View = require 'views/kinds/RootView' template = require 'templates/editor/level/edit' Level = require 'models/Level' LevelSystem = require 'models/LevelSystem' World = require 'lib/world/world' app = require 'application' DocumentFiles = require 'collections/DocumentFiles' ThangsTabView = require './thangs_tab_view' SettingsTabView = require './settings_tab_view' ScriptsTabView = require './scripts_tab_view' ComponentsTabView = require './components_tab_view' SystemsTabView = require './systems_tab_view' LevelSaveView = require './save_view' LevelForkView = require './fork_view' module.exports = class EditorLevelView extends View id: "editor-level-view" template: template startsLoading: true cache: false events: 'click #play-button': 'onPlayLevel' 'click #commit-level-start-button': 'startCommittingLevel' 'click #fork-level-start-button': 'startForkingLevel' constructor: (options, @levelID) -> super options @supermodel.once 'loaded-all', @onAllLoaded # load only the level itself and the one it points to, but no others # TODO: this is duplicated in views/play/level_view.coffee; need cleaner method @supermodel.shouldPopulate = (model) -> @levelsLoaded ?= 0 @levelsLoaded += 1 if model.constructor.className is "Level" return false if @levelsLoaded > 1 return true @level = new Level _id: @levelID @level.once 'sync', @onLevelLoaded @supermodel.populateModel @level showLoading: ($el) -> $el ?= @$el.find('.tab-content') super($el) onLevelLoaded: => @files = new DocumentFiles(@level) @files.fetch() onAllLoaded: => @originalLevelAttributes = _.cloneDeep @level.attributes @level.unset('nextLevel') if _.isString(@level.get('nextLevel')) @initWorld() @startsLoading = false @render() # do it again but without the loading screen initWorld: -> @world = new World @level.name getRenderData: (context={}) => context = super(context) context.level = @level context afterRender: -> return if @startsLoading super() new LevelSystem # temp; trigger the LevelSystem schema to be loaded, if it isn't already @$el.find('a[data-toggle="tab"]').on 'shown', (e) => Backbone.Mediator.publish 'level:view-switched', e @thangsTab = @insertSubView new ThangsTabView world: @world, supermodel: @supermodel @settingsTab = @insertSubView new SettingsTabView world: @world, supermodel: @supermodel @scriptsTab = @insertSubView new ScriptsTabView world: @world, supermodel: @supermodel, files: @files @componentsTab = @insertSubView new ComponentsTabView supermodel: @supermodel @systemsTab = @insertSubView new SystemsTabView supermodel: @supermodel Backbone.Mediator.publish 'level-loaded', level: @level onPlayLevel: (e) -> sendLevel = => @childWindow.Backbone.Mediator.publish 'level-reload-from-data', level: @level, supermodel: @supermodel if @childWindow and not @childWindow.closed # Reset the LevelView's world, but leave the rest of the state alone sendLevel() else # Create a new Window with a blank LevelView scratchLevelID = @level.get('slug') + "?dev=true" @childWindow = window.open("/play/level/#{scratchLevelID}", 'child_window', 'width=1024,height=560,left=10,top=10,location=0,menubar=0,scrollbars=0,status=0,titlebar=0,toolbar=0', true) @childWindow.onPlayLevelViewLoaded = (e) => sendLevel() # still a hack @childWindow.focus() startCommittingLevel: (e) -> levelSaveView = new LevelSaveView level: @level, supermodel: @supermodel, originalLevelAttributes: @originalLevelAttributes @openModalView levelSaveView Backbone.Mediator.publish 'level:view-switched', e startForkingLevel: (e) -> levelForkView = new LevelForkView level: @level @openModalView levelForkView Backbone.Mediator.publish 'level:view-switched', e