codecombat/app/views/editor/level/edit.coffee
2014-02-11 14:58:45 -08:00

102 lines
3.8 KiB
CoffeeScript

View = require 'views/kinds/RootView'
template = require 'templates/editor/level/edit'
Level = require 'models/Level'
LevelSystem = require 'models/LevelSystem'
World = require 'lib/world/world'
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
@supermodel.shouldSaveBackups = (model) ->
model.constructor.className in ['Level', 'LevelComponent', 'LevelSystem']
@level = new Level _id: @levelID
@level.once 'sync', @onLevelLoaded
@supermodel.populateModel @level
showLoading: ($el) ->
$el ?= @$el.find('.tab-content')
super($el)
onLevelLoaded: =>
@files = new DocumentFiles(@level)
@files.fetch()
onAllLoaded: =>
@level.unset('nextLevel') if _.isString(@level.get('nextLevel'))
@initWorld()
@startsLoading = false
@render() # do it again but without the loading screen
initWorld: ->
@world = new World @level.name
getRenderData: (context={}) ->
context = super(context)
context.level = @level
context
afterRender: ->
return if @startsLoading
super()
new LevelSystem # temp; trigger the LevelSystem schema to be loaded, if it isn't already
@$el.find('a[data-toggle="tab"]').on 'shown.bs.tab', (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
@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