Commit Graph

6 Commits

Author SHA1 Message Date
3c185528f9 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 15:42:05 -07:00
5434484b6e Abstract Drawing Canvas into Reusable Widget
The `level.Canvas` is a widget that holds onto its Palette and Grid and
has interactions to allow scrolling and editing the grid using the
swatches available on the palette.

Thus all of the logic in the Editor Mode for drawing directly onto the
root SDL surface are now handled inside a level.Canvas instance.

The `level.Canvas` widget has the following properties:
* Like any widget it has an X,Y position and a width/height.
* It has a Scroll position to control which slice of its drawing will be
  visible inside its bounding box.
* It supports levels having negative coordinates for their pixels. It
  doesn't care. The default Scroll position is (0,0) at the top left
  corner of the widget but you can scroll into the negatives and see the
  negative pixels.
* Keyboard keys will scroll the viewport inside the canvas.
* The canvas draws only the pixels that are visible inside its bounding
  box.

This feature will eventually pave the way toward:
* Doodads being dropped on top of your map, each Doodad being its own
  Canvas widget.
* Using drawings as button icons for the user interface, as the Canvas
  is a normal widget.
2018-08-16 20:37:19 -07:00
5956863996 Menu Toolbar for Editor + Shell Prompts + Theme
* Added a "menu toolbar" to the top of the Edit Mode with useful buttons
  that work: New Level, New Doodad (same thing), Save, Save as, Open.
* Added ability for the dev console to prompt the user for a question,
  which opens the console automatically. "Save", "Save as" and "Load"
  ask for their filenames this way.
* Started groundwork for theming the app. The palette window is a light
  brown with an orange title bar, the Menu Toolbar has a black
  background, etc.
* Added support for multiple fonts instead of just monospace. DejaVu
  Sans (normal and bold) are used now for most labels and window titles,
  respectively. The dev console uses DejaVu Sans Mono as before.
* Update ui.Label to accept PadX and PadY separately instead of only
  having the Padding option which did both.
* Improvements to Frame packing algorithm.
* Set the SDL draw mode to BLEND so we can use alpha colors properly,
  so now the dev console is semi-translucent.
2018-08-11 17:30:00 -07:00
8624a28ea9 Add StatusBar to Editor Mode, Iterate on UI Toolkit
* Added `BoxSize()` to Widget that reports the full box size including
  borders and margin.
* The Frame uses the `BoxSize()` of widgets to position them.
  Reintroduces some padding issues (boxes on the GUI Test stick out of
  bounds a bit) but is on the right track.
* Renamed `Padding` to `Margin` on the Widget object, since the Margin
  is taken into consideration along with Outline and Border in computing
  the widget's BoxSize.
* Restructured the Label widget to take a Text or TextVariable property
  and the font settings (render.Text) are in a new `Font` property.
2018-08-05 12:54:57 -07:00
e141203c4b Basic Collision Detection, Toggle Between Play/Edit
Known bugs:
* The Pixel format in the Grid has DX and DY attributes and
  it wreaks havoc on collision detection in Play Mode when you
  come straight from the editor. Reloading the map from disk to
  play is OK cuz it lacks these attrs.
2018-07-23 20:10:53 -07:00
9356502a50 Implement Developer Console with Initial Commands
Implements the dev console in-game with various commands to start out
with.

Press the Enter key to show or hide the console. Commands supported:

new
    Start a new map in Edit Mode.

save [filename.json]
    Save the current map to disk. Filename is required unless you
    have saved recently.

edit filename.json
    Open a map from disk in Edit Mode.

play filename.json
    Play a map from disk in Play Mode.
2018-07-21 20:43:01 -07:00