Commit Graph

8 Commits (6713dd7bfc93c00604f3351bfaf147ea7ecbb234)

Author SHA1 Message Date
Noah 6713dd7bfc Play: Autoscrolling and Bounded Level Support
Implement scrolling behavior in Play Mode by allowing the Canvas to
follow a specific actor and keep it in view. The Canvas has a
FollowActor property which holds an ID of the actor to follow (if blank,
no actor is being followed).

In Play Mode the Player is followed and when they get too close to the
left or right edges of the screen, the level will scroll to try and
catch them. If the player is moving very fast they can outrun the
camera.

The bounded levels are enforced in Play Mode and the camera won't scroll
to view pixels out-of-bounds and the Doodad actors inside the level
aren't allowed to exit its boundaries. This is global, not only for the
Player doodad but any Doodad that came with the level as well.

Other changes:

- Restructured Canvas widget code into many new files. The Canvas widget
  is shaping up to be where most of the magic happens, which is okay
  because it's close to the action and pulling the strings from outside
  would be harder, even tho as a UI element you think it should be
  lightweight.
- Debug Overlay: added room for Scenes to insert their own custom Debug
  Overlay key/value pairs (the values are string pointers so the Scene
  can update them freely):
  - The core labels are FPS, Scene and Mouse. The Pixel (world
    coordinate under cursor) is removed from the core labels.
  - Edit Scene provides Pixel, Tool and Swatch
  - Play Scene provides Pixel, Player, Viewport, Scroll
2018-10-28 17:52:45 -07:00
Noah 0044b72943 Drag Doodads Onto Levels in Edit Mode
Add the ability to drag and drop Doodads onto the level. The Doodad
buttons on the palette now trigger a Drag/Drop behavior when clicked,
and a "blueprint colored" version of the Doodad follows your cursor,
centered on it.

Actors are assigned a random UUID ID when they are placed into a level.

The Canvas gained a MaskColor property that forces all pixels in the
drawing to render as the same color. This is a visual-only effect, and
is used when dragging Doodads in so they render as "blueprints" instead
of their actual colors until they are dropped.

Fix the chunk bitmap cache system so it saves in the $XDG_CACHE_FOLDER
instead of /tmp and has better names. They go into
`~/.config/doodle/chunks/` and have UUID file names -- but they
disappear quickly! As soon as they are cached into SDL2 they are removed
from disk.

Other changes:

- UI: Add Hovering() method that returns the widgets that are beneath
      a point (your cursor) and those that are not, for easy querying
      for event propagation.
- UI: Add ability to return an ErrStopPropagation to tell the master
      Scene (outside the UI) not to continue sending events to other
      parts of the code, so that you don't draw pixels during a drag
      event.
2018-10-20 16:03:59 -07:00
Noah 97394f6cdb WIP Finishing Up Texture Caching System
Apart from putting the cached bitmaps in a better place, this about
finishes up the texture caching optimization and IT IS FAST!

When I spam drag a lot of pixels around the FPS may drop to the 40's but
once the caches are warmed up the FPS returns to 60 and stays there,
even if the screen is very busy with pixels.

An undocumented debug feature: set the environment variable
DEBUG_CHUNK_COLOR='#00FFFF' to set a bitmap background color besides
white to be used when caching the chunks. It helps to visualize where on
the screen the bitmaps are being used. May go away in the future.

Changes:

- Found that the old default chunk size of 1000 was slow to generate
  bitmap images to cache. The 100px test size was fast and 128 sounds
  like a good middle ground number to pick for now.
- Fixed all the problems with scroll behavior and offset by inverting
  the sign of the scroll behavior. Scrolling to the Right and Down
  actually subtracts X,Y values instead of adds them.
2018-10-17 23:01:21 -07:00
Noah 279a980106 WIP Texture Caching
NOTICE: Chunk size set to 100 for visual testing!
NOTICE: guitest references a bmp file that isn't checked in!

BUGS REMAINING:
- When scrolling the level in Edit Mode, some of the chunks will pop
  out of existence randomly.
- When clicking-dragging to draw in Edit Mode, if the scroll position
  is not at 0,0 then the pixels drawn will be offset from the cursor.
- These are to do with the Scroll position and chunk coordinate calc
  functions probably.

Implements a texture caching interface to stop redrawing everything
pixel by pixel on every frame.

The texture caching workflow is briefly:

- The uix.Canvas widget's Present() function iterates over the list of
  Chunk Coordinates that are visible inside of the current viewport
  (i.e. viewable on screen)
- For each Chunk:
  - Make it render and/or return its cached Texture object.
  - Work out how much of the Chunk will be visible and how to crop the
    boxes for the Copy()
  - Copy the cached Texture instead of drawing all the pixels every
    time like we were doing before.
- The Chunk.Texture() function that returns said Texture:
  - It calls Chunk.ToBitmap() to save a bitmap on disk.
  - It calls Engine.NewBitmap() to get a Texture it can hang onto.
  - It hangs onto the Texture and returns it on future calls.
  - Any call to Set() or Delete() a pixel will invalidate the cache
    (mark the Chunk "dirty") and Texture() will rebuild next call.

The interface `render.Texturer` provides a way for rendering backends
(SDL2, OpenGL) to transport a "texture" of their own kind without
exposing the type details to the user.

The interface `render.Engine` adds two new methods:

* NewBitmap(filename string) (Texturer, error)
* Copy(t Texturer, src, dst Rect)

NewBitmap should open a bitmap image on disk and return it wrapped in a
Texturer (really it's an SDL2 Texture). This is for caching purposes.
Next the Copy() function blits the texture onto the screen renderer
using the source and destination rectangles.

The uix.Canvas widget orchestrates the caching for the drawing it's
responsible for. It queries which chunks are viewable in the Canvas
viewport (scroll and bounding boxes), has each chunk render out their
entire bitmap image to then cache them as SDL textures and then only
_those_ need to be copied out to the renderer each frame.

The frame rate now sits at a decent 60 FPS even when the drawing gets
messy and full of lines. Each unique version of each chunk needs to
render only one time and then it's a fast copy operation for future
ticks.

Other changes:

- Chunker now assigns each Chunk what their coordinate and size are, so
  that the chunk can self reference that information. This info is
  considered read-only but that isn't really enforced.
- Add Chunker.IterViewportChunks() that returns a channel of Chunk
  Coordinates that are visible in your viewport, rather than iterating
  over all of the pixels in all of those chunks.
- Add Chunk.ToBitmap(filename) that causes a Chunk to render its pixels
  to a bitmap image on disk. SDL2 can natively speak Bitmaps for texture
  caching. Currently these go to files in /tmp but will soon go into your
  $XDG_CACHE_FOLDER instead.
- Add Chunk.Texture() that causes a Chunk to render and then return a
  cached bitmap texture of the pixels it's responsible for. The texture
  is cached until the Chunk is next modified with Set() or Delete().
- UI: add an Image widget that currently just shows a bitmap image. It
  was the first test for caching bitmap images for efficiency. Can show
  any *.bmp file on disk!
- Editor UI: make the StatusBar boxes dynamically build from an array
  of string pointers to make it SUPER EASY to add/remove labels.
2018-10-17 20:52:44 -07:00
Noah f18dcf9c2c Move Editor Canvas Into UI + UI Improvements
* Increase the default window size from 800x600 to 1024x768.
* Move the drawing canvas in EditorMode to inside the EditorUI where it can
  be better managed with the other widgets it shares the screen with.
* Slightly fix Frame packing bug (with East orientation) that was causing
  right-aligned statusbar items to be partially cropped off-screen. Moved a
  couple statusbar labels in EditorMode to the right.
* Add `Parent()` and `Adopt()` methods to widgets for when they're managed
  by containers like the Frame.
* Add utility functions to UI toolkit for computing a widget's Absolute
  Position and Absolute Rect, by crawling all parent widgets and summing
  them up.
* Add `lib/debugging` package with useful stack tracing utilities.
* Add `make guitest` to launch the program into the GUI Test.
  The command line flag is: `doodle -guitest`
* Console: add a `close` command which returns to the MainScene.
* Initialize the font cache directory (~/.cache/doodle/fonts) but don't
  extract the fonts there yet.
2018-10-08 10:38:49 -07:00
Noah a7fd3aa1ca Doodad Edit Mode: Saving and Loading From Disk
Adds the first features to Edit Mode to support creation of Doodad
files! The "New Doodad" button pops up a prompt for a Doodad size
(default 100px) and configures the Canvas widget and makes a Doodad
struct instead of a Level to manage.

* Move the custom Canvas widget from `level.Canvas` to `uix.Canvas`
  (the uix package is for our custom UI widgets now)
* Rename the `doodads.Doodad` interface (for runtime instances of
  Doodads) to `doodads.Actor` and make `doodads.Doodad` describe the
  file format and JSON schema instead.
* Rename the `EditLevel()` method to `EditDrawing()` and it inspects the
  file extension to know whether to launch the Edit Mode for a Level or
  for a Doodad drawing.
* Doodads can be edited by using the `-edit` CLI flag or using the
  in-game file open features (including `edit` command of dev console).
* Add a `Scrollable` boolean to uix.Canvas to restrict the keyboard
  being able to scroll the level, for editing Doodads which have a fixed
  size.
2018-09-26 10:07:22 -07:00
Noah 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
Noah 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