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