2019-04-10 02:17:56 +00:00
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package uix
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import (
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2019-04-16 06:07:15 +00:00
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"errors"
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2021-06-17 05:35:01 +00:00
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"fmt"
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2021-06-13 21:53:21 +00:00
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"strings"
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2019-04-10 02:17:56 +00:00
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"git.kirsle.net/apps/doodle/pkg/doodads"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/log"
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2019-04-16 06:07:15 +00:00
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"git.kirsle.net/apps/doodle/pkg/scripting"
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2019-12-31 02:13:28 +00:00
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"git.kirsle.net/go/render"
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2019-04-10 02:17:56 +00:00
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)
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// InstallActors adds external Actors to the canvas to be superimposed on top
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// of the drawing.
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func (w *Canvas) InstallActors(actors level.ActorMap) error {
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2021-06-13 21:53:21 +00:00
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var errs []string
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2019-04-10 02:17:56 +00:00
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w.actors = make([]*Actor, 0)
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for id, actor := range actors {
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2021-06-13 21:53:21 +00:00
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doodad, err := doodads.LoadFromEmbeddable(actor.Filename, w.level)
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2019-04-10 02:17:56 +00:00
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if err != nil {
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errs = append(errs, fmt.Sprintf("%s: %s", actor.Filename, err.Error()))
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2021-06-13 21:53:21 +00:00
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continue
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2019-04-10 02:17:56 +00:00
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}
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2019-04-14 22:25:03 +00:00
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// Create the "live" Actor to exist in the world, and set its world
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// position to the Point defined in the level data.
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liveActor := NewActor(id, actor, doodad)
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liveActor.MoveTo(actor.Point)
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w.actors = append(w.actors, liveActor)
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2019-04-10 02:17:56 +00:00
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}
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2021-06-13 21:53:21 +00:00
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if len(errs) > 0 {
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return errors.New(strings.Join(errs, "\n"))
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}
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2019-04-10 02:17:56 +00:00
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return nil
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}
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2021-06-03 03:41:53 +00:00
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// Actors returns the list of actors currently in the Canvas.
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func (w *Canvas) Actors() []*Actor {
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return w.actors
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}
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2019-07-07 06:28:11 +00:00
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// ClearActors removes all the actors from the Canvas.
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func (w *Canvas) ClearActors() {
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w.actors = []*Actor{}
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}
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2019-04-16 06:07:15 +00:00
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// SetScriptSupervisor assigns the Canvas scripting supervisor to enable
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// interaction with actor scripts.
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func (w *Canvas) SetScriptSupervisor(s *scripting.Supervisor) {
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w.scripting = s
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}
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// InstallScripts loads all the current actors' scripts into the scripting
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// engine supervisor.
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func (w *Canvas) InstallScripts() error {
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if w.scripting == nil {
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return errors.New("no script supervisor is configured for this canvas")
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}
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if len(w.actors) == 0 {
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return errors.New("no actors exist in this canvas to install scripts for")
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}
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for _, actor := range w.actors {
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vm := w.scripting.To(actor.ID())
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2020-04-22 06:50:45 +00:00
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// Security: expose a selective API to the actor to the JS engine.
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2021-01-03 23:19:21 +00:00
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vm.Self = w.MakeSelfAPI(actor)
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vm.Set("Self", vm.Self)
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2019-04-19 05:02:59 +00:00
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2020-04-05 04:00:32 +00:00
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if _, err := vm.Run(actor.Doodad().Script); err != nil {
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2019-04-19 05:02:59 +00:00
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log.Error("Run script for actor %s failed: %s", actor.ID(), err)
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}
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2019-04-16 06:07:15 +00:00
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// Call the main() function.
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if err := vm.Main(); err != nil {
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log.Error("main() for actor %s errored: %s", actor.ID(), err)
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}
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}
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return nil
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}
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2019-04-10 02:17:56 +00:00
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// AddActor injects additional actors into the canvas, such as a Player doodad.
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func (w *Canvas) AddActor(actor *Actor) error {
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w.actors = append(w.actors, actor)
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return nil
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}
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// drawActors is a subroutine of Present() that superimposes the actors on top
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// of the level drawing.
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func (w *Canvas) drawActors(e render.Engine, p render.Point) {
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var (
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Viewport = w.ViewportRelative()
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S = w.Size()
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)
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// See if each Actor is in range of the Viewport.
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for i, a := range w.actors {
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if a == nil {
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log.Error("Canvas.drawActors: null actor at index %d (of %d actors)", i, len(w.actors))
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continue
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}
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2020-12-30 04:31:35 +00:00
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// Skip hidden actors.
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if a.hidden {
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continue
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}
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2019-04-10 02:17:56 +00:00
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var (
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2019-04-14 22:25:03 +00:00
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can = a.Canvas // Canvas widget that draws the actor
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actorPoint = a.Position()
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actorSize = a.Size()
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2019-04-10 02:17:56 +00:00
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)
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// Create a box of World Coordinates that this actor occupies. The
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// Actor X,Y from level data is already a World Coordinate;
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// accomodate for the size of the Actor.
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actorBox := render.Rect{
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X: actorPoint.X,
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Y: actorPoint.Y,
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W: actorSize.W,
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H: actorSize.H,
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}
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// Is any part of the actor visible?
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if !Viewport.Intersects(actorBox) {
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continue // not visible on screen
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}
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drawAt := render.Point{
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X: p.X + w.Scroll.X + actorPoint.X + w.BoxThickness(1),
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Y: p.Y + w.Scroll.Y + actorPoint.Y + w.BoxThickness(1),
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}
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resizeTo := actorSize
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// XXX TODO: when an Actor hits the left or top edge and shrinks,
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// scrolling to offset that shrink is currently hard to solve.
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scrollTo := render.Origin
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// Handle cropping and scaling if this Actor's canvas can't be
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// completely visible within the parent.
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if drawAt.X+resizeTo.W > p.X+S.W {
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// Hitting the right edge, shrunk the width now.
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delta := (drawAt.X + resizeTo.W) - (p.X + S.W)
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resizeTo.W -= delta
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} else if drawAt.X < p.X {
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// Hitting the left edge. Cap the X coord and shrink the width.
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delta := p.X - drawAt.X // positive number
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drawAt.X = p.X
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2019-04-14 22:25:03 +00:00
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// scrollTo.X -= delta / 2 // TODO
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2019-04-10 02:17:56 +00:00
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resizeTo.W -= delta
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}
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if drawAt.Y+resizeTo.H > p.Y+S.H {
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// Hitting the bottom edge, shrink the height.
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delta := (drawAt.Y + resizeTo.H) - (p.Y + S.H)
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resizeTo.H -= delta
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} else if drawAt.Y < p.Y {
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// Hitting the top edge. Cap the Y coord and shrink the height.
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delta := p.Y - drawAt.Y
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drawAt.Y = p.Y
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// scrollTo.Y -= delta // TODO
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resizeTo.H -= delta
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}
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if resizeTo != actorSize {
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can.Resize(resizeTo)
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can.ScrollTo(scrollTo)
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}
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can.Present(e, drawAt)
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// Clean up the canvas size and offset.
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can.Resize(actorSize) // restore original size in case cropped
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can.ScrollTo(render.Origin)
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}
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}
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