The uix.Canvas widget now maintains a selected Tool which configures how
the mouse interacts with the (editable) Canvas widget.
The default Tool is the PencilTool and implements the old behavior: it
draws pixels when clicked and dragged based on your currently selected
Color Swatch. This tool automatically becomes active when you toggle the
Palette tab in the editor mode.
A new Tool is the ActorTool which becomes active when you select the
Doodads tab. In the ActorTool you can't draw pixels on the level, but
when you mouse over a Doodad instance (Actor) in your level, you may
pick it up and drag it someplace else.
Left-click an Actor to pick it up and drag it somewhere else.
Right-click to delete it completely.
You can also delete an Actor by dragging it OFF of the Canvas, like back
onto the palette drawer or onto the menu bar.
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.
Add the JSON format for embedding Actors (Doodad instances) inside of a
Level. I made a test map that manually inserted a couple of actors.
Actors are given to the Canvas responsible for the Level via the
function `InstallActors()`. So it means you'll call LoadLevel and then
InstallActors to hook everything up.
The Canvas creates sub-Canvas widgets from each Actor.
After drawing the main level geometry from the Canvas.Chunker, it calls
the drawActors() function which does the same but for Actors.
Levels keep a global map of all Actors that exist. For any Actors that
are visible within the Viewport, their sub-Canvas widgets are presented
appropriately on top of the parent Canvas. In case their sub-Canvas
overlaps the parent's boundaries, their sub-Canvas is resized and moved
appropriately.
- Allow the MainWindow to be resized at run time, and the UI
recalculates its sizing and position.
- Made the in-game Shell properties editable via environment variables.
The kirsle.env file sets a blue and pink color scheme.
- Begin the ground work for Levels and Doodads to embed files inside
their data via the level.FileSystem type.
- UI: Labels can now contain line break characters. It will
appropriately render multiple lines of render.Text and take into
account the proper BoxSize to contain them all.
- Add environment variable DOODLE_DEBUG_ALL=true that will turn on ALL
debug overlay and visualization options.
- Add debug overlay to "tag" each Canvas widget with some of its
details, like its Name and World Position. Can be enabled with the
environment variable DEBUG_CANVAS_LABEL=true
- Improved the FPS debug overlay to show in labeled columns and multiple
colors, with easy ability to add new data points to it.
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.
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.
* 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.
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.
* 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.
* Add ui.Window to easily create reusable windows with titles.
* Add a palette window (panel) to the right edge of the Edit Mode.
* Has Radio Buttons listing the colors available in the palette.
* Add palette support to Edit Mode so when you draw pixels, they take
on the color and attributes of the currently selected Swatch in your
palette.
* Revise the on-disk format to better serialize the Palette object to
JSON.
* Break Play Mode: collision detection fails because the Grid key
elements are now full Pixel objects (which retain their Palette and
Swatch properties).
* The Grid will need to be re-worked to separate X,Y coordinates from
the Pixel metadata to just test "is something there, and what is
it?"
These properties will be globally useful to all sorts of Widgets and
have been moved from the Button up into the Common widget, and its
interface extended to configure these:
* Padding int32
* Background color
* Foreground color
* Border size, color and style (default solid; raised; sunken)
* Outline size and color
The button adjusts its border style from "raised" to "sunken" for
MouseDown events and its Background color for MouseOver events. Other
widgets such as Labels and Frames will be able to have borders, paddings
and outlines too, but they will be off by default.
The Buttons can now be managed by a ui.Supervisor and be notified when
the mouse enters or leaves their bounding box and handle click events.
Current event handlers supported:
* MouseOver
* MouseOut
* MouseDown
* MouseUp
* Click
Each of those events are only fired when the state of the event has
changed, i.e. the first time the mouse enters the widget MouseOver is
called and then when the mouse leaves later, MouseOut is called.
A completed click event (mouse was released while pressed and hovering
the button) triggers both MouseOut and Click, so the button can pop
itself out and also run the click handler.
With Labels and Buttons so far.
* Labels are pretty much complete, they wrap a render.Text and have a
Compute() method that returns their Width and Height when rendered
onto an SDL Surface.
* Buttons wrap a Label widget and Compute() its size and takes that into
consideration when rendering itself. Buttons render themselves from
scratch in a "Windows 95" themed way, with configurable colors, border
widths and outline.
* Add a debug view that draws the player bounding boxes.
* Improve the collision detection to add support for:
* Doodads being "Grounded" so gravity need not apply.
* Walking up hills, albeit a bit "bouncily"
* Harder to clip out of bounds
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.