doodle/pkg/wallpaper/texture.go

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Wallpapers and Bounded Levels Implement the Wallpaper system into the levels and the concept of Bounded and Unbounded levels. The first wallpaper image is notepad.png which looks like standard ruled notebook paper. On bounded levels, the top/left edges of the page look as you would expect and the blue lines tile indefinitely in the positive directions. On unbounded levels, you only get the repeating blue lines but not the edge pieces. A wallpaper is just a rectangular image file. The image is divided into four equal quadrants to be the Corner, Top, Left and Repeat textures for the wallpaper. The Repeat texture is ALWAYS used and fills all the empty space behind the drawing. (Doodads draw with blank canvases as before because only levels have wallpapers!) Levels have four options of a "Page Type": - Unbounded (default, infinite space) - NoNegativeSpace (has a top left edge but can grow infinitely) - Bounded (has a top left edge and bounded size) - Bordered (bounded with bordered texture; NOT IMPLEMENTED!) The scrollable viewport of a Canvas will respect the wallpaper and page type settings of a Level loaded into it. That is, if the level has a top left edge (not Unbounded) you can NOT scroll to see negative coordinates below (0,0) -- and if the level has a max dimension set, you can't scroll to see pixels outside those dimensions. The Canvas property NoLimitScroll=true will override the scroll locking and let you see outside the bounds, for debugging. - Default map settings for New Level are now: - Page Type: NoNegativeSpace - Wallpaper: notepad.png (default) - MaxWidth: 2550 (8.5" * 300 ppi) - MaxHeight: 3300 ( 11" * 300 ppi)
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package wallpaper
// The methods that deal in cached Textures for Doodle.
import (
"errors"
Wallpapers and Bounded Levels Implement the Wallpaper system into the levels and the concept of Bounded and Unbounded levels. The first wallpaper image is notepad.png which looks like standard ruled notebook paper. On bounded levels, the top/left edges of the page look as you would expect and the blue lines tile indefinitely in the positive directions. On unbounded levels, you only get the repeating blue lines but not the edge pieces. A wallpaper is just a rectangular image file. The image is divided into four equal quadrants to be the Corner, Top, Left and Repeat textures for the wallpaper. The Repeat texture is ALWAYS used and fills all the empty space behind the drawing. (Doodads draw with blank canvases as before because only levels have wallpapers!) Levels have four options of a "Page Type": - Unbounded (default, infinite space) - NoNegativeSpace (has a top left edge but can grow infinitely) - Bounded (has a top left edge and bounded size) - Bordered (bounded with bordered texture; NOT IMPLEMENTED!) The scrollable viewport of a Canvas will respect the wallpaper and page type settings of a Level loaded into it. That is, if the level has a top left edge (not Unbounded) you can NOT scroll to see negative coordinates below (0,0) -- and if the level has a max dimension set, you can't scroll to see pixels outside those dimensions. The Canvas property NoLimitScroll=true will override the scroll locking and let you see outside the bounds, for debugging. - Default map settings for New Level are now: - Page Type: NoNegativeSpace - Wallpaper: notepad.png (default) - MaxWidth: 2550 (8.5" * 300 ppi) - MaxHeight: 3300 ( 11" * 300 ppi)
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"image"
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"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
"git.kirsle.net/SketchyMaze/doodle/pkg/userdir"
"git.kirsle.net/go/render"
Wallpapers and Bounded Levels Implement the Wallpaper system into the levels and the concept of Bounded and Unbounded levels. The first wallpaper image is notepad.png which looks like standard ruled notebook paper. On bounded levels, the top/left edges of the page look as you would expect and the blue lines tile indefinitely in the positive directions. On unbounded levels, you only get the repeating blue lines but not the edge pieces. A wallpaper is just a rectangular image file. The image is divided into four equal quadrants to be the Corner, Top, Left and Repeat textures for the wallpaper. The Repeat texture is ALWAYS used and fills all the empty space behind the drawing. (Doodads draw with blank canvases as before because only levels have wallpapers!) Levels have four options of a "Page Type": - Unbounded (default, infinite space) - NoNegativeSpace (has a top left edge but can grow infinitely) - Bounded (has a top left edge and bounded size) - Bordered (bounded with bordered texture; NOT IMPLEMENTED!) The scrollable viewport of a Canvas will respect the wallpaper and page type settings of a Level loaded into it. That is, if the level has a top left edge (not Unbounded) you can NOT scroll to see negative coordinates below (0,0) -- and if the level has a max dimension set, you can't scroll to see pixels outside those dimensions. The Canvas property NoLimitScroll=true will override the scroll locking and let you see outside the bounds, for debugging. - Default map settings for New Level are now: - Page Type: NoNegativeSpace - Wallpaper: notepad.png (default) - MaxWidth: 2550 (8.5" * 300 ppi) - MaxHeight: 3300 ( 11" * 300 ppi)
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)
Optimize memory by freeing up SDL2 textures * Added to the F3 Debug Overlay is a "Texture:" label that counts the number of textures currently loaded by the (SDL2) render engine. * Added Teardown() functions to Level, Doodad and the Chunker they both use to free up SDL2 textures for all their cached graphics. * The Canvas.Destroy() function now cleans up all textures that the Canvas is responsible for: calling the Teardown() of the Level or Doodad, calling Destroy() on all level actors, and cleaning up Wallpaper textures. * The Destroy() method of the game's various Scenes will properly Destroy() their canvases to clean up when transitioning to another scene. The MainScene, MenuScene, EditorScene and PlayScene. * Fix the sprites package to actually cache the ui.Image widgets. The game has very few sprites so no need to free them just yet. Some tricky places that were leaking textures have been cleaned up: * Canvas.InstallActors() destroys the canvases of existing actors before it reinitializes the list and installs the replacements. * The DraggableActor when the user is dragging an actor around their level cleans up the blueprint masked drag/drop actor before nulling it out. Misc changes: * The player character cheats during Play Mode will immediately swap out the player character on the current level. * Properly call the Close() function instead of Hide() to dismiss popup windows. The Close() function itself calls Hide() but also triggers WindowClose event handlers. The Doodad Dropper subscribes to its close event to free textures for all its doodad canvases.
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/*
Free all SDL2 textures from memory.
The Canvas widget will free wallpaper textures in its Destroy method. Note that
if the wallpaper was still somehow in use, the textures will be regenerated the
next time a method like CornerTexture() asks for one.
Returns the number of textures freed (up to 4) or -1 if wallpaper was not ready.
*/
func (wp *Wallpaper) Free() int {
if !wp.ready {
return -1
}
var freed int
if wp.tex.corner != nil {
wp.tex.corner.Free()
wp.tex.corner = nil
freed++
}
if wp.tex.top != nil {
wp.tex.top.Free()
wp.tex.top = nil
freed++
}
if wp.tex.left != nil {
wp.tex.left.Free()
wp.tex.left = nil
freed++
}
if wp.tex.repeat != nil {
wp.tex.repeat.Free()
wp.tex.repeat = nil
freed++
}
return freed
}
Wallpapers and Bounded Levels Implement the Wallpaper system into the levels and the concept of Bounded and Unbounded levels. The first wallpaper image is notepad.png which looks like standard ruled notebook paper. On bounded levels, the top/left edges of the page look as you would expect and the blue lines tile indefinitely in the positive directions. On unbounded levels, you only get the repeating blue lines but not the edge pieces. A wallpaper is just a rectangular image file. The image is divided into four equal quadrants to be the Corner, Top, Left and Repeat textures for the wallpaper. The Repeat texture is ALWAYS used and fills all the empty space behind the drawing. (Doodads draw with blank canvases as before because only levels have wallpapers!) Levels have four options of a "Page Type": - Unbounded (default, infinite space) - NoNegativeSpace (has a top left edge but can grow infinitely) - Bounded (has a top left edge and bounded size) - Bordered (bounded with bordered texture; NOT IMPLEMENTED!) The scrollable viewport of a Canvas will respect the wallpaper and page type settings of a Level loaded into it. That is, if the level has a top left edge (not Unbounded) you can NOT scroll to see negative coordinates below (0,0) -- and if the level has a max dimension set, you can't scroll to see pixels outside those dimensions. The Canvas property NoLimitScroll=true will override the scroll locking and let you see outside the bounds, for debugging. - Default map settings for New Level are now: - Page Type: NoNegativeSpace - Wallpaper: notepad.png (default) - MaxWidth: 2550 (8.5" * 300 ppi) - MaxHeight: 3300 ( 11" * 300 ppi)
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// CornerTexture returns the Texture.
func (wp *Wallpaper) CornerTexture(e render.Engine) (render.Texturer, error) {
if !wp.ready {
return nil, errors.New("wallpaper not ready")
}
Wallpapers and Bounded Levels Implement the Wallpaper system into the levels and the concept of Bounded and Unbounded levels. The first wallpaper image is notepad.png which looks like standard ruled notebook paper. On bounded levels, the top/left edges of the page look as you would expect and the blue lines tile indefinitely in the positive directions. On unbounded levels, you only get the repeating blue lines but not the edge pieces. A wallpaper is just a rectangular image file. The image is divided into four equal quadrants to be the Corner, Top, Left and Repeat textures for the wallpaper. The Repeat texture is ALWAYS used and fills all the empty space behind the drawing. (Doodads draw with blank canvases as before because only levels have wallpapers!) Levels have four options of a "Page Type": - Unbounded (default, infinite space) - NoNegativeSpace (has a top left edge but can grow infinitely) - Bounded (has a top left edge and bounded size) - Bordered (bounded with bordered texture; NOT IMPLEMENTED!) The scrollable viewport of a Canvas will respect the wallpaper and page type settings of a Level loaded into it. That is, if the level has a top left edge (not Unbounded) you can NOT scroll to see negative coordinates below (0,0) -- and if the level has a max dimension set, you can't scroll to see pixels outside those dimensions. The Canvas property NoLimitScroll=true will override the scroll locking and let you see outside the bounds, for debugging. - Default map settings for New Level are now: - Page Type: NoNegativeSpace - Wallpaper: notepad.png (default) - MaxWidth: 2550 (8.5" * 300 ppi) - MaxHeight: 3300 ( 11" * 300 ppi)
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if wp.tex.corner == nil {
tex, err := texture(e, wp.corner, wp.Name+"c")
wp.tex.corner = tex
return tex, err
}
return wp.tex.corner, nil
}
// TopTexture returns the Texture.
func (wp *Wallpaper) TopTexture(e render.Engine) (render.Texturer, error) {
if wp.tex.top == nil {
tex, err := texture(e, wp.top, wp.Name+"t")
wp.tex.top = tex
return tex, err
}
return wp.tex.top, nil
}
// LeftTexture returns the Texture.
func (wp *Wallpaper) LeftTexture(e render.Engine) (render.Texturer, error) {
if wp.tex.left == nil {
tex, err := texture(e, wp.left, wp.Name+"l")
wp.tex.left = tex
return tex, err
}
return wp.tex.left, nil
}
// RepeatTexture returns the Texture.
func (wp *Wallpaper) RepeatTexture(e render.Engine) (render.Texturer, error) {
if wp.tex.repeat == nil {
tex, err := texture(e, wp.repeat, wp.Name+"x")
wp.tex.repeat = tex
return tex, err
}
return wp.tex.repeat, nil
}
// texture creates or returns a cached texture for a wallpaper.
Wallpapers and Bounded Levels Implement the Wallpaper system into the levels and the concept of Bounded and Unbounded levels. The first wallpaper image is notepad.png which looks like standard ruled notebook paper. On bounded levels, the top/left edges of the page look as you would expect and the blue lines tile indefinitely in the positive directions. On unbounded levels, you only get the repeating blue lines but not the edge pieces. A wallpaper is just a rectangular image file. The image is divided into four equal quadrants to be the Corner, Top, Left and Repeat textures for the wallpaper. The Repeat texture is ALWAYS used and fills all the empty space behind the drawing. (Doodads draw with blank canvases as before because only levels have wallpapers!) Levels have four options of a "Page Type": - Unbounded (default, infinite space) - NoNegativeSpace (has a top left edge but can grow infinitely) - Bounded (has a top left edge and bounded size) - Bordered (bounded with bordered texture; NOT IMPLEMENTED!) The scrollable viewport of a Canvas will respect the wallpaper and page type settings of a Level loaded into it. That is, if the level has a top left edge (not Unbounded) you can NOT scroll to see negative coordinates below (0,0) -- and if the level has a max dimension set, you can't scroll to see pixels outside those dimensions. The Canvas property NoLimitScroll=true will override the scroll locking and let you see outside the bounds, for debugging. - Default map settings for New Level are now: - Page Type: NoNegativeSpace - Wallpaper: notepad.png (default) - MaxWidth: 2550 (8.5" * 300 ppi) - MaxHeight: 3300 ( 11" * 300 ppi)
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func texture(e render.Engine, img *image.RGBA, name string) (render.Texturer, error) {
filename := userdir.CacheFilename("wallpaper", name+".bmp")
texture, err := shmem.CurrentRenderEngine.StoreTexture(filename, img)
return texture, err
Wallpapers and Bounded Levels Implement the Wallpaper system into the levels and the concept of Bounded and Unbounded levels. The first wallpaper image is notepad.png which looks like standard ruled notebook paper. On bounded levels, the top/left edges of the page look as you would expect and the blue lines tile indefinitely in the positive directions. On unbounded levels, you only get the repeating blue lines but not the edge pieces. A wallpaper is just a rectangular image file. The image is divided into four equal quadrants to be the Corner, Top, Left and Repeat textures for the wallpaper. The Repeat texture is ALWAYS used and fills all the empty space behind the drawing. (Doodads draw with blank canvases as before because only levels have wallpapers!) Levels have four options of a "Page Type": - Unbounded (default, infinite space) - NoNegativeSpace (has a top left edge but can grow infinitely) - Bounded (has a top left edge and bounded size) - Bordered (bounded with bordered texture; NOT IMPLEMENTED!) The scrollable viewport of a Canvas will respect the wallpaper and page type settings of a Level loaded into it. That is, if the level has a top left edge (not Unbounded) you can NOT scroll to see negative coordinates below (0,0) -- and if the level has a max dimension set, you can't scroll to see pixels outside those dimensions. The Canvas property NoLimitScroll=true will override the scroll locking and let you see outside the bounds, for debugging. - Default map settings for New Level are now: - Page Type: NoNegativeSpace - Wallpaper: notepad.png (default) - MaxWidth: 2550 (8.5" * 300 ppi) - MaxHeight: 3300 ( 11" * 300 ppi)
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}