doodle/uix/canvas.go

328 lines
8.8 KiB
Go
Raw Permalink Normal View History

package uix
import (
"fmt"
"strings"
"git.kirsle.net/apps/doodle/balance"
"git.kirsle.net/apps/doodle/doodads"
"git.kirsle.net/apps/doodle/events"
"git.kirsle.net/apps/doodle/level"
"git.kirsle.net/apps/doodle/render"
"git.kirsle.net/apps/doodle/ui"
)
// Canvas is a custom ui.Widget that manages a single drawing.
type Canvas struct {
ui.Frame
Palette *level.Palette
// Set to true to allow clicking to edit this canvas.
Editable bool
Scrollable bool
chunks *level.Chunker
pixelHistory []*level.Pixel
lastPixel *level.Pixel
// We inherit the ui.Widget which manages the width and height.
Scroll render.Point // Scroll offset for which parts of canvas are visible.
}
// NewCanvas initializes a Canvas widget.
//
// If editable is true, Scrollable is also set to true, which means the arrow
// keys will scroll the canvas viewport which is desirable in Edit Mode.
Implement Chunk System for Pixel Data Starts the implementation of the chunk-based pixel storage system for levels and drawings. Previously the levels had a Pixels structure which was just an array of X,Y and palette index triplets. The new chunk system divides the map up into square chunks, and lets each chunk manage its own memory layout. The "MapAccessor" layout is implemented first which is a map of X,Y coordinates to their Swatches (pointer to an index of the palette). When serialized the MapAccessor maps the "X,Y": "index" similarly to the old Pixels array. The object hierarchy for the chunk system is like: * Chunker: the manager of the chunks who keeps track of the ChunkSize and a map of "chunk coordinates" to the chunk in charge of it. * Chunk: a part of the drawing ChunkSize length square. A chunk has a Type (of how it stores its data, 0 being a map[Point]Swatch and 1 being a [][]Swatch 2D array), and the chunk has an Accessor which implements the underlying type. * Accessor: an interface for a Chunk to provide access to its pixels. * MapAccessor: a "sparse map" of coordinates to their Swatches. * GridAccessor: TBD, will be a "dense" 2D grid of Swatches. The JSON files are loaded in two passes: 1. The chunks only load their swatch indexes from disk. 2. With the palette also loaded, the chunks are "inflated" and linked to their swatch pointers. Misc changes: * The `level.Canvas` UI widget switches from the old Grid data type to being able to directly use a `level.Chunker` * The Chunker is a shared data type between the on-disk level format and the actual renderer (level.Canvas), so saving the level is easy because you can just pull the Chunker out from the canvas. * ChunkSize is stored inside the level file and the default value is at balance/numbers.go: 1000
2018-09-23 22:20:45 +00:00
func NewCanvas(size int, editable bool) *Canvas {
w := &Canvas{
Editable: editable,
Scrollable: editable,
Palette: level.NewPalette(),
chunks: level.NewChunker(size),
}
w.setup()
w.IDFunc(func() string {
var attrs []string
if w.Editable {
attrs = append(attrs, "editable")
} else {
attrs = append(attrs, "read-only")
}
if w.Scrollable {
attrs = append(attrs, "scrollable")
}
return fmt.Sprintf("Canvas<%d; %s>", size, strings.Join(attrs, "; "))
})
return w
}
// Load initializes the Canvas using an existing Palette and Grid.
func (w *Canvas) Load(p *level.Palette, g *level.Chunker) {
w.Palette = p
Implement Chunk System for Pixel Data Starts the implementation of the chunk-based pixel storage system for levels and drawings. Previously the levels had a Pixels structure which was just an array of X,Y and palette index triplets. The new chunk system divides the map up into square chunks, and lets each chunk manage its own memory layout. The "MapAccessor" layout is implemented first which is a map of X,Y coordinates to their Swatches (pointer to an index of the palette). When serialized the MapAccessor maps the "X,Y": "index" similarly to the old Pixels array. The object hierarchy for the chunk system is like: * Chunker: the manager of the chunks who keeps track of the ChunkSize and a map of "chunk coordinates" to the chunk in charge of it. * Chunk: a part of the drawing ChunkSize length square. A chunk has a Type (of how it stores its data, 0 being a map[Point]Swatch and 1 being a [][]Swatch 2D array), and the chunk has an Accessor which implements the underlying type. * Accessor: an interface for a Chunk to provide access to its pixels. * MapAccessor: a "sparse map" of coordinates to their Swatches. * GridAccessor: TBD, will be a "dense" 2D grid of Swatches. The JSON files are loaded in two passes: 1. The chunks only load their swatch indexes from disk. 2. With the palette also loaded, the chunks are "inflated" and linked to their swatch pointers. Misc changes: * The `level.Canvas` UI widget switches from the old Grid data type to being able to directly use a `level.Chunker` * The Chunker is a shared data type between the on-disk level format and the actual renderer (level.Canvas), so saving the level is easy because you can just pull the Chunker out from the canvas. * ChunkSize is stored inside the level file and the default value is at balance/numbers.go: 1000
2018-09-23 22:20:45 +00:00
w.chunks = g
if len(w.Palette.Swatches) > 0 {
w.SetSwatch(w.Palette.Swatches[0])
}
}
// LoadLevel initializes a Canvas from a Level object.
func (w *Canvas) LoadLevel(level *level.Level) {
w.Load(level.Palette, level.Chunker)
}
// LoadDoodad initializes a Canvas from a Doodad object.
func (w *Canvas) LoadDoodad(d *doodads.Doodad) {
// TODO more safe
w.Load(d.Palette, d.Layers[0].Chunker)
}
// SetSwatch changes the currently selected swatch for editing.
func (w *Canvas) SetSwatch(s *level.Swatch) {
w.Palette.ActiveSwatch = s
}
// setup common configs between both initializers of the canvas.
func (w *Canvas) setup() {
w.SetBackground(render.White)
w.Handle(ui.MouseOver, func(p render.Point) {
w.SetBackground(render.Yellow)
})
w.Handle(ui.MouseOut, func(p render.Point) {
w.SetBackground(render.SkyBlue)
})
}
// Loop is called on the scene's event loop to handle mouse interaction with
// the canvas, i.e. to edit it.
func (w *Canvas) Loop(ev *events.State) error {
// Get the absolute position of the canvas on screen to accurately match
// it up to mouse clicks.
var P = ui.AbsolutePosition(w)
if w.Scrollable {
// Arrow keys to scroll the view.
scrollBy := render.Point{}
if ev.Right.Now {
scrollBy.X -= balance.CanvasScrollSpeed
} else if ev.Left.Now {
scrollBy.X += balance.CanvasScrollSpeed
}
if ev.Down.Now {
scrollBy.Y -= balance.CanvasScrollSpeed
} else if ev.Up.Now {
scrollBy.Y += balance.CanvasScrollSpeed
}
if !scrollBy.IsZero() {
w.ScrollBy(scrollBy)
}
}
// Only care if the cursor is over our space.
cursor := render.NewPoint(ev.CursorX.Now, ev.CursorY.Now)
if !cursor.Inside(ui.AbsoluteRect(w)) {
return nil
}
// If no swatch is active, do nothing with mouse clicks.
if w.Palette.ActiveSwatch == nil {
return nil
}
// Clicking? Log all the pixels while doing so.
if ev.Button1.Now {
lastPixel := w.lastPixel
Implement Chunk System for Pixel Data Starts the implementation of the chunk-based pixel storage system for levels and drawings. Previously the levels had a Pixels structure which was just an array of X,Y and palette index triplets. The new chunk system divides the map up into square chunks, and lets each chunk manage its own memory layout. The "MapAccessor" layout is implemented first which is a map of X,Y coordinates to their Swatches (pointer to an index of the palette). When serialized the MapAccessor maps the "X,Y": "index" similarly to the old Pixels array. The object hierarchy for the chunk system is like: * Chunker: the manager of the chunks who keeps track of the ChunkSize and a map of "chunk coordinates" to the chunk in charge of it. * Chunk: a part of the drawing ChunkSize length square. A chunk has a Type (of how it stores its data, 0 being a map[Point]Swatch and 1 being a [][]Swatch 2D array), and the chunk has an Accessor which implements the underlying type. * Accessor: an interface for a Chunk to provide access to its pixels. * MapAccessor: a "sparse map" of coordinates to their Swatches. * GridAccessor: TBD, will be a "dense" 2D grid of Swatches. The JSON files are loaded in two passes: 1. The chunks only load their swatch indexes from disk. 2. With the palette also loaded, the chunks are "inflated" and linked to their swatch pointers. Misc changes: * The `level.Canvas` UI widget switches from the old Grid data type to being able to directly use a `level.Chunker` * The Chunker is a shared data type between the on-disk level format and the actual renderer (level.Canvas), so saving the level is easy because you can just pull the Chunker out from the canvas. * ChunkSize is stored inside the level file and the default value is at balance/numbers.go: 1000
2018-09-23 22:20:45 +00:00
cursor := render.Point{
X: ev.CursorX.Now - P.X - w.Scroll.X,
Y: ev.CursorY.Now - P.Y - w.Scroll.Y,
Implement Chunk System for Pixel Data Starts the implementation of the chunk-based pixel storage system for levels and drawings. Previously the levels had a Pixels structure which was just an array of X,Y and palette index triplets. The new chunk system divides the map up into square chunks, and lets each chunk manage its own memory layout. The "MapAccessor" layout is implemented first which is a map of X,Y coordinates to their Swatches (pointer to an index of the palette). When serialized the MapAccessor maps the "X,Y": "index" similarly to the old Pixels array. The object hierarchy for the chunk system is like: * Chunker: the manager of the chunks who keeps track of the ChunkSize and a map of "chunk coordinates" to the chunk in charge of it. * Chunk: a part of the drawing ChunkSize length square. A chunk has a Type (of how it stores its data, 0 being a map[Point]Swatch and 1 being a [][]Swatch 2D array), and the chunk has an Accessor which implements the underlying type. * Accessor: an interface for a Chunk to provide access to its pixels. * MapAccessor: a "sparse map" of coordinates to their Swatches. * GridAccessor: TBD, will be a "dense" 2D grid of Swatches. The JSON files are loaded in two passes: 1. The chunks only load their swatch indexes from disk. 2. With the palette also loaded, the chunks are "inflated" and linked to their swatch pointers. Misc changes: * The `level.Canvas` UI widget switches from the old Grid data type to being able to directly use a `level.Chunker` * The Chunker is a shared data type between the on-disk level format and the actual renderer (level.Canvas), so saving the level is easy because you can just pull the Chunker out from the canvas. * ChunkSize is stored inside the level file and the default value is at balance/numbers.go: 1000
2018-09-23 22:20:45 +00:00
}
pixel := &level.Pixel{
X: cursor.X,
Y: cursor.Y,
Swatch: w.Palette.ActiveSwatch,
}
WIP Texture Caching NOTICE: Chunk size set to 100 for visual testing! NOTICE: guitest references a bmp file that isn't checked in! BUGS REMAINING: - When scrolling the level in Edit Mode, some of the chunks will pop out of existence randomly. - When clicking-dragging to draw in Edit Mode, if the scroll position is not at 0,0 then the pixels drawn will be offset from the cursor. - These are to do with the Scroll position and chunk coordinate calc functions probably. Implements a texture caching interface to stop redrawing everything pixel by pixel on every frame. The texture caching workflow is briefly: - The uix.Canvas widget's Present() function iterates over the list of Chunk Coordinates that are visible inside of the current viewport (i.e. viewable on screen) - For each Chunk: - Make it render and/or return its cached Texture object. - Work out how much of the Chunk will be visible and how to crop the boxes for the Copy() - Copy the cached Texture instead of drawing all the pixels every time like we were doing before. - The Chunk.Texture() function that returns said Texture: - It calls Chunk.ToBitmap() to save a bitmap on disk. - It calls Engine.NewBitmap() to get a Texture it can hang onto. - It hangs onto the Texture and returns it on future calls. - Any call to Set() or Delete() a pixel will invalidate the cache (mark the Chunk "dirty") and Texture() will rebuild next call. The interface `render.Texturer` provides a way for rendering backends (SDL2, OpenGL) to transport a "texture" of their own kind without exposing the type details to the user. The interface `render.Engine` adds two new methods: * NewBitmap(filename string) (Texturer, error) * Copy(t Texturer, src, dst Rect) NewBitmap should open a bitmap image on disk and return it wrapped in a Texturer (really it's an SDL2 Texture). This is for caching purposes. Next the Copy() function blits the texture onto the screen renderer using the source and destination rectangles. The uix.Canvas widget orchestrates the caching for the drawing it's responsible for. It queries which chunks are viewable in the Canvas viewport (scroll and bounding boxes), has each chunk render out their entire bitmap image to then cache them as SDL textures and then only _those_ need to be copied out to the renderer each frame. The frame rate now sits at a decent 60 FPS even when the drawing gets messy and full of lines. Each unique version of each chunk needs to render only one time and then it's a fast copy operation for future ticks. Other changes: - Chunker now assigns each Chunk what their coordinate and size are, so that the chunk can self reference that information. This info is considered read-only but that isn't really enforced. - Add Chunker.IterViewportChunks() that returns a channel of Chunk Coordinates that are visible in your viewport, rather than iterating over all of the pixels in all of those chunks. - Add Chunk.ToBitmap(filename) that causes a Chunk to render its pixels to a bitmap image on disk. SDL2 can natively speak Bitmaps for texture caching. Currently these go to files in /tmp but will soon go into your $XDG_CACHE_FOLDER instead. - Add Chunk.Texture() that causes a Chunk to render and then return a cached bitmap texture of the pixels it's responsible for. The texture is cached until the Chunk is next modified with Set() or Delete(). - UI: add an Image widget that currently just shows a bitmap image. It was the first test for caching bitmap images for efficiency. Can show any *.bmp file on disk! - Editor UI: make the StatusBar boxes dynamically build from an array of string pointers to make it SUPER EASY to add/remove labels.
2018-10-18 03:52:14 +00:00
log.Warn(
"real cursor: %d,%d translated: %s widget pos: %s scroll: %s",
ev.CursorX.Now, ev.CursorY.Now,
cursor,
P,
w.Scroll,
)
// Append unique new pixels.
if len(w.pixelHistory) == 0 || w.pixelHistory[len(w.pixelHistory)-1] != pixel {
if lastPixel != nil {
// Draw the pixels in between.
if lastPixel != pixel {
for point := range render.IterLine(lastPixel.X, lastPixel.Y, pixel.X, pixel.Y) {
Implement Chunk System for Pixel Data Starts the implementation of the chunk-based pixel storage system for levels and drawings. Previously the levels had a Pixels structure which was just an array of X,Y and palette index triplets. The new chunk system divides the map up into square chunks, and lets each chunk manage its own memory layout. The "MapAccessor" layout is implemented first which is a map of X,Y coordinates to their Swatches (pointer to an index of the palette). When serialized the MapAccessor maps the "X,Y": "index" similarly to the old Pixels array. The object hierarchy for the chunk system is like: * Chunker: the manager of the chunks who keeps track of the ChunkSize and a map of "chunk coordinates" to the chunk in charge of it. * Chunk: a part of the drawing ChunkSize length square. A chunk has a Type (of how it stores its data, 0 being a map[Point]Swatch and 1 being a [][]Swatch 2D array), and the chunk has an Accessor which implements the underlying type. * Accessor: an interface for a Chunk to provide access to its pixels. * MapAccessor: a "sparse map" of coordinates to their Swatches. * GridAccessor: TBD, will be a "dense" 2D grid of Swatches. The JSON files are loaded in two passes: 1. The chunks only load their swatch indexes from disk. 2. With the palette also loaded, the chunks are "inflated" and linked to their swatch pointers. Misc changes: * The `level.Canvas` UI widget switches from the old Grid data type to being able to directly use a `level.Chunker` * The Chunker is a shared data type between the on-disk level format and the actual renderer (level.Canvas), so saving the level is easy because you can just pull the Chunker out from the canvas. * ChunkSize is stored inside the level file and the default value is at balance/numbers.go: 1000
2018-09-23 22:20:45 +00:00
w.chunks.Set(point, lastPixel.Swatch)
}
}
}
w.lastPixel = pixel
w.pixelHistory = append(w.pixelHistory, pixel)
// Save in the pixel canvas map.
WIP Texture Caching NOTICE: Chunk size set to 100 for visual testing! NOTICE: guitest references a bmp file that isn't checked in! BUGS REMAINING: - When scrolling the level in Edit Mode, some of the chunks will pop out of existence randomly. - When clicking-dragging to draw in Edit Mode, if the scroll position is not at 0,0 then the pixels drawn will be offset from the cursor. - These are to do with the Scroll position and chunk coordinate calc functions probably. Implements a texture caching interface to stop redrawing everything pixel by pixel on every frame. The texture caching workflow is briefly: - The uix.Canvas widget's Present() function iterates over the list of Chunk Coordinates that are visible inside of the current viewport (i.e. viewable on screen) - For each Chunk: - Make it render and/or return its cached Texture object. - Work out how much of the Chunk will be visible and how to crop the boxes for the Copy() - Copy the cached Texture instead of drawing all the pixels every time like we were doing before. - The Chunk.Texture() function that returns said Texture: - It calls Chunk.ToBitmap() to save a bitmap on disk. - It calls Engine.NewBitmap() to get a Texture it can hang onto. - It hangs onto the Texture and returns it on future calls. - Any call to Set() or Delete() a pixel will invalidate the cache (mark the Chunk "dirty") and Texture() will rebuild next call. The interface `render.Texturer` provides a way for rendering backends (SDL2, OpenGL) to transport a "texture" of their own kind without exposing the type details to the user. The interface `render.Engine` adds two new methods: * NewBitmap(filename string) (Texturer, error) * Copy(t Texturer, src, dst Rect) NewBitmap should open a bitmap image on disk and return it wrapped in a Texturer (really it's an SDL2 Texture). This is for caching purposes. Next the Copy() function blits the texture onto the screen renderer using the source and destination rectangles. The uix.Canvas widget orchestrates the caching for the drawing it's responsible for. It queries which chunks are viewable in the Canvas viewport (scroll and bounding boxes), has each chunk render out their entire bitmap image to then cache them as SDL textures and then only _those_ need to be copied out to the renderer each frame. The frame rate now sits at a decent 60 FPS even when the drawing gets messy and full of lines. Each unique version of each chunk needs to render only one time and then it's a fast copy operation for future ticks. Other changes: - Chunker now assigns each Chunk what their coordinate and size are, so that the chunk can self reference that information. This info is considered read-only but that isn't really enforced. - Add Chunker.IterViewportChunks() that returns a channel of Chunk Coordinates that are visible in your viewport, rather than iterating over all of the pixels in all of those chunks. - Add Chunk.ToBitmap(filename) that causes a Chunk to render its pixels to a bitmap image on disk. SDL2 can natively speak Bitmaps for texture caching. Currently these go to files in /tmp but will soon go into your $XDG_CACHE_FOLDER instead. - Add Chunk.Texture() that causes a Chunk to render and then return a cached bitmap texture of the pixels it's responsible for. The texture is cached until the Chunk is next modified with Set() or Delete(). - UI: add an Image widget that currently just shows a bitmap image. It was the first test for caching bitmap images for efficiency. Can show any *.bmp file on disk! - Editor UI: make the StatusBar boxes dynamically build from an array of string pointers to make it SUPER EASY to add/remove labels.
2018-10-18 03:52:14 +00:00
log.Info("Set: %s %s", cursor, pixel.Swatch.Color)
Implement Chunk System for Pixel Data Starts the implementation of the chunk-based pixel storage system for levels and drawings. Previously the levels had a Pixels structure which was just an array of X,Y and palette index triplets. The new chunk system divides the map up into square chunks, and lets each chunk manage its own memory layout. The "MapAccessor" layout is implemented first which is a map of X,Y coordinates to their Swatches (pointer to an index of the palette). When serialized the MapAccessor maps the "X,Y": "index" similarly to the old Pixels array. The object hierarchy for the chunk system is like: * Chunker: the manager of the chunks who keeps track of the ChunkSize and a map of "chunk coordinates" to the chunk in charge of it. * Chunk: a part of the drawing ChunkSize length square. A chunk has a Type (of how it stores its data, 0 being a map[Point]Swatch and 1 being a [][]Swatch 2D array), and the chunk has an Accessor which implements the underlying type. * Accessor: an interface for a Chunk to provide access to its pixels. * MapAccessor: a "sparse map" of coordinates to their Swatches. * GridAccessor: TBD, will be a "dense" 2D grid of Swatches. The JSON files are loaded in two passes: 1. The chunks only load their swatch indexes from disk. 2. With the palette also loaded, the chunks are "inflated" and linked to their swatch pointers. Misc changes: * The `level.Canvas` UI widget switches from the old Grid data type to being able to directly use a `level.Chunker` * The Chunker is a shared data type between the on-disk level format and the actual renderer (level.Canvas), so saving the level is easy because you can just pull the Chunker out from the canvas. * ChunkSize is stored inside the level file and the default value is at balance/numbers.go: 1000
2018-09-23 22:20:45 +00:00
w.chunks.Set(cursor, pixel.Swatch)
}
} else {
w.lastPixel = nil
}
return nil
}
// Viewport returns a rect containing the viewable drawing coordinates in this
// canvas. The X,Y values are the scroll offset (top left) and the W,H values
// are the scroll offset plus the width/height of the Canvas widget.
func (w *Canvas) Viewport() render.Rect {
var S = w.Size()
return render.Rect{
X: -w.Scroll.X,
Y: -w.Scroll.Y,
W: S.W - w.Scroll.X,
H: S.H - w.Scroll.Y,
}
}
Implement Chunk System for Pixel Data Starts the implementation of the chunk-based pixel storage system for levels and drawings. Previously the levels had a Pixels structure which was just an array of X,Y and palette index triplets. The new chunk system divides the map up into square chunks, and lets each chunk manage its own memory layout. The "MapAccessor" layout is implemented first which is a map of X,Y coordinates to their Swatches (pointer to an index of the palette). When serialized the MapAccessor maps the "X,Y": "index" similarly to the old Pixels array. The object hierarchy for the chunk system is like: * Chunker: the manager of the chunks who keeps track of the ChunkSize and a map of "chunk coordinates" to the chunk in charge of it. * Chunk: a part of the drawing ChunkSize length square. A chunk has a Type (of how it stores its data, 0 being a map[Point]Swatch and 1 being a [][]Swatch 2D array), and the chunk has an Accessor which implements the underlying type. * Accessor: an interface for a Chunk to provide access to its pixels. * MapAccessor: a "sparse map" of coordinates to their Swatches. * GridAccessor: TBD, will be a "dense" 2D grid of Swatches. The JSON files are loaded in two passes: 1. The chunks only load their swatch indexes from disk. 2. With the palette also loaded, the chunks are "inflated" and linked to their swatch pointers. Misc changes: * The `level.Canvas` UI widget switches from the old Grid data type to being able to directly use a `level.Chunker` * The Chunker is a shared data type between the on-disk level format and the actual renderer (level.Canvas), so saving the level is easy because you can just pull the Chunker out from the canvas. * ChunkSize is stored inside the level file and the default value is at balance/numbers.go: 1000
2018-09-23 22:20:45 +00:00
// Chunker returns the underlying Chunker object.
func (w *Canvas) Chunker() *level.Chunker {
Implement Chunk System for Pixel Data Starts the implementation of the chunk-based pixel storage system for levels and drawings. Previously the levels had a Pixels structure which was just an array of X,Y and palette index triplets. The new chunk system divides the map up into square chunks, and lets each chunk manage its own memory layout. The "MapAccessor" layout is implemented first which is a map of X,Y coordinates to their Swatches (pointer to an index of the palette). When serialized the MapAccessor maps the "X,Y": "index" similarly to the old Pixels array. The object hierarchy for the chunk system is like: * Chunker: the manager of the chunks who keeps track of the ChunkSize and a map of "chunk coordinates" to the chunk in charge of it. * Chunk: a part of the drawing ChunkSize length square. A chunk has a Type (of how it stores its data, 0 being a map[Point]Swatch and 1 being a [][]Swatch 2D array), and the chunk has an Accessor which implements the underlying type. * Accessor: an interface for a Chunk to provide access to its pixels. * MapAccessor: a "sparse map" of coordinates to their Swatches. * GridAccessor: TBD, will be a "dense" 2D grid of Swatches. The JSON files are loaded in two passes: 1. The chunks only load their swatch indexes from disk. 2. With the palette also loaded, the chunks are "inflated" and linked to their swatch pointers. Misc changes: * The `level.Canvas` UI widget switches from the old Grid data type to being able to directly use a `level.Chunker` * The Chunker is a shared data type between the on-disk level format and the actual renderer (level.Canvas), so saving the level is easy because you can just pull the Chunker out from the canvas. * ChunkSize is stored inside the level file and the default value is at balance/numbers.go: 1000
2018-09-23 22:20:45 +00:00
return w.chunks
}
// ScrollTo sets the viewport scroll position.
func (w *Canvas) ScrollTo(to render.Point) {
w.Scroll.X = to.X
w.Scroll.Y = to.Y
}
// ScrollBy adjusts the viewport scroll position.
func (w *Canvas) ScrollBy(by render.Point) {
w.Scroll.Add(by)
}
// Compute the canvas.
func (w *Canvas) Compute(e render.Engine) {
}
// Present the canvas.
func (w *Canvas) Present(e render.Engine, p render.Point) {
var (
S = w.Size()
Viewport = w.Viewport()
)
// w.MoveTo(p) // TODO: when uncommented the canvas will creep down the Workspace frame in EditorMode
w.DrawBox(e, p)
e.DrawBox(w.Background(), render.Rect{
X: p.X + w.BoxThickness(1),
Y: p.Y + w.BoxThickness(1),
W: S.W - w.BoxThickness(2),
H: S.H - w.BoxThickness(2),
})
WIP Texture Caching NOTICE: Chunk size set to 100 for visual testing! NOTICE: guitest references a bmp file that isn't checked in! BUGS REMAINING: - When scrolling the level in Edit Mode, some of the chunks will pop out of existence randomly. - When clicking-dragging to draw in Edit Mode, if the scroll position is not at 0,0 then the pixels drawn will be offset from the cursor. - These are to do with the Scroll position and chunk coordinate calc functions probably. Implements a texture caching interface to stop redrawing everything pixel by pixel on every frame. The texture caching workflow is briefly: - The uix.Canvas widget's Present() function iterates over the list of Chunk Coordinates that are visible inside of the current viewport (i.e. viewable on screen) - For each Chunk: - Make it render and/or return its cached Texture object. - Work out how much of the Chunk will be visible and how to crop the boxes for the Copy() - Copy the cached Texture instead of drawing all the pixels every time like we were doing before. - The Chunk.Texture() function that returns said Texture: - It calls Chunk.ToBitmap() to save a bitmap on disk. - It calls Engine.NewBitmap() to get a Texture it can hang onto. - It hangs onto the Texture and returns it on future calls. - Any call to Set() or Delete() a pixel will invalidate the cache (mark the Chunk "dirty") and Texture() will rebuild next call. The interface `render.Texturer` provides a way for rendering backends (SDL2, OpenGL) to transport a "texture" of their own kind without exposing the type details to the user. The interface `render.Engine` adds two new methods: * NewBitmap(filename string) (Texturer, error) * Copy(t Texturer, src, dst Rect) NewBitmap should open a bitmap image on disk and return it wrapped in a Texturer (really it's an SDL2 Texture). This is for caching purposes. Next the Copy() function blits the texture onto the screen renderer using the source and destination rectangles. The uix.Canvas widget orchestrates the caching for the drawing it's responsible for. It queries which chunks are viewable in the Canvas viewport (scroll and bounding boxes), has each chunk render out their entire bitmap image to then cache them as SDL textures and then only _those_ need to be copied out to the renderer each frame. The frame rate now sits at a decent 60 FPS even when the drawing gets messy and full of lines. Each unique version of each chunk needs to render only one time and then it's a fast copy operation for future ticks. Other changes: - Chunker now assigns each Chunk what their coordinate and size are, so that the chunk can self reference that information. This info is considered read-only but that isn't really enforced. - Add Chunker.IterViewportChunks() that returns a channel of Chunk Coordinates that are visible in your viewport, rather than iterating over all of the pixels in all of those chunks. - Add Chunk.ToBitmap(filename) that causes a Chunk to render its pixels to a bitmap image on disk. SDL2 can natively speak Bitmaps for texture caching. Currently these go to files in /tmp but will soon go into your $XDG_CACHE_FOLDER instead. - Add Chunk.Texture() that causes a Chunk to render and then return a cached bitmap texture of the pixels it's responsible for. The texture is cached until the Chunk is next modified with Set() or Delete(). - UI: add an Image widget that currently just shows a bitmap image. It was the first test for caching bitmap images for efficiency. Can show any *.bmp file on disk! - Editor UI: make the StatusBar boxes dynamically build from an array of string pointers to make it SUPER EASY to add/remove labels.
2018-10-18 03:52:14 +00:00
// Get the chunks in the viewport and cache their textures.
for coord := range w.chunks.IterViewportChunks(Viewport) {
if chunk, ok := w.chunks.GetChunk(coord); ok {
tex := chunk.Texture(e, w.Name+coord.String())
src := render.Rect{
W: tex.Size().W,
H: tex.Size().H,
}
// If the source bitmap is already bigger than the Canvas widget
// into which it will render, cap the source width and height.
// This is especially useful for Doodad buttons because the drawing
// is bigger than the button.
if src.W > S.W {
src.W = S.W
}
if src.H > S.H {
src.H = S.H
}
dst := render.Rect{
X: p.X + w.Scroll.X + w.BoxThickness(1) + (coord.X * int32(chunk.Size)),
Y: p.Y + w.Scroll.Y + w.BoxThickness(1) + (coord.Y * int32(chunk.Size)),
// src.W and src.H will be AT MOST the full width and height of
// a Canvas widget. Subtract the scroll offset to keep it bounded
// visually on its right and bottom sides.
W: src.W, // - w.Scroll.X,
H: src.H, // - w.Scroll.Y,
}
// If the destination width will cause it to overflow the widget
// box, trim off the right edge of the destination rect.
//
// Keep in mind we're dealing with chunks here, and a chunk is
// a small part of the image. Example:
// - Canvas is 800x600 (S.W=800 S.H=600)
// - Chunk wants to render at 790,0 width 100,100 or whatever
// dst={790, 0, 100, 100}
// - Chunk box would exceed 800px width (X=790 + W=100 == 890)
// - Find the delta how much it exceeds as negative (800 - 890 == -90)
// - Lower the Source and Dest rects by that delta size so they
// stay proportional and don't scale or anything dumb.
if dst.X+src.W > p.X+S.W {
// NOTE: delta is a negative number,
// so it will subtract from the width.
delta := (S.W + p.X) - (dst.W + dst.X)
src.W += delta
dst.W += delta
}
if dst.Y+src.H > p.Y+S.H {
// NOTE: delta is a negative number
delta := (S.H + p.Y) - (dst.H + dst.Y)
src.H += delta
dst.H += delta
}
// The same for the top left edge, so the drawings don't overlap
// menu bars or left side toolbars.
// - Canvas was placed 80px from the left of the screen.
// Canvas.MoveTo(80, 0)
// - A texture wants to draw at 60, 0 which would cause it to
// overlap 20 pixels into the left toolbar. It needs to be cropped.
// - The delta is: p.X=80 - dst.X=60 == 20
// - Set destination X to p.X to constrain it there: 20
// - Subtract the delta from destination W so we don't scale it.
// - Add 20 to X of the source: the left edge of source is not visible
if dst.X < p.X {
// NOTE: delta is a positive number,
// so it will add to the destination coordinates.
delta := p.X - dst.X
dst.X = p.X
dst.W -= delta
src.X += delta
}
if dst.Y < p.Y {
delta := p.Y - dst.Y
dst.Y = p.Y
dst.H -= delta
src.Y += delta
}
e.Copy(tex, src, dst)
}
}
WIP Texture Caching NOTICE: Chunk size set to 100 for visual testing! NOTICE: guitest references a bmp file that isn't checked in! BUGS REMAINING: - When scrolling the level in Edit Mode, some of the chunks will pop out of existence randomly. - When clicking-dragging to draw in Edit Mode, if the scroll position is not at 0,0 then the pixels drawn will be offset from the cursor. - These are to do with the Scroll position and chunk coordinate calc functions probably. Implements a texture caching interface to stop redrawing everything pixel by pixel on every frame. The texture caching workflow is briefly: - The uix.Canvas widget's Present() function iterates over the list of Chunk Coordinates that are visible inside of the current viewport (i.e. viewable on screen) - For each Chunk: - Make it render and/or return its cached Texture object. - Work out how much of the Chunk will be visible and how to crop the boxes for the Copy() - Copy the cached Texture instead of drawing all the pixels every time like we were doing before. - The Chunk.Texture() function that returns said Texture: - It calls Chunk.ToBitmap() to save a bitmap on disk. - It calls Engine.NewBitmap() to get a Texture it can hang onto. - It hangs onto the Texture and returns it on future calls. - Any call to Set() or Delete() a pixel will invalidate the cache (mark the Chunk "dirty") and Texture() will rebuild next call. The interface `render.Texturer` provides a way for rendering backends (SDL2, OpenGL) to transport a "texture" of their own kind without exposing the type details to the user. The interface `render.Engine` adds two new methods: * NewBitmap(filename string) (Texturer, error) * Copy(t Texturer, src, dst Rect) NewBitmap should open a bitmap image on disk and return it wrapped in a Texturer (really it's an SDL2 Texture). This is for caching purposes. Next the Copy() function blits the texture onto the screen renderer using the source and destination rectangles. The uix.Canvas widget orchestrates the caching for the drawing it's responsible for. It queries which chunks are viewable in the Canvas viewport (scroll and bounding boxes), has each chunk render out their entire bitmap image to then cache them as SDL textures and then only _those_ need to be copied out to the renderer each frame. The frame rate now sits at a decent 60 FPS even when the drawing gets messy and full of lines. Each unique version of each chunk needs to render only one time and then it's a fast copy operation for future ticks. Other changes: - Chunker now assigns each Chunk what their coordinate and size are, so that the chunk can self reference that information. This info is considered read-only but that isn't really enforced. - Add Chunker.IterViewportChunks() that returns a channel of Chunk Coordinates that are visible in your viewport, rather than iterating over all of the pixels in all of those chunks. - Add Chunk.ToBitmap(filename) that causes a Chunk to render its pixels to a bitmap image on disk. SDL2 can natively speak Bitmaps for texture caching. Currently these go to files in /tmp but will soon go into your $XDG_CACHE_FOLDER instead. - Add Chunk.Texture() that causes a Chunk to render and then return a cached bitmap texture of the pixels it's responsible for. The texture is cached until the Chunk is next modified with Set() or Delete(). - UI: add an Image widget that currently just shows a bitmap image. It was the first test for caching bitmap images for efficiency. Can show any *.bmp file on disk! - Editor UI: make the StatusBar boxes dynamically build from an array of string pointers to make it SUPER EASY to add/remove labels.
2018-10-18 03:52:14 +00:00
// for px := range w.chunks.IterViewport(Viewport) {
// // This pixel is visible in the canvas, but offset it by the
// // scroll height.
// px.X -= Viewport.X
// px.Y -= Viewport.Y
// color := render.Cyan // px.Swatch.Color
// e.DrawPoint(color, render.Point{
// X: p.X + w.BoxThickness(1) + px.X,
// Y: p.Y + w.BoxThickness(1) + px.Y,
// })
// }
}