Zoom And Edit
Progress on the Zoom feature: when you zoom in and out, you can draw shapes accurately onto the level. Seems a little buggy if you edit while scrolling (as in drawing a very long line). The title screen buttons are now more colorful.
This commit is contained in:
parent
13ae66e1fa
commit
ecdfc46358
2
go.sum
2
go.sum
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@ -193,6 +193,8 @@ github.com/urfave/cli/v2 v2.3.0/go.mod h1:LJmUH05zAU44vOAcrfzZQKsZbVcdbOG8rtL3/X
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github.com/veandco/go-sdl2 v0.4.1/go.mod h1:FB+kTpX9YTE+urhYiClnRzpOXbiWgaU3+5F2AB78DPg=
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github.com/veandco/go-sdl2 v0.4.1/go.mod h1:FB+kTpX9YTE+urhYiClnRzpOXbiWgaU3+5F2AB78DPg=
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github.com/veandco/go-sdl2 v0.4.8 h1:A26KeX6R1CGt/BQGEov6oxYmVGMMEWDVqTvK1tXvahE=
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github.com/veandco/go-sdl2 v0.4.8 h1:A26KeX6R1CGt/BQGEov6oxYmVGMMEWDVqTvK1tXvahE=
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github.com/veandco/go-sdl2 v0.4.8/go.mod h1:OROqMhHD43nT4/i9crJukyVecjPNYYuCofep6SNiAjY=
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github.com/veandco/go-sdl2 v0.4.8/go.mod h1:OROqMhHD43nT4/i9crJukyVecjPNYYuCofep6SNiAjY=
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github.com/veandco/go-sdl2 v0.4.10 h1:8QoD2bhWl7SbQDflIAUYWfl9Vq+mT8/boJFAUzAScgY=
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github.com/veandco/go-sdl2 v0.4.10/go.mod h1:OROqMhHD43nT4/i9crJukyVecjPNYYuCofep6SNiAjY=
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github.com/vmihailenco/msgpack v3.3.3+incompatible h1:wapg9xDUZDzGCNFlwc5SqI1rvcciqcxEHac4CYj89xI=
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github.com/vmihailenco/msgpack v3.3.3+incompatible h1:wapg9xDUZDzGCNFlwc5SqI1rvcciqcxEHac4CYj89xI=
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github.com/vmihailenco/msgpack v3.3.3+incompatible/go.mod h1:fy3FlTQTDXWkZ7Bh6AcGMlsjHatGryHQYUTf1ShIgkk=
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github.com/vmihailenco/msgpack v3.3.3+incompatible/go.mod h1:fy3FlTQTDXWkZ7Bh6AcGMlsjHatGryHQYUTf1ShIgkk=
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github.com/xiang90/probing v0.0.0-20190116061207-43a291ad63a2/go.mod h1:UETIi67q53MR2AWcXfiuqkDkRtnGDLqkBTpCHuJHxtU=
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github.com/xiang90/probing v0.0.0-20190116061207-43a291ad63a2/go.mod h1:UETIi67q53MR2AWcXfiuqkDkRtnGDLqkBTpCHuJHxtU=
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@ -165,22 +165,24 @@ var (
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ButtonLightRed = style.DefaultButton
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ButtonLightRed = style.DefaultButton
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)
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)
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// Customize the various button styles.
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func init() {
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func init() {
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// Customize button styles.
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// Primary: white on rich blue color
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ButtonPrimary.Background = render.RGBA(0, 60, 153, 255)
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ButtonPrimary.Background = render.RGBA(0, 60, 153, 255)
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ButtonPrimary.Foreground = render.RGBA(255, 255, 254, 255)
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ButtonPrimary.Foreground = render.RGBA(255, 255, 254, 255)
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ButtonPrimary.HoverBackground = render.RGBA(0, 153, 255, 255)
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ButtonPrimary.HoverBackground = render.RGBA(0, 153, 255, 255)
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ButtonPrimary.HoverForeground = ButtonPrimary.Foreground
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ButtonPrimary.HoverForeground = ButtonPrimary.Foreground
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// Danger: white on red
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ButtonDanger.Background = render.RGBA(153, 30, 30, 255)
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ButtonDanger.Background = render.RGBA(153, 30, 30, 255)
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ButtonDanger.Foreground = render.RGBA(255, 255, 254, 255)
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ButtonDanger.Foreground = render.RGBA(255, 255, 254, 255)
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ButtonDanger.HoverBackground = render.RGBA(255, 30, 30, 255)
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ButtonDanger.HoverBackground = render.RGBA(255, 30, 30, 255)
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ButtonDanger.HoverForeground = ButtonPrimary.Foreground
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ButtonDanger.HoverForeground = ButtonPrimary.Foreground
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ButtonBabyBlue.Background = render.RGBA(0, 153, 255, 255)
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ButtonBabyBlue.Background = render.RGBA(40, 200, 255, 255)
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ButtonBabyBlue.Foreground = render.White
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ButtonBabyBlue.Foreground = render.Black
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ButtonBabyBlue.HoverBackground = render.RGBA(0, 220, 255, 255)
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ButtonBabyBlue.HoverBackground = render.RGBA(0, 220, 255, 255)
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ButtonBabyBlue.HoverForeground = render.White
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ButtonBabyBlue.HoverForeground = render.Black
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ButtonPink.Background = render.RGBA(255, 153, 255, 255)
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ButtonPink.Background = render.RGBA(255, 153, 255, 255)
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ButtonPink.HoverBackground = render.RGBA(255, 220, 255, 255)
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ButtonPink.HoverBackground = render.RGBA(255, 220, 255, 255)
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@ -3,6 +3,7 @@ package doodle
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import (
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import (
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"fmt"
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"fmt"
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"path/filepath"
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"path/filepath"
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"strconv"
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"strings"
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"strings"
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"time"
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"time"
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@ -259,7 +260,29 @@ func (d *Doodle) NewMap() {
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}
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}
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// NewDoodad loads a new Doodad in Edit Mode.
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// NewDoodad loads a new Doodad in Edit Mode.
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// If size is zero, it prompts the user to select a size or accept the default size.
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func (d *Doodle) NewDoodad(size int) {
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func (d *Doodle) NewDoodad(size int) {
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if size == 0 {
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d.Prompt(fmt.Sprintf("Doodad size or %d>", balance.DoodadSize), func(answer string) {
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size := balance.DoodadSize
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if answer != "" {
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i, err := strconv.Atoi(answer)
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if err != nil {
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d.Flash("Error: Doodad size must be a number.")
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return
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}
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size = i
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}
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// Recurse with the proper answer.
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if size <= 0 {
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d.Flash("Error: Doodad size must be a positive number.")
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}
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d.NewDoodad(size)
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})
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return
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}
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log.Info("Starting a new doodad")
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log.Info("Starting a new doodad")
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scene := &EditorScene{
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scene := &EditorScene{
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DrawingType: enum.DoodadDrawing,
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DrawingType: enum.DoodadDrawing,
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@ -5,8 +5,6 @@ package doodle
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// The rest of it is controlled in editor_ui.go
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// The rest of it is controlled in editor_ui.go
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import (
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import (
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"strconv"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/drawtool"
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"git.kirsle.net/apps/doodle/pkg/drawtool"
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"git.kirsle.net/apps/doodle/pkg/enum"
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"git.kirsle.net/apps/doodle/pkg/enum"
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@ -56,18 +54,8 @@ func (u *EditorUI) SetupMenuBar(d *Doodle) *ui.MenuBar {
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fileMenu.AddItemAccel("New level", "Ctrl-N", u.Scene.MenuNewLevel)
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fileMenu.AddItemAccel("New level", "Ctrl-N", u.Scene.MenuNewLevel)
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fileMenu.AddItem("New doodad", func() {
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fileMenu.AddItem("New doodad", func() {
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u.Scene.ConfirmUnload(func() {
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u.Scene.ConfirmUnload(func() {
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d.Prompt("Doodad size [100]>", func(answer string) {
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// New doodad size with prompt.
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size := balance.DoodadSize
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d.NewDoodad(0)
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if answer != "" {
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i, err := strconv.Atoi(answer)
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if err != nil {
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d.Flash("Error: Doodad size must be a number.")
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return
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}
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size = i
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}
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d.NewDoodad(size)
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})
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})
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})
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})
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})
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fileMenu.AddItemAccel("Save", "Ctrl-S", u.Scene.MenuSave(false))
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fileMenu.AddItemAccel("Save", "Ctrl-S", u.Scene.MenuSave(false))
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@ -17,6 +17,7 @@ import (
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render/event"
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"git.kirsle.net/go/render/event"
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"git.kirsle.net/go/ui"
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"git.kirsle.net/go/ui"
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"git.kirsle.net/go/ui/style"
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)
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)
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// MainScene implements the main menu of Doodle.
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// MainScene implements the main menu of Doodle.
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@ -157,6 +158,7 @@ func (s *MainScene) Setup(d *Doodle) error {
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var buttons = []struct {
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var buttons = []struct {
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Name string
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Name string
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Func func()
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Func func()
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Style *style.Button
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}{
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}{
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// {
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// {
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// Name: "Story Mode",
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// Name: "Story Mode",
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@ -165,14 +167,24 @@ func (s *MainScene) Setup(d *Doodle) error {
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{
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{
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Name: "Play a Level",
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Name: "Play a Level",
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Func: d.GotoPlayMenu,
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Func: d.GotoPlayMenu,
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Style: &balance.ButtonBabyBlue,
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},
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},
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{
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{
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Name: "Create a New Level",
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Name: "Create a Level",
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Func: d.GotoNewMenu,
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Func: d.GotoNewMenu,
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Style: &balance.ButtonPink,
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},
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},
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{
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{
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Name: "Edit a Level",
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Name: "Create a Doodad",
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Func: func() {
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d.NewDoodad(0)
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},
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Style: &balance.ButtonPink,
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},
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{
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Name: "Edit a Drawing",
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Func: d.GotoLoadMenu,
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Func: d.GotoLoadMenu,
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Style: &balance.ButtonPrimary,
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},
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},
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{
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{
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Name: "Settings",
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Name: "Settings",
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@ -194,6 +206,9 @@ func (s *MainScene) Setup(d *Doodle) error {
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button.Func()
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button.Func()
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return nil
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return nil
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})
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})
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if button.Style != nil {
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btn.SetStyle(button.Style)
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}
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s.Supervisor.Add(btn)
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s.Supervisor.Add(btn)
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frame.Pack(btn, ui.Pack{
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frame.Pack(btn, ui.Pack{
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Side: ui.N,
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Side: ui.N,
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@ -28,7 +28,8 @@ func (w *Canvas) commitStroke(tool drawtool.Tool, addHistory bool) {
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return
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return
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}
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}
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// Zoom the stroke coordinates (this modifies the pointer)
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// Zoom the stroke coordinates (this modifies the pointer).
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// Note: all the points on the stroke were mouse cursor coordinates on the screen.
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w.currentStroke = w.ZoomStroke(w.currentStroke)
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w.currentStroke = w.ZoomStroke(w.currentStroke)
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// Mark the canvas as modified.
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// Mark the canvas as modified.
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@ -117,7 +117,6 @@ func (w *Canvas) ZoomStroke(stroke *drawtool.Stroke) *drawtool.Stroke {
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Points: stroke.Points,
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Points: stroke.Points,
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OriginalPoints: stroke.OriginalPoints,
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OriginalPoints: stroke.OriginalPoints,
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}
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}
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return copy
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// Multiply all coordinates in this stroke, which should be World
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// Multiply all coordinates in this stroke, which should be World
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// Coordinates in the level data, by the zoom multiplier.
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// Coordinates in the level data, by the zoom multiplier.
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