEvery: data.danceEvery,
scroll: data.scroll.copy(),
animations: data.animations,
startingAnimation: data.startingAnimation,
animType: data.animType,
angle: data.angle,
blend: data.blend,
color: data.assetPath.startsWith("#") ? "#FFFFFF" : data.color
});
if (!xmlMap.exists(data.assetPath) && data.xmlData != "") xmlMap.set(data.assetPath, data.xmlData);
}
// step 1 phase 2: character data
endData.characters.bf.zIndex = state.charGroups[CharacterType.BF].zIndex;
endData.characters.dad.zIndex = state.charGroups[CharacterType.DAD].zIndex;
endData.characters.gf.zIndex = state.charGroups[CharacterType.GF].zIndex;
endData.characters.bf.scale = state.bf.scale.x / state.bf.getBaseScale();
endData.characters.dad.scale = state.dad.scale.x / state.dad.getBaseScale();
endData.characters.gf.scale = state.gf.scale.x / state.gf.getBaseScale();
endData.characters.bf.cameraOffsets = state.charCamOffsets[CharacterType.BF].copy();
endData.characters.gf.cameraOffsets = state.charCamOffsets[CharacterType.GF].copy();
endData.characters.dad.cameraOffsets = state.charCamOffsets[CharacterType.DAD].copy();
endData.characters.bf.position = [
state.bf.feetPosition.x - state.bf.globalOffsets[0],
state.bf.feetPosition.y - state.bf.globalOffsets[1]
];
endData.characters.gf.position = [
state.gf.feetPosition.x - state.gf.globalOffsets[0],
state.gf.feetPosition.y - state.gf.globalOffsets[1]
];
endData.characters.dad.position = [
state.dad.feetPosition.x - state.dad.globalOffsets[0],
state.dad.feetPosition.y - state.dad.globalOffsets[1]
];
// step 2: saving everything to entryList
var entryList = new Array<Entry>();
// step 2 phase 1: images
state.removeUnusedBitmaps();
for (name => img in state.bitmaps)
{
var bytes = img?.image?.encode(PNG);
if (bytes == null) continue;
var entry:Entry =
{
fileName: name + ".png",
fileSize: bytes.length,
fileTime: Date.now(),
compressed: false,
dataSize: bytes.length,
data: bytes,
crc32: null // apparently fileutil.hx does not like crc32, idk why but i dont even know what crc32 is
}
entryList.push(entry);
}
// step 2 phase 2: xmls
for (obj in endData.props)
{
if (!xmlMap.exists(obj.assetPath)) continue; // damn
var bytes = Bytes.ofString(xmlMap[obj.assetPath]);
var entry:Entry =
{
fileName: obj.assetPath + ".xml",
fileSize: bytes.length,
fileTime: Date.now(),
compressed: false,
dataSize: bytes.length,
data: bytes,
crc32: null
}
entryList.push(entry);
}
// step 2 phase 3: the main data
var stageBytes = Bytes.ofString(endData.serialize());
entryList.push(
{
fileName: "yourstagename.json",
fileSize: stageBytes.length,
fileTime: Date.now(),
compressed: false,
dataSize: stageBytes.length,
data: stageBytes,
crc32: null
});
var zipFileBytes = FileUtil.createZIPFromEntries(entryList);
return zipFileBytes;
}
public static function unpackShitFromZip(state:StageEditorState, zip:Bytes)
{
state.clearAssets();
state.bitmaps.clear();
var entries = FileUtil.readZIPFromBytes(zip);
var stageData:StageData = new StageData();
var xmls:Map<String, String> = [];
for (stuff in entries)
{
var ext = stuff.fileName.split(".")[1];
switch (ext)
{
case "png":
var data = BitmapData.fromBytes(stuff.data);
state.bitmaps.set(stuff.fileName.replace(".png", ""), data);
case "xml":
xmls.set(stuff.fileName.replace(".xml", ""), stuff.data.toString());
case "json":
stageData = StageRegistry.instance.parseEntryDataRaw(stuff.data.toString(), stuff.fileName);
}
}
if (stageData == null)
{
// TODO: throw an error, then load a dummy data
loadDummyData(state);
return;
}
// actual data unpacking
state.stageName = stageData.name;
state.stageZoom = stageData.cameraZoom;
state.stageFolder = stageData.directory ?? "shared";
// chars
state.loadCharDatas(stageData);
// objects
for (objData in stageData.props)
{
// make the data and roll with it
var spr = new StageEditorObject();
spr.fromData(
{
name: objData.name ?? "Unnamed",
assetPath: objData.assetPath,
animations: objData.animations.copy(),
scale: objData.scale,
position: objData.position,
alpha: objData.alpha,
angle: objData.angle,
zIndex: objData.zIndex,
danceEvery: objData.danceEvery,
isPixel: objData.isPixel,
scroll: objData.scroll.copy(),
color: objData.color,
blend: objData.blend,
startingAnimation: objData.startingAnimation,
xmlData: xmls[objData.assetPath] ?? ""
});
state.add(spr);
}
state.updateArray();
state.sortAssets();
state.updateMarkerPos();
}
static function loadCharDatas(state:StageEditorState, data:StageData)
{
var chars = state.getCharacters();
for (char in chars)
{
var charData:StageDataCharacter = null;
switch (char.characterType)
{
case CharacterType.BF:
charData = data.characters.bf;
case CharacterType.GF:
charData = data.characters.gf;
case CharacterType.DAD:
charData = data.characters.dad;
default: // nothing rip
}
char.resetCharacter(true);
if (charData == null) continue;
char.x = charData.position[0] - char.characterOrigin.x + char.globalOffsets[0];
char.y = charData.position[1] - char.characterOrigin.y + char.globalOffsets[1];
state.charGroups[char.characterType].zIndex = charData.zIndex;
char.setScale(char.getBaseScale() * charData.scale);
char.cameraFocusPoint.x += charData.cameraOffsets[0];
char.cameraFocusPoint.y += charData.cameraOffsets[1];
state.charCamOffsets[char.characterType] = charData.cameraOffsets.copy();
}
}
public static function loadFromDataRaw(state:StageEditorState, data:StageData)
{
state.clearAssets();
state.bitmaps.clear();
if (data == null)
{
loadDummyData(state);
return;
}
@:privateAccess
if (!LimeAssets.libraryPaths.exists(data.directory))
{
loadDummyData(state);
return;
}
Paths.setCurrentLevel(data.directory);
if (OpenFLAssets.getLibrary(data.directory) == null)
{
OpenFLAssets.loadLibrary(data.directory).onComplete(function(_) {
loadFromDataRaw(state, data);
});
return;
}
state.stageName = data.name;
state.stageZoom = data.cameraZoom;
state.stageFolder = data.directory ?? "shared";
state.loadCharDatas(data);
for (objData in data.props)
{
var spr = new StageEditorObject();
if (!objData.assetPath.startsWith("#")) state.bitmaps.set(objData.assetPath, Assets.getBitmapData(Paths.image(objData.assetPath)));
spr.fromData(
{
name: objData.name ?? "Unnamed",
assetPath: objData.assetPath,
animations: objData.animations.copy(),
scale: objData.scale,
position: objData.position,
alpha: objData.alpha,
angle: objData.angle,
zIndex: objData.zIndex,
danceEvery: objData.danceEvery,
isPixel: objData.isPixel,
scroll: objData.scroll.copy(),
color: objData.color,
blend: objData.blend,
startingAnimation: objData.startingAnimation,
xmlData: Assets.exists(Paths.file("images/" + objData.assetPath + ".xml")) ? Assets.getText(Paths.file("images/" + objData.assetPath + ".xml")) : ""
});
state.add(spr);
}
state.updateArray();
state.sortAssets();
state.updateMarkerPos();
}
public static function loadDummyData(state:StageEditorState)
{
state.clearAssets();
state.stageName = "Unnamed";
state.stageZoom = 1.0;
state.stageFolder = "shared";
state.charCamOffsets = StageEditorState.DEFAULT_CAMERA_OFFSETS.copy();
state.charPos = StageEditorState.DEFAULT_POSITIONS.copy();
state.gf.resetCharacter(true);
state.dad.resetCharacter(true);
state.bf.resetCharacter(true);
state.charGroups[CharacterType.BF].zIndex = 300;
state.charGroups[CharacterType.DAD].zIndex = 200;
state.charGroups[CharacterType.GF].zIndex = 100;
state.gf.x = state.charPos[CharacterType.GF][0] - state.gf.characterOrigin.x + state.gf.globalOffsets[0];
state.gf.y = state.charPos[CharacterType.GF][1] - state.gf.characterOrigin.y + state.gf.globalOffsets[1];
state.dad.x = state.charPos[CharacterType.DAD][0] - state.dad.characterOrigin.x + state.dad.globalOffsets[0];
state.dad.y = state.charPos[CharacterType.DAD][1] - state.dad.characterOrigin.y + state.dad.globalOffsets[1];
state.bf.x = state.charPos[CharacterType.BF][0] - state.bf.characterOrigin.x + state.bf.globalOffsets[0];
state.bf.y = state.charPos[CharacterType.BF][1] - state.bf.characterOrigin.y + state.bf.globalOffsets[1];
state.gf.setScale(state.gf.getBaseScale());
state.dad.setScale(state.dad.getBaseScale());
state.bf.setScale(state.bf.getBaseScale());
state.gf.cameraFocusPoint.x += state.charCamOffsets[CharacterType.GF][0];
state.gf.cameraFocusPoint.y += state.charCamOffsets[CharacterType.GF][1];
state.dad.cameraFocusPoint.x += state.charCamOffsets[CharacterType.DAD][0];
state.dad.cameraFocusPoint.y += state.charCamOffsets[CharacterType.DAD][1];
state.bf.cameraFocusPoint.x += state.charCamOffsets[CharacterType.BF][0];
state.bf.cameraFocusPoint.y += state.charCamOffsets[CharacterType.BF][1];
// no props :p
state.updateMarkerPos();
}
}

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package funkin.ui.debug.stageeditor.handlers;
import funkin.play.character.BaseCharacter.CharacterType;
import funkin.ui.debug.stageeditor.handlers.AssetDataHandler.StageEditorObjectData;
import funkin.ui.debug.stageeditor.StageEditorState.StageEditorDialogType;
class UndoRedoHandler
{
public static function performLastAction(state:StageEditorState, redo:Bool = false):Void
{
if (state == null || (state.undoArray.length <= 0 && !redo) || (state.redoArray.length <= 0 && redo)) return;
var actionToDo = redo ? state.redoArray.pop() : state.undoArray.pop();
switch (actionToDo.type)
{
case CHARACTER_MOVED:
createAndPushAction(state, actionToDo.type, !redo);
var type = actionToDo.data.type == null ? CharacterType.BF : actionToDo.data.type;
var pos = actionToDo.data.pos == null ? [0, 0] : actionToDo.data.pos;
for (char in state.getCharacters())
{
if (char.characterType == type) state.selectedChar = char;
}
state.selectedChar.x = pos[0] - state.selectedChar.characterOrigin.x + state.selectedChar.globalOffsets[0];
state.selectedChar.y = pos[1] - state.selectedChar.characterOrigin.y + state.selectedChar.globalOffsets[1];
state.updateMarkerPos();
state.updateDialog(StageEditorDialogType.CHARACTER);
case OBJECT_MOVED:
var id = actionToDo.data.ID ?? -1;
var pos = actionToDo.data.pos ?? [0, 0];
for (obj in state.spriteArray)
{
if (obj.ID == id) state.selectedSprite = obj;
}
if (state.selectedSprite != null)
{
createAndPushAction(state, actionToDo.type, !redo);
state.selectedSprite.x = pos[0];
state.selectedSprite.y = pos[1];
state.updateDialog(StageEditorDialogType.OBJECT);
}
case OBJECT_CREATED: // this removes the object
var id = actionToDo.data.ID ?? -1;
for (obj in state.spriteArray)
{
if (obj.ID == id)
{
state.selectedSprite = obj;
createAndPushAction(state, OBJECT_DELETED, !redo);
state.selectedSprite = null;
obj.kill();
state.remove(obj, true);
obj.destroy();
state.updateArray();
state.updateDialog(StageEditorDialogType.OBJECT);
trace("found object");
continue;
}
}
case OBJECT_DELETED: // this creates the object
if (actionToDo.data.data == null) return;
var id = actionToDo.data.ID ?? -1;
var data:StageEditorObjectData = cast actionToDo.data.data;
var obj = new StageEditorObject().fromData(data);
obj.ID = id;
state.selectedSprite = obj;
createAndPushAction(state, OBJECT_CREATED, !redo);
state.add(obj);
state.updateDialog(StageEditorDialogType.OBJECT);
state.updateArray();
case OBJECT_ROTATED: // primarily copied from OBJECT_MOVED
var id = actionToDo.data.ID ?? -1;
var angle = actionToDo.data.angle ?? 0;
for (obj in state.spriteArray)
{
if (obj.ID == id) state.selectedSprite = obj;
}
if (state.selectedSprite != null)
{
createAndPushAction(state, actionToDo.type, !redo);
state.selectedSprite.angle = angle;
state.updateDialog(StageEditorDialogType.OBJECT);
}
default: // do nothing dumbass
}
}
public static function createAndPushAction(state:StageEditorState, action:UndoActionType, redo:Bool = false)
{
if (state == null) return;
var finalAction:UndoAction = {type: action, data: null};
if (!redo && state.redoArray.length > 0) state.redoArray = []; // incorporate resetting as well
switch (action)
{
case CHARACTER_MOVED:
var char = state.selectedChar.characterType;
finalAction.data = {type: char, pos: state.charPos[char].copy()};
case OBJECT_MOVED:
finalAction.data = {ID: state.selectedSprite.ID, pos: [state.selectedSprite.x, state.selectedSprite.y]}
case OBJECT_CREATED:
finalAction.data = {ID: state.selectedSprite.ID}
case OBJECT_DELETED:
finalAction.data =
{
ID: state.selectedSprite.ID,
data: state.selectedSprite.toData(true)
}
case OBJECT_ROTATED:
finalAction.data = {ID: state.selectedSprite.ID, angle: state.selectedSprite.angle}
default: // nop
}
if (finalAction.data == null) return;
if (redo) state.redoArray.push(finalAction);
else if (!redo) state.undoArray.push(finalAction);
}
}
typedef UndoAction =
{
/**
* The Type of Undo Action to store.
*/
var type:UndoActionType;
/**
* The added Data of the Action.
*/
var data:Dynamic;
}
enum abstract UndoActionType(String) from String
{
/**
* Triggerred when an Object is deleted.
*/
var OBJECT_DELETED = "object_deleted";
/**
* Triggerred when an Object is created.
*/
var OBJECT_CREATED = "object_created";
/**
* Triggerred when an Object is moved.
*/
var OBJECT_MOVED = "object_moved";
/**
* Triggerred when a Character is moved.
*/
var CHARACTER_MOVED = "character_moved";
/**
* Triggerred when an Object is rotated.
*/
var OBJECT_ROTATED = "object_rotated";
}

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package funkin.ui.debug.stageeditor;
#if !macro
using funkin.ui.debug.stageeditor.handlers.StageDataHandler;
using funkin.ui.debug.stageeditor.handlers.AssetDataHandler;
using funkin.ui.debug.stageeditor.handlers.UndoRedoHandler;
#end

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package funkin.ui.debug.stageeditor.toolboxes;
import haxe.ui.components.NumberStepper;
import funkin.play.character.BaseCharacter;
import funkin.play.character.BaseCharacter.CharacterType;
import funkin.play.character.CharacterData.CharacterDataParser;
import funkin.util.SortUtil;
import haxe.ui.data.ArrayDataSource;
import haxe.ui.components.DropDown;
import haxe.ui.components.Button;
import haxe.ui.components.Slider;
import haxe.ui.components.Label;
import funkin.ui.debug.stageeditor.handlers.StageDataHandler;
import haxe.ui.containers.menus.Menu;
import haxe.ui.containers.ScrollView;
import haxe.ui.core.Screen;
import flixel.tweens.FlxTween;
import flixel.tweens.FlxEase;
import haxe.ui.containers.Grid;
import funkin.play.character.CharacterData;
using StringTools;
@:build(haxe.ui.macros.ComponentMacros.build("assets/exclude/data/ui/stage-editor/toolboxes/character-properties.xml"))
class StageEditorCharacterToolbox extends StageEditorDefaultToolbox
{
var characterPosXStepper:NumberStepper;
var characterPosYStepper:NumberStepper;
var characterPosReset:Button;
var characterZIdxStepper:NumberStepper;
var characterZIdxReset:Button;
var characterCamXStepper:NumberStepper;
var characterCamYStepper:NumberStepper;
var characterCamReset:Button;
var characterScaleSlider:Slider;
var characterScaleReset:Button;
var characterTypeButton:Button;
var charMenu:StageEditorCharacterMenu;
override public function new(state:StageEditorState)
{
super(state);
// position
characterPosXStepper.onChange = characterPosYStepper.onChange = function(_) {
repositionCharacter();
state.saved = false;
}
characterPosReset.onClick = function(_) {
if (!StageEditorState.DEFAULT_POSITIONS.exists(state.selectedChar.characterType)) return;
var oldPositions = StageEditorState.DEFAULT_POSITIONS[state.selectedChar.characterType];
characterPosXStepper.pos = oldPositions[0];
characterPosYStepper.pos = oldPositions[1];
}
// zidx
characterZIdxStepper.max = StageEditorState.MAX_Z_INDEX;
characterZIdxStepper.onChange = function(_) {
state.charGroups[state.selectedChar.characterType].zIndex = Std.int(characterZIdxStepper.pos);
state.saved = false;
state.sortAssets();
}
characterZIdxReset.onClick = function(_) {
var thingies = [CharacterType.GF, CharacterType.DAD, CharacterType.BF];
var thingIdxies = thingies.indexOf(state.selectedChar.characterType);
characterZIdxStepper.pos = (thingIdxies * 100);
}
// camera
characterCamXStepper.onChange = characterCamYStepper.onChange = function(_) {
state.charCamOffsets[state.selectedChar.characterType] = [characterCamXStepper.pos, characterCamYStepper.pos];
state.updateMarkerPos();
state.saved = false;
}
characterCamReset.onClick = function(_) characterCamXStepper.pos = characterCamYStepper.pos = 0; // lol
// scale
characterScaleSlider.onChange = function(_) {
state.selectedChar.setScale(state.selectedChar.getBaseScale() * characterScaleSlider.pos);
repositionCharacter();
state.saved = false;
}
characterScaleReset.onChange = function(_) characterScaleSlider.pos = 1;
// character button
characterTypeButton.onClick = function(_) {
charMenu = new StageEditorCharacterMenu(state, this);
Screen.instance.addComponent(charMenu);
}
refresh();
}
override public function refresh()
{
var name = stageEditorState.selectedChar.characterType;
characterPosXStepper.step = characterPosYStepper.step = stageEditorState.moveStep;
characterCamXStepper.step = characterCamYStepper.step = stageEditorState.moveStep;
if (characterPosXStepper.pos != stageEditorState.charPos[name][0]) characterPosXStepper.pos = stageEditorState.charPos[name][0];
if (characterPosYStepper.pos != stageEditorState.charPos[name][1]) characterPosYStepper.pos = stageEditorState.charPos[name][1];
if (characterZIdxStepper.pos != stageEditorState.charGroups[stageEditorState.selectedChar.characterType].zIndex)
characterZIdxStepper.pos = stageEditorState.charGroups[stageEditorState.selectedChar.characterType].zIndex;
if (characterCamXStepper.pos != stageEditorState.charCamOffsets[name][0]) characterCamXStepper.pos = stageEditorState.charCamOffsets[name][0];
if (characterCamYStepper.pos != stageEditorState.charCamOffsets[name][1]) characterCamYStepper.pos = stageEditorState.charCamOffsets[name][1];
if (characterScaleSlider.pos != stageEditorState.selectedChar.scale.x / stageEditorState.selectedChar.getBaseScale())
characterScaleSlider.pos = stageEditorState.selectedChar.scale.x / stageEditorState.selectedChar.getBaseScale();
var prevText = characterTypeButton.text;
var charData = CharacterDataParser.fetchCharacterData(stageEditorState.selectedChar.characterId);
characterTypeButton.icon = (charData == null ? null : CharacterDataParser.getCharPixelIconAsset(stageEditorState.selectedChar.characterId));
characterTypeButton.text = (charData == null ? "None" : charData.name.length > 6 ? '${charData.name.substr(0, 6)}.' : '${charData.name}');
if (prevText != characterTypeButton.text)
{
Screen.instance.removeComponent(charMenu);
}
}
public function repositionCharacter()
{
stageEditorState.selectedChar.x = characterPosXStepper.pos - stageEditorState.selectedChar.characterOrigin.x
+ stageEditorState.selectedChar.globalOffsets[0];
stageEditorState.selectedChar.y = characterPosYStepper.pos - stageEditorState.selectedChar.characterOrigin.y
+ stageEditorState.selectedChar.globalOffsets[1];
stageEditorState.selectedChar.setScale(stageEditorState.selectedChar.getBaseScale() * characterScaleSlider.pos);
stageEditorState.updateMarkerPos();
}
}
@:xml('
<menu id="iconSelector" width="410" height="185" padding="8">
<vbox width="100%" height="100%">
<scrollview id="charSelectScroll" width="390" height="150" contentWidth="100%" />
<label id="charIconName" text="(choose a character)" />
</vbox>
</menu>
')
class StageEditorCharacterMenu extends Menu // copied from chart editor
{
override public function new(state:StageEditorState, parent:StageEditorCharacterToolbox)
{
super();
this.x = Screen.instance.currentMouseX;
this.y = Screen.instance.currentMouseY;
var charGrid = new Grid();
charGrid.columns = 5;
charGrid.width = this.width;
charSelectScroll.addComponent(charGrid);
var charIds = CharacterDataParser.listCharacterIds();
charIds.sort(SortUtil.alphabetically);
var defaultText:String = '(choose a character)';
for (charIndex => charId in charIds)
{
var charData:CharacterData = CharacterDataParser.fetchCharacterData(charId);
var charButton = new haxe.ui.components.Button();
charButton.width = 70;
charButton.height = 70;
charButton.padding = 8;
charButton.iconPosition = "top";
if (charId == state.selectedChar.characterId)
{
// Scroll to the character if it is already selected.
charSelectScroll.hscrollPos = Math.floor(charIndex / 5) * 80;
charButton.selected = true;
defaultText = '${charData.name} [${charId}]';
}
var LIMIT = 6;
charButton.icon = CharacterDataParser.getCharPixelIconAsset(charId);
charButton.text = charData.name.length > LIMIT ? '${charData.name.substr(0, LIMIT)}.' : '${charData.name}';
charButton.onClick = _ -> {
var type = state.selectedChar.characterType;
if (state.selectedChar.characterId == charId) return; // saves on memory
var group = state.charGroups[type];
group.killMembers();
for (member in group.members)
{
member.kill();
group.remove(member, true);
member.destroy();
}
group.clear();
// okay i think that was enough cleaning phew you can see how clean this group is now!!!
// anyways new character!!!!
var newChar = CharacterDataParser.fetchCharacter(charId, true);
newChar.characterType = type;
newChar.resetCharacter(true);
newChar.flipX = type == CharacterType.BF ? !newChar.getDataFlipX() : newChar.getDataFlipX();
state.selectedChar = newChar;
group.add(newChar);
parent.repositionCharacter();
};
charButton.onMouseOver = _ -> {
charIconName.text = '${charData.name} [${charId}]';
};
charButton.onMouseOut = _ -> {
charIconName.text = defaultText;
};
charGrid.addComponent(charButton);
}
charIconName.text = defaultText;
this.alpha = 0;
this.y -= 10;
FlxTween.tween(this, {alpha: 1, y: this.y + 10}, 0.2, {ease: FlxEase.quartOut});
}
}

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@ -0,0 +1,44 @@
package funkin.ui.debug.stageeditor.toolboxes;
import haxe.ui.containers.dialogs.CollapsibleDialog;
import funkin.audio.FunkinSound;
@:access(funkin.ui.debug.stageeditor.StageEditorState)
class StageEditorDefaultToolbox extends CollapsibleDialog
{
var stageEditorState:StageEditorState;
public var dialogVisible:Bool = false;
private function new(stageEditorState:StageEditorState)
{
super();
this.stageEditorState = stageEditorState;
closable = false;
modal = true;
destroyOnClose = false;
}
/**
* Handles the Sound and Visibility
* @param on
*/
public function toggle(on:Bool)
{
if (!dialogVisible && on) FunkinSound.playOnce(Paths.sound('chartingSounds/openWindow'));
else if (dialogVisible && !on) FunkinSound.playOnce(Paths.sound('chartingSounds/exitWindow'));
if (on) showDialog(false);
else
hide();
dialogVisible = on;
}
/**
* Override to implement this.
*/
public function refresh() {}
}

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@ -0,0 +1,581 @@
package funkin.ui.debug.stageeditor.toolboxes;
import haxe.ui.components.HorizontalSlider;
import haxe.ui.components.NumberStepper;
import haxe.ui.components.TextField;
import haxe.ui.components.TextArea;
import haxe.ui.components.Button;
import haxe.ui.components.Image;
import haxe.ui.containers.dialogs.Dialogs.FileDialogTypes;
import haxe.ui.ToolkitAssets;
import haxe.ui.containers.dialogs.Dialogs;
import funkin.ui.debug.stageeditor.handlers.AssetDataHandler;
import flixel.graphics.frames.FlxAtlasFrames;
import haxe.ui.components.DropDown;
import haxe.ui.containers.ListView;
import haxe.ui.components.CheckBox;
import haxe.ui.components.Switch;
import flixel.util.FlxTimer;
import haxe.ui.data.ArrayDataSource;
import haxe.ui.events.ItemEvent;
import haxe.ui.components.ColorPicker;
import flixel.util.FlxColor;
import haxe.ui.util.Color;
import flixel.graphics.frames.FlxFrame;
import flixel.animation.FlxAnimation;
import funkin.util.FileUtil;
import funkin.ui.debug.stageeditor.components.LoadFromUrlDialog;
import openfl.display.BitmapData;
using StringTools;
@:build(haxe.ui.macros.ComponentMacros.build("assets/exclude/data/ui/stage-editor/toolboxes/object-properties.xml"))
class StageEditorObjectToolbox extends StageEditorDefaultToolbox
{
var linkedObject:StageEditorObject = null;
var objectImagePreview:Image;
var objectLoadImageButton:Button;
var objectLoadInternetButton:Button;
var objectDownloadImageButton:Button;
var objectResetImageButton:Button;
var objectZIdxStepper:NumberStepper;
var objectZIdxReset:Button;
var objectPosXStepper:NumberStepper;
var objectPosYStepper:NumberStepper;
var objectPosResetButton:Button;
var objectAlphaSlider:HorizontalSlider;
var objectAlphaResetButton:Button;
var objectAngleSlider:HorizontalSlider;
var objectAngleResetButton:Button;
var objectScaleXStepper:NumberStepper;
var objectScaleYStepper:NumberStepper;
var objectScaleResetButton:Button;
var objectSizeXStepper:NumberStepper;
var objectSizeYStepper:NumberStepper;
var objectSizeResetButton:Button;
var objectScrollXSlider:HorizontalSlider;
var objectScrollYSlider:HorizontalSlider;
var objectScrollResetButton:Button;
var objectFrameText:TextArea;
var objectFrameTextLoad:Button;
var objectFrameTextSparrow:Button;
var objectFrameTextPacker:Button;
var objectFrameImageWidth:NumberStepper;
var objectFrameImageHeight:NumberStepper;
var objectFrameImageSetter:Button;
var objectFrameReset:Button;
var objectAnimDropdown:DropDown;
var objectAnimName:TextField;
var objectAnimFrameList:ListView;
var objectAnimPrefix:TextField;
var objectAnimFrames:TextField;
var objectAnimLooped:CheckBox;
var objectAnimFlipX:CheckBox;
var objectAnimFlipY:CheckBox;
var objectAnimFramerate:NumberStepper;
var objectAnimOffsetX:NumberStepper;
var objectAnimOffsetY:NumberStepper;
var objectAnimDanceBeat:NumberStepper;
var objectAnimDanceBeatReset:Button;
var objectAnimStart:TextField;
var objectAnimStartReset:Button;
var objectMiscAntialias:CheckBox;
var objectMiscAntialiasReset:Button;
var objectMiscFlipReset:Button;
var objectMiscBlendDrop:DropDown;
var objectMiscBlendReset:Button;
var objectMiscColor:ColorPicker;
var objectMiscColorReset:Button;
override public function new(state:StageEditorState)
{
super(state);
// basic callbacks
objectLoadImageButton.onClick = function(_) {
if (linkedObject == null) return;
Dialogs.openBinaryFile("Open Image File", FileDialogTypes.IMAGES, function(selectedFile) {
if (selectedFile == null) return;
objectImagePreview.resource = null;
ToolkitAssets.instance.imageFromBytes(selectedFile.bytes, function(imageInfo) {
if (imageInfo == null) return;
objectImagePreview.resource = imageInfo.data;
linkedObject.frame = imageInfo.data;
var bit = linkedObject.updateFramePixels();
var bitToLoad = state.addBitmap(bit);
linkedObject.loadGraphic(state.bitmaps[bitToLoad]);
linkedObject.updateHitbox();
// update size stuff
objectSizeXStepper.pos = linkedObject.width;
objectSizeYStepper.pos = linkedObject.height;
// remove unused bitmaps
state.removeUnusedBitmaps();
});
});
}
objectLoadInternetButton.onClick = function(_) {
if (linkedObject == null) return;
state.createURLDialog(function(bytes:lime.utils.Bytes) {
linkedObject.loadGraphic(BitmapData.fromBytes(bytes));
linkedObject.updateHitbox();
refresh();
});
}
objectDownloadImageButton.onClick = function(_) {
if (linkedObject == null) return;
FileUtil.saveFile(linkedObject.pixels.image.encode(PNG), [FileUtil.FILE_FILTER_PNG], null, null,
linkedObject.name + "-graphic.png"); // i'on need any callbacks
}
objectZIdxStepper.max = StageEditorState.MAX_Z_INDEX;
objectZIdxStepper.onChange = function(_) {
if (linkedObject != null)
{
linkedObject.zIndex = Std.int(objectZIdxStepper.pos);
state.sortAssets();
}
}
// numeric callbacks
objectPosXStepper.onChange = function(_) {
if (linkedObject != null) linkedObject.x = objectPosXStepper.pos;
};
objectPosYStepper.onChange = function(_) {
if (linkedObject != null) linkedObject.y = objectPosYStepper.pos;
};
objectAlphaSlider.onChange = function(_) {
if (linkedObject != null) linkedObject.alpha = objectAlphaSlider.pos;
};
objectAngleSlider.onChange = function(_) {
if (linkedObject != null) linkedObject.angle = objectAngleSlider.pos;
};
objectScaleXStepper.onChange = objectScaleYStepper.onChange = function(_) {
if (linkedObject != null)
{
linkedObject.scale.set(objectScaleXStepper.pos, objectScaleYStepper.pos);
linkedObject.updateHitbox();
objectSizeXStepper.pos = linkedObject.width;
objectSizeYStepper.pos = linkedObject.height;
linkedObject.playAnim(linkedObject.animation.name); // load offsets
}
};
objectSizeXStepper.onChange = objectSizeYStepper.onChange = function(_) {
if (linkedObject != null)
{
linkedObject.setGraphicSize(Std.int(objectSizeXStepper.pos), Std.int(objectSizeYStepper.pos));
linkedObject.updateHitbox();
objectScaleXStepper.pos = linkedObject.scale.x;
objectScaleYStepper.pos = linkedObject.scale.y;
linkedObject.playAnim(linkedObject.animation.name); // load offsets
}
};
objectScrollXSlider.onChange = objectScrollYSlider.onChange = function(_) {
if (linkedObject != null) linkedObject.scrollFactor.set(objectScrollXSlider.pos, objectScrollYSlider.pos);
};
// frame callbacks
objectFrameTextLoad.onClick = function(_) {
Dialogs.openTextFile("Open Text File", FileDialogTypes.TEXTS, function(selectedFile) {
if (selectedFile.text == null || (!selectedFile.name.endsWith(".xml") && !selectedFile.name.endsWith(".txt"))) return;
objectFrameText.text = selectedFile.text;
state.notifyChange("Frame Text Loaded", "The Text File " + selectedFile.name + " has been loaded.");
});
}
objectFrameTextSparrow.onClick = function(_) {
if (linkedObject == null || objectFrameText.text == null || objectFrameText.text == "") return;
try
{
linkedObject.frames = FlxAtlasFrames.fromSparrow(linkedObject.graphic, objectFrameText.text);
}
catch (e)
{
state.notifyChange("Frame Setup Error", e.toString(), true);
return;
}
// might as well clear animations because frames SUCK
linkedObject.animDatas.clear();
linkedObject.animation.destroyAnimations();
linkedObject.updateHitbox();
refresh();
state.notifyChange("Frame Setup Done", "Finished the Sparrow Frame Setup for the Object " + linkedObject.name + ".");
}
objectFrameTextPacker.onClick = function(_) {
if (linkedObject == null || objectFrameText.text == null || objectFrameText.text == "") return;
try // crash prevention
{
linkedObject.frames = FlxAtlasFrames.fromSpriteSheetPacker(linkedObject.graphic, objectFrameText.text);
}
catch (e)
{
state.notifyChange("Frame Setup Error", e.toString(), true);
return;
}
// might as well clear animations because frames SUCK
linkedObject.animDatas.clear();
linkedObject.animation.destroyAnimations();
linkedObject.updateHitbox();
refresh();
state.notifyChange("Frame Setup Done", "Finished the Packer Frame Setup for the Object " + linkedObject.name + ".");
}
objectFrameImageSetter.onClick = function(_) {
if (linkedObject == null) return;
linkedObject.loadGraphic(linkedObject.graphic, true, Std.int(objectFrameImageWidth.pos), Std.int(objectFrameImageHeight.pos));
linkedObject.updateHitbox();
// set da names
for (i in 0...linkedObject.frames.frames.length)
{
linkedObject.frames.framesHash.set("Frame" + i, linkedObject.frames.frames[i]);
linkedObject.frames.frames[i].name = "Frame" + i;
}
// might as well clear animations because frames SUCK
linkedObject.animDatas.clear();
linkedObject.animation.destroyAnimations();
refresh();
state.notifyChange("Frame Setup Done", "Finished the Image Frame Setup for the Object " + linkedObject.name + ".");
}
// animation
objectAnimDropdown.onChange = function(_) {
if (linkedObject == null) return;
if (objectAnimDropdown.selectedIndex == -1) // RESET EVERYTHING INSTANTENEOUSLY
{
objectAnimName.text = "";
objectAnimLooped.selected = objectAnimFlipX.selected = objectAnimFlipY.selected = false;
objectAnimFramerate.pos = 24;
objectAnimOffsetX.pos = objectAnimOffsetY.pos = 0;
objectAnimFrames.text = "";
return;
}
var animData = linkedObject.animDatas[objectAnimDropdown.selectedItem.text];
if (animData == null) return;
objectAnimName.text = objectAnimDropdown.selectedItem.text;
objectAnimPrefix.text = animData.prefix ?? "";
objectAnimFrames.text = (animData.frameIndices != null && animData.frameIndices.length > 0 ? animData.frameIndices.join(", ") : "");
objectAnimLooped.selected = animData.looped ?? false;
objectAnimFlipX.selected = animData.flipX ?? false;
objectAnimFlipY.selected = animData.flipY ?? false;
objectAnimFramerate.pos = animData.frameRate ?? 24;
objectAnimOffsetX.pos = (animData.offsets != null && animData.offsets.length == 2 ? animData.offsets[0] : 0);
objectAnimOffsetY.pos = (animData.offsets != null && animData.offsets.length == 2 ? animData.offsets[1] : 0);
}
objectAnimSave.onClick = function(_) {
if (linkedObject == null) return;
if (objectAnimName.text == null || objectAnimName.text == "")
{
state.notifyChange("Animation Saving Error", "Invalid Animation Name!", true);
return;
}
if (objectAnimPrefix.text == null || objectAnimPrefix.text == "")
{
state.notifyChange("Animation Saving Error", "Missing Animation Prefix!", true);
return;
}
if (linkedObject.animation.getNameList().contains(objectAnimName.text)) linkedObject.animation.remove(objectAnimName.text);
var indices = [];
if (objectAnimFrames.text != null && objectAnimFrames.text != "")
{
var splitter = objectAnimFrames.text.replace(" ", "").split(",");
for (num in splitter)
{
indices.push(Std.parseInt(num));
}
}
var shouldDoIndices:Bool = (indices.length > 0 && !indices.contains(null));
linkedObject.addAnim(objectAnimName.text, objectAnimPrefix.text, [objectAnimOffsetX.pos, objectAnimOffsetY.pos], (shouldDoIndices ? indices : []),
Std.int(objectAnimFramerate.pos), objectAnimLooped.selected, objectAnimFlipX.selected, objectAnimFlipY.selected);
if (linkedObject.animation.getByName(objectAnimName.text) == null)
{
state.notifyChange("Animation Saving Error", "Invalid Frames!", true);
return;
}
linkedObject.playAnim(objectAnimName.text);
state.notifyChange("Animation Saving Done", "Animation " + objectAnimName.text + " has been saved to the Object " + linkedObject.name + ".");
updateAnimList();
// stops the animation preview if animation is looped for too long
FlxTimer.wait(StageEditorState.TIME_BEFORE_ANIM_STOP, function() {
if (linkedObject != null && linkedObject.animation.curAnim != null)
linkedObject.animation.stop(); // null check cuz if we stop an anim for a null object the game crashes :[
});
}
objectAnimDelete.onClick = function(_) {
if (linkedObject == null || linkedObject.animation.getNameList().length <= 0 || objectAnimDropdown.selectedIndex < 0) return;
linkedObject.animation.pause();
linkedObject.animation.stop();
linkedObject.animation.curAnim = null;
var daAnim = linkedObject.animation.getNameList()[objectAnimDropdown.selectedIndex];
linkedObject.animation.remove(daAnim);
linkedObject.animDatas.remove(daAnim);
linkedObject.offset.set();
state.notifyChange("Animation Deletion Done",
"Animation "
+ objectAnimDropdown.selectedItem.text
+ " has been removed from the Object "
+ linkedObject.name
+ ".");
updateAnimList();
objectAnimDropdown.selectedIndex = objectAnimDropdown.dataSource.size - 1;
}
objectAnimDanceBeat.onChange = function(_) {
if (linkedObject != null) linkedObject.danceEvery = Std.int(objectAnimDanceBeat.pos);
}
objectAnimStart.onChange = function(_) {
if (linkedObject != null)
{
if (linkedObject.animation.getNameList().contains(objectAnimStart.text)) objectAnimStart.styleString = "color: white";
else
objectAnimStart.styleString = "color: indianred";
linkedObject.startingAnimation = objectAnimStart.text;
}
}
// misc
objectMiscAntialias.onClick = function(_) {
if (linkedObject != null) linkedObject.antialiasing = objectMiscAntialias.selected;
}
objectMiscBlendDrop.onChange = function(_) {
if (linkedObject != null)
linkedObject.blend = objectMiscBlendDrop.selectedItem.text == "NONE" ? null : AssetDataHandler.blendFromString(objectMiscBlendDrop.selectedItem.text);
}
objectMiscColor.onChange = function(_) {
if (linkedObject != null) linkedObject.color = FlxColor.fromRGB(objectMiscColor.currentColor.r, objectMiscColor.currentColor.g,
objectMiscColor.currentColor.b);
}
// reset button callbacks
objectResetImageButton.onClick = function(_) {
if (linkedObject != null)
{
linkedObject.loadGraphic(AssetDataHandler.getDefaultGraphic());
linkedObject.updateHitbox();
refresh();
// remove unused bitmaps
state.removeUnusedBitmaps();
}
}
objectZIdxReset.onClick = function(_) {
if (linkedObject != null) objectZIdxStepper.pos = 0; // corner cutting because onChange will activate with this
}
objectPosResetButton.onClick = function(_) {
if (linkedObject != null)
{
linkedObject.screenCenter();
objectPosXStepper.pos = linkedObject.x;
objectPosYStepper.pos = linkedObject.y;
}
}
objectAlphaResetButton.onClick = function(_) {
if (linkedObject != null) linkedObject.alpha = objectAlphaSlider.pos = 1;
}
objectAngleResetButton.onClick = function(_) {
if (linkedObject != null) linkedObject.angle = objectAngleSlider.pos = 0;
}
objectScaleResetButton.onClick = objectSizeResetButton.onClick = function(_) // the corner cutting goes crazy
{
if (linkedObject != null)
{
linkedObject.scale.set(1, 1);
refresh(); // refreshes like multiple shit
}
}
objectScrollResetButton.onClick = function(_) {
if (linkedObject != null) linkedObject.scrollFactor.x = linkedObject.scrollFactor.y = objectScrollXSlider.pos = objectScrollYSlider.pos = 1;
}
objectFrameReset.onClick = function(_) {
if (linkedObject == null) return;
linkedObject.loadGraphic(linkedObject.pixels);
linkedObject.animDatas.clear();
linkedObject.animation.destroyAnimations();
refresh();
}
objectMiscAntialiasReset.onClick = function(_) {
if (linkedObject != null) objectMiscAntialias.selected = true;
}
objectMiscBlendReset.onClick = function(_) {
if (linkedObject != null) objectMiscBlendDrop.selectedItem = "NORMAL";
}
objectMiscColorReset.onClick = function(_) {
if (linkedObject != null) objectMiscColor.currentColor = Color.fromString("white");
}
objectAnimDanceBeatReset.onClick = function(_) {
if (linkedObject != null) objectAnimDanceBeat.pos = 0;
}
objectAnimStartReset.onClick = function(_) {
if (linkedObject != null) objectAnimStart.text = "";
}
refresh();
}
var prevFrames:Array<FlxFrame> = [];
var prevAnims:Array<String> = [];
override public function refresh()
{
linkedObject = stageEditorState.selectedSprite;
objectPosXStepper.step = stageEditorState.moveStep;
objectPosYStepper.step = stageEditorState.moveStep;
objectAngleSlider.step = funkin.save.Save.instance.stageEditorAngleStep;
if (linkedObject == null)
{
updateFrameList();
updateAnimList();
return;
}
// saving fps
if (objectImagePreview.resource != linkedObject.frame) objectImagePreview.resource = linkedObject.frame;
if (objectZIdxStepper.pos != linkedObject.zIndex) objectZIdxStepper.pos = linkedObject.zIndex;
if (objectPosXStepper.pos != linkedObject.x) objectPosXStepper.pos = linkedObject.x;
if (objectPosYStepper.pos != linkedObject.y) objectPosYStepper.pos = linkedObject.y;
if (objectAlphaSlider.pos != linkedObject.alpha) objectAlphaSlider.pos = linkedObject.alpha;
if (objectAngleSlider.pos != linkedObject.angle) objectAngleSlider.pos = linkedObject.angle;
if (objectScaleXStepper.pos != linkedObject.scale.x) objectScaleXStepper.pos = linkedObject.scale.x;
if (objectScaleYStepper.pos != linkedObject.scale.y) objectScaleYStepper.pos = linkedObject.scale.y;
if (objectSizeXStepper.pos != linkedObject.width) objectSizeXStepper.pos = linkedObject.width;
if (objectSizeYStepper.pos != linkedObject.height) objectSizeYStepper.pos = linkedObject.height;
if (objectScrollXSlider.pos != linkedObject.scrollFactor.x) objectScrollXSlider.pos = linkedObject.scrollFactor.x;
if (objectScrollYSlider.pos != linkedObject.scrollFactor.y) objectScrollYSlider.pos = linkedObject.scrollFactor.y;
if (objectMiscAntialias.selected != linkedObject.antialiasing) objectMiscAntialias.selected = linkedObject.antialiasing;
if (objectMiscColor.currentColor != Color.fromString(linkedObject.color.toHexString() ?? "white"))
objectMiscColor.currentColor = Color.fromString(linkedObject.color.toHexString());
if (objectAnimDanceBeat.pos != linkedObject.danceEvery) objectAnimDanceBeat.pos = linkedObject.danceEvery;
if (objectAnimStart.text != linkedObject.startingAnimation) objectAnimStart.text = linkedObject.startingAnimation;
var objBlend = Std.string(linkedObject.blend) ?? "NONE";
if (objectMiscBlendDrop.selectedItem != objBlend.toUpperCase()) objectMiscBlendDrop.selectedItem = objBlend.toUpperCase();
// ough the max
if (objectFrameImageWidth.max != linkedObject.pixels.width) objectFrameImageWidth.max = linkedObject.graphic.width;
if (objectFrameImageHeight.max != linkedObject.pixels.height) objectFrameImageHeight.max = linkedObject.graphic.height;
// update some anim shit
if (prevFrames != linkedObject.frames.frames.copy()) updateFrameList();
if (prevAnims != linkedObject.animation.getNameList().copy()) updateAnimList();
}
function updateFrameList()
{
prevFrames = [];
objectAnimFrameList.dataSource = new ArrayDataSource();
if (linkedObject == null) return;
for (fname in linkedObject.frames.frames)
{
if (fname != null) objectAnimFrameList.dataSource.add({name: fname.name, tooltip: fname.name});
prevFrames.push(fname);
}
}
function updateAnimList()
{
objectAnimDropdown.dataSource.clear();
prevAnims = [];
if (linkedObject == null) return;
for (aname in linkedObject.animation.getNameList())
{
objectAnimDropdown.dataSource.add({text: aname});
prevAnims.push(aname);
}
if (linkedObject.animation.getNameList().contains(objectAnimStart.text)) objectAnimStart.styleString = "color: white";
else
objectAnimStart.styleString = "color: indianred";
linkedObject.startingAnimation = objectAnimStart.text;
}
}

View file

@ -0,0 +1,60 @@
package funkin.ui.debug.stageeditor.toolboxes;
import haxe.ui.components.NumberStepper;
import haxe.ui.components.TextField;
import haxe.ui.components.DropDown;
import funkin.util.SortUtil;
@:build(haxe.ui.macros.ComponentMacros.build("assets/exclude/data/ui/stage-editor/toolboxes/stage-settings.xml"))
class StageEditorStageToolbox extends StageEditorDefaultToolbox
{
var stageNameText:TextField;
var stageZoomStepper:NumberStepper;
var stageLibraryDrop:DropDown;
override public function new(state:StageEditorState)
{
super(state);
stageNameText.onChange = function(_) {
state.stageName = stageNameText.text;
state.saved = false;
}
stageZoomStepper.onChange = function(_) {
state.stageZoom = stageZoomStepper.pos;
state.updateMarkerPos();
state.saved = false;
}
final EXCLUDE_LIBS = ["art", "default", "vlc", "videos", "songs"];
var allLibs = [];
@:privateAccess
{
for (lib => idk in lime.utils.Assets.libraryPaths)
{
if (!EXCLUDE_LIBS.contains(lib)) allLibs.push(lib);
}
}
allLibs.sort(SortUtil.alphabetically); // this system is VERY stupid, it relies on the possibility that the future libraries will be named week(end)[x]
for (lib in allLibs)
{
stageLibraryDrop.dataSource.add({text: lib});
}
stageLibraryDrop.onChange = function(_) {
state.stageFolder = stageLibraryDrop.selectedItem.text;
}
refresh();
}
override public function refresh()
{
stageNameText.text = stageEditorState.stageName;
stageZoomStepper.pos = stageEditorState.stageZoom;
stageLibraryDrop.selectedItem = stageEditorState.stageFolder;
}
}

View file

@ -1689,6 +1689,7 @@ class FreeplayState extends MusicBeatSubState
function changeDiff(change:Int = 0, force:Bool = false):Void
{
touchTimer = 0;
var previousVariation:String = currentVariation;
// Available variations for current character. We get this since bf is usually `default` variation, and `pico` is `pico`
// but sometimes pico can be the default variation (weekend 1 songs), and bf can be `bf` variation (darnell)
@ -1784,7 +1785,7 @@ class FreeplayState extends MusicBeatSubState
}
// Reset the song preview in case we changed variations (normal->erect etc)
playCurSongPreview();
if (currentVariation != previousVariation) playCurSongPreview();
}
// Set the album graphic and play the animation if relevant.

View file

@ -33,6 +33,7 @@ class FunkinSoundTray extends FlxSoundTray
var bg:Bitmap = new Bitmap(Assets.getBitmapData(Paths.image("soundtray/volumebox")));
bg.scaleX = graphicScale;
bg.scaleY = graphicScale;
bg.smoothing = true;
addChild(bg);
y = -height;
@ -44,6 +45,7 @@ class FunkinSoundTray extends FlxSoundTray
backingBar.y = 5;
backingBar.scaleX = graphicScale;
backingBar.scaleY = graphicScale;
backingBar.smoothing = true;
addChild(backingBar);
backingBar.alpha = 0.4;
@ -60,6 +62,7 @@ class FunkinSoundTray extends FlxSoundTray
bar.y = 5;
bar.scaleX = graphicScale;
bar.scaleY = graphicScale;
bar.smoothing = true;
addChild(bar);
_bars.push(bar);
}

View file

@ -46,6 +46,8 @@ class EnumPreferenceItem extends TextMenuItem
}
lefthandText = new AtlasText(15, y, formatted(defaultValue), AtlasFont.DEFAULT);
this.fireInstantly = true;
}
override function update(elapsed:Float):Void

View file

@ -58,6 +58,8 @@ class NumberPreferenceItem extends TextMenuItem
this.precision = precision;
this.onChangeCallback = callback;
this.valueFormatter = valueFormatter;
this.fireInstantly = true;
}
override function update(elapsed:Float):Void

View file

@ -86,7 +86,7 @@ class LoadingState extends MusicBeatSubState
}
checkLibrary('shared');
checkLibrary(PlayStatePlaylist.campaignId);
checkLibrary(stageDirectory);
checkLibrary('tutorial');
var fadeTime:Float = 0.5;
@ -204,6 +204,8 @@ class LoadingState extends MusicBeatSubState
return Paths.inst(PlayState.instance.currentSong.id);
}
static var stageDirectory:String = "shared";
/**
* Starts the transition to a new `PlayState` to start a new song.
* First switches to the `LoadingState` if assets need to be loaded.
@ -213,7 +215,13 @@ class LoadingState extends MusicBeatSubState
*/
public static function loadPlayState(params:PlayStateParams, shouldStopMusic = false, asSubState = false, ?onConstruct:PlayState->Void):Void
{
Paths.setCurrentLevel(PlayStatePlaylist.campaignId);
var daChart = params.targetSong.getDifficulty(params.targetDifficulty ?? Constants.DEFAULT_DIFFICULTY,
params.targetVariation ?? Constants.DEFAULT_VARIATION);
var daStage = funkin.data.stage.StageRegistry.instance.fetchEntry(daChart.stage);
stageDirectory = daStage?._data?.directory ?? "shared";
Paths.setCurrentLevel(stageDirectory);
var playStateCtor:() -> PlayState = function() {
return new PlayState(params);
};

View file

@ -136,8 +136,6 @@ class FunkinPreloader extends FlxBasePreloader
// We can't even call trace() yet, until Flixel loads.
trace('Initializing custom preloader...');
funkin.util.CLIUtil.resetWorkingDir();
this.siteLockTitleText = Constants.SITE_LOCK_TITLE;
this.siteLockBodyText = Constants.SITE_LOCK_DESC;
}

View file

@ -22,6 +22,7 @@ class FileUtil
public static final FILE_FILTER_JSON:FileFilter = new FileFilter("JSON Data File (.json)", "*.json");
public static final FILE_FILTER_ZIP:FileFilter = new FileFilter("ZIP Archive (.zip)", "*.zip");
public static final FILE_FILTER_PNG:FileFilter = new FileFilter("PNG Image (.png)", "*.png");
public static final FILE_FILTER_FNFS:FileFilter = new FileFilter("Friday Night Funkin' Stage (.fnfs)", "*.fnfs");
public static final FILE_EXTENSION_INFO_FNFC:FileDialogExtensionInfo =
{
@ -39,6 +40,12 @@ class FileUtil
label: 'PNG Image',
};
public static final FILE_EXTENSION_INFO_FNFS:FileDialogExtensionInfo =
{
extension: 'fnfs',
label: 'Friday Night Funkin\' Stage',
};
/**
* Browses for a single file, then calls `onSelect(fileInfo)` when a file is selected.
* Powered by HaxeUI, so it works on all platforms.

View file

@ -63,31 +63,6 @@ class SerializerUtil
}
}
public static function initSerializer():Void
{
haxe.Unserializer.DEFAULT_RESOLVER = new FunkinTypeResolver();
}
/**
* Serialize a Haxe object using the built-in Serializer.
* @param input The object to serialize
* @return The serialized object as a string
*/
public static function fromHaxeObject(input:Dynamic):String
{
return haxe.Serializer.run(input);
}
/**
* Convert a serialized Haxe object back into a Haxe object.
* @param input The serialized object as a string
* @return The deserialized object
*/
public static function toHaxeObject(input:String):Dynamic
{
return haxe.Unserializer.run(input);
}
/**
* Customize how certain types are serialized when converting to JSON.
*/
@ -115,26 +90,3 @@ class SerializerUtil
return result;
}
}
class FunkinTypeResolver
{
public function new()
{
// Blank constructor.
}
public function resolveClass(name:String):Class<Dynamic>
{
if (name == 'Dynamic')
{
FlxG.log.warn('Found invalid class type in save data, indicates partial save corruption.');
return null;
}
return Type.resolveClass(name);
};
public function resolveEnum(name:String):Enum<Dynamic>
{
return Type.resolveEnum(name);
};
}