doodle/pkg/uix/canvas_wallpaper.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)
2018-10-28 05:22:13 +00:00
package uix
import (
"git.kirsle.net/apps/doodle/lib/render"
"git.kirsle.net/apps/doodle/pkg/level"
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)
2018-10-28 05:22:13 +00:00
"git.kirsle.net/apps/doodle/pkg/wallpaper"
)
// Wallpaper configures the wallpaper in a Canvas.
type Wallpaper struct {
pageType level.PageType
maxWidth int64
maxHeight int64
corner render.Texturer
top render.Texturer
left render.Texturer
repeat render.Texturer
}
// Valid returns whether the Wallpaper is configured. Only Levels should
// have wallpapers and Doodads will have nil ones.
func (wp *Wallpaper) Valid() bool {
return wp.repeat != nil
}
// Canvas Loop() task that keeps mobile actors constrained inside the borders
// of the world for bounded map types.
func (w *Canvas) loopContainActorsInsideLevel(a *Actor) {
// Infinite maps do not need to constrain the actors.
if w.wallpaper.pageType == level.Unbounded {
return
}
var (
orig = a.Position() // Actor's World Position
moveBy render.Point
size = a.Size()
)
// Bound it on the top left edges.
if orig.X < 0 {
moveBy.X = -orig.X
}
if orig.Y < 0 {
moveBy.Y = -orig.Y
}
// Bound it on the right bottom edges. XXX: downcast from int64!
if w.wallpaper.maxWidth > 0 {
if int64(orig.X+size.W) > w.wallpaper.maxWidth {
var delta = int32(w.wallpaper.maxWidth - int64(orig.X+size.W))
moveBy.X = delta
}
}
if w.wallpaper.maxHeight > 0 {
if int64(orig.Y+size.H) > w.wallpaper.maxHeight {
var delta = int32(w.wallpaper.maxHeight - int64(orig.Y+size.H))
moveBy.Y = delta
}
}
if !moveBy.IsZero() {
a.MoveBy(moveBy)
}
}
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)
2018-10-28 05:22:13 +00:00
// PresentWallpaper draws the wallpaper.
func (w *Canvas) PresentWallpaper(e render.Engine, p render.Point) error {
var (
wp = w.wallpaper
S = w.Size()
size = wp.corner.Size()
Viewport = w.ViewportRelative()
origin = render.Point{
X: p.X + w.Scroll.X + w.BoxThickness(1),
Y: p.Y + w.Scroll.Y + w.BoxThickness(1),
}
limit = render.Point{
// NOTE: we add + the texture size so we would actually draw one
// full extra texture out-of-bounds for the repeating backgrounds.
// This is cuz for scrolling we offset the draw spot on a loop.
X: origin.X + S.W - w.BoxThickness(1) + size.W,
Y: origin.Y + S.H - w.BoxThickness(1) + size.H,
}
)
// For tiled textures, compute the offset amount. If we are scrolled away
// from the Origin (0,0) we find out by how far (subtract full tile sizes)
// and use the remainder as an offset for drawing the tiles.
var dx, dy int32
if origin.X > 0 {
for origin.X > 0 && origin.X > size.W {
origin.X -= size.W
}
dx = origin.X
origin.X = 0
}
if origin.Y > 0 {
for origin.Y > 0 && origin.Y > size.H {
origin.Y -= size.H
}
dy = origin.Y
origin.Y = 0
}
// And capping the scroll delta in the other direction.
if limit.X < S.W {
limit.X = S.W
}
if limit.Y < S.H {
// TODO: slight flicker on bottom edge when scrolling down
limit.Y = S.H
}
// Tile the repeat texture.
for x := origin.X - size.W; x < limit.X; x += size.W {
for y := origin.Y - size.H; y < limit.Y; y += size.H {
src := render.Rect{
W: size.W,
H: size.H,
}
dst := render.Rect{
X: x + dx,
Y: y + dy,
W: src.W,
H: src.H,
}
// Trim the edges of the destination box, like in canvas.go#Present
render.TrimBox(&src, &dst, p, S, w.BoxThickness(1))
e.Copy(wp.repeat, src, dst)
}
}
// The left edge corner tiled along the left edge.
if wp.pageType > level.Unbounded {
for y := origin.Y; y < limit.Y; y += size.H {
src := render.Rect{
W: size.W,
H: size.H,
}
dst := render.Rect{
X: origin.X,
Y: y + dy,
W: src.W,
H: src.H,
}
render.TrimBox(&src, &dst, p, S, w.BoxThickness(1))
e.Copy(wp.left, src, dst)
}
// The top edge tiled along the top edge.
for x := origin.X; x < limit.X; x += size.W {
src := render.Rect{
W: size.W,
H: size.H,
}
dst := render.Rect{
X: x,
Y: origin.Y,
W: src.W,
H: src.H,
}
render.TrimBox(&src, &dst, p, S, w.BoxThickness(1))
e.Copy(wp.top, src, dst)
}
// The top left corner for all page types except Unbounded.
if Viewport.Intersects(size) {
src := render.Rect{
W: size.W,
H: size.H,
}
dst := render.Rect{
X: origin.X,
Y: origin.Y,
W: src.W,
H: src.H,
}
render.TrimBox(&src, &dst, p, S, w.BoxThickness(1))
e.Copy(wp.corner, src, dst)
}
}
return nil
}
// Load the wallpaper settings from a level.
func (wp *Wallpaper) Load(e render.Engine, pageType level.PageType, v *wallpaper.Wallpaper) error {
wp.pageType = pageType
if tex, err := v.CornerTexture(e); err == nil {
wp.corner = tex
} else {
return err
}
if tex, err := v.TopTexture(e); err == nil {
wp.top = tex
} else {
return err
}
if tex, err := v.LeftTexture(e); err == nil {
wp.left = tex
} else {
return err
}
if tex, err := v.RepeatTexture(e); err == nil {
wp.repeat = tex
} else {
return err
}
return nil
}