Colliding Doodads #1
53
Ideas.md
53
Ideas.md
|
@ -222,11 +222,14 @@ Probably mostly DRM free. Will want some sort of account server early-on though.
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* The texture file will be a square (rectangular maybe ok) with four quadrants
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from which the textures will be extracted. For example if the overall image
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size was 100x100 pixels, it will be divided into the four 50x50 quadrants.
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1. `TL`: Top left corner is the top left edge of the "page" the level is on
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2. `TR`: Top right corner is the repeated "top of page" texture.
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3. `BL`: Bottom left corner is the repeated "left of page" texture.
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4. `BR`: Bottom right corner is the repeated background texture that extends
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1. `Corner`: Top left corner is the top left edge of the "page" the level is on
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2. `Top`: Top right corner is the repeated "top of page" texture.
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3. `Left`: Bottom left corner is the repeated "left of page" texture.
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4. `Repeat`: Bottom right corner is the repeated background texture that extends
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infinitely in all directions.
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* The Repeat texture is used all the time, and the other three are used when the
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level type has boundaries (on the top and left edges in particular) to draw
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decorative borders instead of the Repeat texture.
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* Levels will be able to choose a "page type" which controls how the wallpaper
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will be drawn and how the level boundaries may be constrained. There will be
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four options:
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@ -241,22 +244,14 @@ Probably mostly DRM free. Will want some sort of account server early-on though.
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wall.
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3. **Bounded:** The map has a fixed width and height and is bounded on all
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four edges.
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4. **Bounded, Mirrored Wallpaper:** same as Bounded but with a different
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wallpaper behavior.
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* The page types will have their own behaviors with how wallpapers are drawn:
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* **Unbounded:** only the `BR` texture from the wallpaper is used, repeated
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infinitely in the X and Y directions. The top-left, top, and left edge
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textures are not used.
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* **No Negative Space:** the `TL` texture is drawn at coordinate `(0,0)`.
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To its right, the `TR` texture is repeated forever in the X direction, and
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along the left edge of the page, the `BL` texture is repeated in the Y
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direction. The remaining whitespace on the page repeats the `BR` texture
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infinitely.
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* **Bounded:** same as No Negative Space.
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* **Bounded, Mirrored Wallpaper:** same as No Negative Space, but all of the
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_other_ corners and edges are textured too, with mirror images of the Top,
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Top Left, and Left textures. This would look silly on the "ruled notebook"
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texture, but could be useful to emborder the level with a fancy texture.
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4. **Bordered:** same as Bounded but the right and bottom edges are decorated
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using mirrors of the top and left textures. This would look silly on notebook
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paper (having an extra red line and blank margin) but would work for
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wrap-around textures like paper placemats.
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5. **Full Page:** special level type that treats the wallpaper image as a
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literal full page scan to be drawn on top of. The level is bounded by the
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literal dimensions of the wallpaper image which is drawn once instead of
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cut up and tiled as per the usual behavior.
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* The game will come with a few built-in textures for levels to refer to by
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name. These textures don't need to be distributed with the map files themselves,
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as every copy of the game should include these (or a sensible fallback would
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@ -264,6 +259,24 @@ Probably mostly DRM free. Will want some sort of account server early-on though.
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* The map author can also attach their own custom texture that will be included
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inside the map file.
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### Default Wallpapers
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**notebook**: standard ruled notebook paper with a red line alone the Left
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dge and a blank margin along the Top, with a Corner and the blue lines
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aking up the Repeat in all directions.
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![notebook.png](../assets/wallpapers/notebook.png)
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**graph**: graph paper made up of a grid of light grey or blue lines.
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**dots**: graph paper made of dots at the intersections but not the lines in
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between.
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**legal**: yellow lined notebook paper (legal pad).
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**placemat**: a placemat texture with a wavy outline that emborders the map
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on all four sides. To be used with the Bordered level type.
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# Text Console
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* Create a rudimentary dev console for entering text commands in-game. It
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@ -9,6 +9,15 @@ var (
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// Speed to scroll a canvas with arrow keys in Edit Mode.
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CanvasScrollSpeed int32 = 8
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// Window scrolling behavior in Play Mode.
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ScrollboxHoz = 64 // horizontal pixels close to canvas border
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ScrollboxVert = 128
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ScrollMaxVelocity = 24
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// Player speeds
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PlayerMaxVelocity = 12
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Gravity = 2
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// Default chunk size for canvases.
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ChunkSize = 128
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@ -13,6 +13,7 @@ type Actor interface {
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// Position and velocity, not saved to disk.
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Position() render.Point
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Velocity() render.Point
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SetVelocity(render.Point)
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Size() render.Rect
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Grounded() bool
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SetGrounded(bool)
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@ -44,6 +44,11 @@ func (d *Drawing) Velocity() render.Point {
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return d.velocity
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}
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// SetVelocity to set the speed.
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func (d *Drawing) SetVelocity(v render.Point) {
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d.velocity = v
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}
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// Size returns the Drawing's size.
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func (d *Drawing) Size() render.Rect {
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return d.size
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@ -1,81 +0,0 @@
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package doodads
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import (
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"git.kirsle.net/apps/doodle/render"
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)
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// PlayerID is the Doodad ID for the player character.
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const PlayerID = "PLAYER"
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// Player is a special doodad for the player character.
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type Player struct {
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point render.Point
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velocity render.Point
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size render.Rect
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grounded bool
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}
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// NewPlayer creates the special Player Character doodad.
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func NewPlayer() *Player {
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return &Player{
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point: render.Point{
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X: 100,
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Y: 100,
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},
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size: render.Rect{
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W: 32,
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H: 32,
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},
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}
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}
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// ID of the Player singleton.
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func (p *Player) ID() string {
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return PlayerID
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}
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// Position of the player.
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func (p *Player) Position() render.Point {
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return p.point
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}
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// MoveBy a relative delta position.
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func (p *Player) MoveBy(by render.Point) {
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p.point.X += by.X
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p.point.Y += by.Y
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}
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// MoveTo an absolute position.
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func (p *Player) MoveTo(to render.Point) {
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p.point = to
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}
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// Velocity returns the player's current velocity.
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func (p *Player) Velocity() render.Point {
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return p.velocity
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}
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// Size returns the player's size.
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func (p *Player) Size() render.Rect {
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return p.size
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}
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// Grounded returns if the player is grounded.
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func (p *Player) Grounded() bool {
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return p.grounded
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}
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// SetGrounded sets if the player is grounded.
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func (p *Player) SetGrounded(v bool) {
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p.grounded = v
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}
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// Draw the player sprite.
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func (p *Player) Draw(e render.Engine) {
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e.DrawBox(render.RGBA(255, 255, 153, 255), render.Rect{
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X: p.point.X,
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Y: p.point.Y,
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W: p.size.W,
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H: p.size.H,
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})
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}
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@ -31,6 +31,11 @@ type EditorScene struct {
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Level *level.Level
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Doodad *doodads.Doodad
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// Custom debug overlay labels.
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debTool *string
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debSwatch *string
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debWorldIndex *string
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// Last saved filename by the user.
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filename string
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}
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@ -42,6 +47,16 @@ func (s *EditorScene) Name() string {
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// Setup the editor scene.
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func (s *EditorScene) Setup(d *Doodle) error {
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// Debug overlay labels.
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s.debTool = new(string)
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s.debSwatch = new(string)
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s.debWorldIndex = new(string)
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customDebugLabels = []debugLabel{
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{"Pixel:", s.debWorldIndex},
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{"Tool:", s.debTool},
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{"Swatch:", s.debSwatch},
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}
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// Initialize the user interface. It references the palette and such so it
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// must be initialized after those things.
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s.d = d
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@ -107,6 +122,11 @@ func (s *EditorScene) Setup(d *Doodle) error {
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// Loop the editor scene.
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func (s *EditorScene) Loop(d *Doodle, ev *events.State) error {
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// Update debug overlay labels.
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*s.debTool = s.UI.Canvas.Tool.String()
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*s.debSwatch = s.UI.Canvas.Palette.ActiveSwatch.Name
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*s.debWorldIndex = s.UI.Canvas.WorldIndexAt(s.UI.cursor).String()
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// Has the window been resized?
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if resized := ev.Resized.Read(); resized {
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w, h := d.Engine.WindowSize()
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@ -262,6 +282,5 @@ func (s *EditorScene) SaveDoodad(filename string) error {
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// Destroy the scene.
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func (s *EditorScene) Destroy() error {
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debugWorldIndex = render.Origin
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return nil
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}
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@ -163,11 +163,10 @@ func (u *EditorUI) Loop(ev *events.State) error {
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// Update status bar labels.
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{
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debugWorldIndex = u.Canvas.WorldIndexAt(u.cursor)
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u.StatusMouseText = fmt.Sprintf("Rel:(%d,%d) Abs:(%s)",
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ev.CursorX.Now,
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ev.CursorY.Now,
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debugWorldIndex,
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*u.Scene.debWorldIndex,
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)
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u.StatusPaletteText = fmt.Sprintf("%s Tool",
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u.Canvas.Tool,
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43
fps.go
43
fps.go
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@ -34,12 +34,15 @@ var (
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fpsSkipped uint32
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fpsInterval uint32 = 1000
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// XXX: some opt-in WorldIndex variables for the debug overlay.
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// This is the world pixel that the mouse cursor is over,
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// the Cursor + Scroll position of the canvas.
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debugWorldIndex render.Point
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// Custom labels for scenes to add to the debug overlay view.
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customDebugLabels []debugLabel
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)
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type debugLabel struct {
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key string
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variable *string
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}
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// DrawDebugOverlay draws the debug FPS text on the SDL canvas.
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func (d *Doodle) DrawDebugOverlay() {
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if !DebugOverlay {
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@ -51,19 +54,45 @@ func (d *Doodle) DrawDebugOverlay() {
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Yoffset int32 = 20 // leave room for the menu bar
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Xoffset int32 = 5
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keys = []string{
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" FPS:",
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"FPS:",
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"Scene:",
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"Pixel:",
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"Mouse:",
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}
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values = []string{
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fmt.Sprintf("%d (skip: %dms)", fpsCurrent, fpsSkipped),
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d.Scene.Name(),
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debugWorldIndex.String(),
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fmt.Sprintf("%d,%d", d.event.CursorX.Now, d.event.CursorY.Now),
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}
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)
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// Insert custom keys.
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for _, custom := range customDebugLabels {
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keys = append(keys, custom.key)
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if custom.variable == nil {
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values = append(values, "<nil>")
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} else if len(*custom.variable) == 0 {
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values = append(values, `""`)
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} else {
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values = append(values, *custom.variable)
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}
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}
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// Find the longest key.
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var longest int
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for _, key := range keys {
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if len(key) > longest {
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longest = len(key)
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}
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}
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// Space pad the keys to align them.
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for i, key := range keys {
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if len(key) < longest {
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key = strings.Repeat(" ", longest-len(key)) + key
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keys[i] = key
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}
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}
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key := ui.NewLabel(ui.Label{
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Text: strings.Join(keys, "\n"),
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Font: render.Text{
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@ -28,5 +28,10 @@ const (
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// - The wallpaper hoz mirrors Left along the X=Width plane
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// - The wallpaper vert mirrors Top along the Y=Width plane
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// - The wallpaper 180 rotates the Corner for opposite corners
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Bordered
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Bordered // TODO: to be implemented
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// FullPage treats the wallpaper image as a literal full scan of a page.
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// - The level boundaries are fixed to the wallpaper image's dimensions.
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// - Used to e.g. scan in real letterhead paper and draw a map on it.
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FullPage // TODO: to be implemented
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)
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@ -2,6 +2,7 @@ package doodle
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import (
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"fmt"
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"math"
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"git.kirsle.net/apps/doodle/balance"
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"git.kirsle.net/apps/doodle/doodads"
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@ -22,6 +23,12 @@ type PlayScene struct {
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d *Doodle
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drawing *uix.Canvas
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// Custom debug labels.
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debPosition *string
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debViewport *string
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debScroll *string
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debWorldIndex *string
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// Player character
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Player *uix.Actor
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}
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@ -34,6 +41,20 @@ func (s *PlayScene) Name() string {
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// Setup the play scene.
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func (s *PlayScene) Setup(d *Doodle) error {
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s.d = d
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// Initialize debug bound variables.
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s.debPosition = new(string)
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s.debViewport = new(string)
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s.debScroll = new(string)
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s.debWorldIndex = new(string)
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customDebugLabels = []debugLabel{
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{"Pixel:", s.debWorldIndex},
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{"Player:", s.debPosition},
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{"Viewport:", s.debViewport},
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{"Scroll:", s.debScroll},
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}
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// Initialize the drawing canvas.
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s.drawing = uix.NewCanvas(balance.ChunkSize, false)
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s.drawing.MoveTo(render.Origin)
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s.drawing.Resize(render.NewRect(int32(d.width), int32(d.height)))
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@ -49,15 +70,19 @@ func (s *PlayScene) Setup(d *Doodle) error {
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s.LoadLevel(s.Filename)
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}
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player := dummy.NewPlayer()
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s.Player = uix.NewActor(player.ID(), &level.Actor{}, player.Doodad)
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if s.Level == nil {
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log.Debug("PlayScene.Setup: no grid given, initializing empty grid")
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s.Level = level.New()
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s.drawing.LoadLevel(d.Engine, s.Level)
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s.drawing.InstallActors(s.Level.Actors)
|
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}
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player := dummy.NewPlayer()
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s.Player = uix.NewActor(player.ID(), &level.Actor{}, player.Doodad)
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s.Player.MoveTo(render.NewPoint(128, 128))
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s.drawing.AddActor(s.Player)
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s.drawing.FollowActor = s.Player.ID()
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d.Flash("Entered Play Mode. Press 'E' to edit this map.")
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return nil
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|
@ -65,6 +90,12 @@ func (s *PlayScene) Setup(d *Doodle) error {
|
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// Loop the editor scene.
|
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func (s *PlayScene) Loop(d *Doodle, ev *events.State) error {
|
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// Update debug overlay variables.
|
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*s.debWorldIndex = s.drawing.WorldIndexAt(render.NewPoint(ev.CursorX.Now, ev.CursorY.Now)).String()
|
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*s.debPosition = s.Player.Position().String()
|
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*s.debViewport = s.drawing.Viewport().String()
|
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*s.debScroll = s.drawing.Scroll.String()
|
||||
|
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// Has the window been resized?
|
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if resized := ev.Resized.Read(); resized {
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w, h := d.Engine.WindowSize()
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|
@ -86,8 +117,11 @@ func (s *PlayScene) Loop(d *Doodle, ev *events.State) error {
|
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return nil
|
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}
|
||||
|
||||
s.drawing.Loop(ev)
|
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s.movePlayer(ev)
|
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if err := s.drawing.Loop(ev); err != nil {
|
||||
log.Error("Drawing Loop: %s", err)
|
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}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
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|
@ -118,20 +152,22 @@ func (s *PlayScene) Draw(d *Doodle) error {
|
|||
// movePlayer updates the player's X,Y coordinate based on key pressed.
|
||||
func (s *PlayScene) movePlayer(ev *events.State) {
|
||||
delta := s.Player.Position()
|
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var playerSpeed int32 = 8
|
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var gravity int32 = 2
|
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var playerSpeed = int32(balance.PlayerMaxVelocity)
|
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var gravity = int32(balance.Gravity)
|
||||
|
||||
var velocity render.Point
|
||||
|
||||
if ev.Down.Now {
|
||||
delta.Y += playerSpeed
|
||||
velocity.Y = playerSpeed
|
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}
|
||||
if ev.Left.Now {
|
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delta.X -= playerSpeed
|
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velocity.X = -playerSpeed
|
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}
|
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if ev.Right.Now {
|
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delta.X += playerSpeed
|
||||
velocity.X = playerSpeed
|
||||
}
|
||||
if ev.Up.Now {
|
||||
delta.Y -= playerSpeed
|
||||
velocity.Y = -playerSpeed
|
||||
}
|
||||
|
||||
// Apply gravity.
|
||||
|
@ -141,16 +177,24 @@ func (s *PlayScene) movePlayer(ev *events.State) {
|
|||
if ok {
|
||||
// Collision happened with world.
|
||||
}
|
||||
delta = info.MoveTo
|
||||
_ = info.MoveTo
|
||||
|
||||
// Apply gravity if not grounded.
|
||||
if !s.Player.Grounded() {
|
||||
// Gravity has to pipe through the collision checker, too, so it
|
||||
// can't give us a cheated downward boost.
|
||||
delta.Y += gravity
|
||||
velocity.Y += gravity
|
||||
}
|
||||
|
||||
s.Player.MoveTo(delta)
|
||||
// Cap the max speed.
|
||||
if int(math.Abs(float64(velocity.X))) > balance.PlayerMaxVelocity {
|
||||
velocity.X = int32(balance.PlayerMaxVelocity)
|
||||
}
|
||||
if int(math.Abs(float64(velocity.Y))) > balance.PlayerMaxVelocity {
|
||||
velocity.Y = int32(balance.PlayerMaxVelocity)
|
||||
}
|
||||
|
||||
s.Player.SetVelocity(velocity)
|
||||
}
|
||||
|
||||
// LoadLevel loads a level from disk.
|
||||
|
@ -165,7 +209,6 @@ func (s *PlayScene) LoadLevel(filename string) error {
|
|||
s.Level = level
|
||||
s.drawing.LoadLevel(s.d.Engine, s.Level)
|
||||
s.drawing.InstallActors(s.Level.Actors)
|
||||
s.drawing.AddActor(s.Player)
|
||||
|
||||
return nil
|
||||
}
|
||||
|
|
3
scene.go
3
scene.go
|
@ -20,6 +20,9 @@ type Scene interface {
|
|||
|
||||
// Goto a scene. First it unloads the current scene.
|
||||
func (d *Doodle) Goto(scene Scene) error {
|
||||
// Reset any custom debug overlay entries.
|
||||
customDebugLabels = []debugLabel{}
|
||||
|
||||
// Teardown existing scene.
|
||||
if d.Scene != nil {
|
||||
d.Scene.Destroy()
|
||||
|
|
356
uix/canvas.go
356
uix/canvas.go
|
@ -9,7 +9,6 @@ import (
|
|||
"git.kirsle.net/apps/doodle/doodads"
|
||||
"git.kirsle.net/apps/doodle/events"
|
||||
"git.kirsle.net/apps/doodle/level"
|
||||
"git.kirsle.net/apps/doodle/pkg/userdir"
|
||||
"git.kirsle.net/apps/doodle/pkg/wallpaper"
|
||||
"git.kirsle.net/apps/doodle/render"
|
||||
"git.kirsle.net/apps/doodle/ui"
|
||||
|
@ -34,6 +33,9 @@ type Canvas struct {
|
|||
// to remove the mask.
|
||||
MaskColor render.Color
|
||||
|
||||
// Actor ID to follow the camera on automatically, i.e. the main player.
|
||||
FollowActor string
|
||||
|
||||
// Debug tools
|
||||
// NoLimitScroll suppresses the scroll limit for bounded levels.
|
||||
NoLimitScroll bool
|
||||
|
@ -134,29 +136,6 @@ func (w *Canvas) LoadDoodad(d *doodads.Doodad) {
|
|||
w.Load(d.Palette, d.Layers[0].Chunker)
|
||||
}
|
||||
|
||||
// InstallActors adds external Actors to the canvas to be superimposed on top
|
||||
// of the drawing.
|
||||
func (w *Canvas) InstallActors(actors level.ActorMap) error {
|
||||
w.actors = make([]*Actor, 0)
|
||||
for id, actor := range actors {
|
||||
log.Info("InstallActors: %s", id)
|
||||
|
||||
doodad, err := doodads.LoadJSON(userdir.DoodadPath(actor.Filename))
|
||||
if err != nil {
|
||||
return fmt.Errorf("InstallActors: %s", err)
|
||||
}
|
||||
|
||||
w.actors = append(w.actors, NewActor(id, actor, doodad))
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// AddActor injects additional actors into the canvas, such as a Player doodad.
|
||||
func (w *Canvas) AddActor(actor *Actor) error {
|
||||
w.actors = append(w.actors, actor)
|
||||
return nil
|
||||
}
|
||||
|
||||
// SetSwatch changes the currently selected swatch for editing.
|
||||
func (w *Canvas) SetSwatch(s *level.Swatch) {
|
||||
w.Palette.ActiveSwatch = s
|
||||
|
@ -177,21 +156,54 @@ func (w *Canvas) setup() {
|
|||
// Loop is called on the scene's event loop to handle mouse interaction with
|
||||
// the canvas, i.e. to edit it.
|
||||
func (w *Canvas) Loop(ev *events.State) error {
|
||||
if w.Scrollable {
|
||||
// Arrow keys to scroll the view.
|
||||
scrollBy := render.Point{}
|
||||
if ev.Right.Now {
|
||||
scrollBy.X -= balance.CanvasScrollSpeed
|
||||
} else if ev.Left.Now {
|
||||
scrollBy.X += balance.CanvasScrollSpeed
|
||||
// Process the arrow keys scrolling the level in Edit Mode.
|
||||
// canvas_scrolling.go
|
||||
w.loopEditorScroll(ev)
|
||||
if err := w.loopFollowActor(ev); err != nil {
|
||||
log.Error("Follow actor: %s", err) // not fatal but nice to know
|
||||
}
|
||||
w.loopConstrainScroll()
|
||||
|
||||
// Move any actors.
|
||||
for _, a := range w.actors {
|
||||
if v := a.Velocity(); v != render.Origin {
|
||||
// orig := a.Drawing.Position()
|
||||
a.MoveBy(v)
|
||||
|
||||
// Keep them contained inside the level.
|
||||
if w.wallpaper.pageType > level.Unbounded {
|
||||
var (
|
||||
orig = w.WorldIndexAt(a.Drawing.Position())
|
||||
moveBy render.Point
|
||||
size = a.Canvas.Size()
|
||||
)
|
||||
|
||||
// Bound it on the top left edges.
|
||||
if orig.X < 0 {
|
||||
moveBy.X = -orig.X
|
||||
}
|
||||
if orig.Y < 0 {
|
||||
moveBy.Y = -orig.Y
|
||||
}
|
||||
|
||||
// Bound it on the right bottom edges. XXX: downcast from int64!
|
||||
if w.wallpaper.maxWidth > 0 {
|
||||
if int64(orig.X+size.W) > w.wallpaper.maxWidth {
|
||||
var delta = int32(w.wallpaper.maxWidth - int64(orig.X+size.W))
|
||||
moveBy.X = delta
|
||||
}
|
||||
}
|
||||
if w.wallpaper.maxHeight > 0 {
|
||||
if int64(orig.Y+size.H) > w.wallpaper.maxHeight {
|
||||
var delta = int32(w.wallpaper.maxHeight - int64(orig.Y+size.H))
|
||||
moveBy.Y = delta
|
||||
}
|
||||
}
|
||||
|
||||
if !moveBy.IsZero() {
|
||||
a.MoveBy(moveBy)
|
||||
}
|
||||
if ev.Down.Now {
|
||||
scrollBy.Y -= balance.CanvasScrollSpeed
|
||||
} else if ev.Up.Now {
|
||||
scrollBy.Y += balance.CanvasScrollSpeed
|
||||
}
|
||||
if !scrollBy.IsZero() {
|
||||
w.ScrollBy(scrollBy)
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -275,273 +287,3 @@ func (w *Canvas) ScrollBy(by render.Point) {
|
|||
func (w *Canvas) Compute(e render.Engine) {
|
||||
|
||||
}
|
||||
|
||||
// Present the canvas.
|
||||
func (w *Canvas) Present(e render.Engine, p render.Point) {
|
||||
var (
|
||||
S = w.Size()
|
||||
Viewport = w.Viewport()
|
||||
)
|
||||
// w.MoveTo(p) // TODO: when uncommented the canvas will creep down the Workspace frame in EditorMode
|
||||
w.DrawBox(e, p)
|
||||
e.DrawBox(w.Background(), render.Rect{
|
||||
X: p.X + w.BoxThickness(1),
|
||||
Y: p.Y + w.BoxThickness(1),
|
||||
W: S.W - w.BoxThickness(2),
|
||||
H: S.H - w.BoxThickness(2),
|
||||
})
|
||||
|
||||
// Constrain the scroll view if the level is bounded.
|
||||
if w.Scrollable && !w.NoLimitScroll {
|
||||
// Constrain the top and left edges.
|
||||
if w.wallpaper.pageType > level.Unbounded {
|
||||
if w.Scroll.X > 0 {
|
||||
w.Scroll.X = 0
|
||||
}
|
||||
if w.Scroll.Y > 0 {
|
||||
w.Scroll.Y = 0
|
||||
}
|
||||
}
|
||||
|
||||
// Constrain the bottom and right for limited world sizes.
|
||||
if w.wallpaper.maxWidth > 0 && w.wallpaper.maxHeight > 0 {
|
||||
var (
|
||||
// TODO: downcast from int64!
|
||||
mw = int32(w.wallpaper.maxWidth)
|
||||
mh = int32(w.wallpaper.maxHeight)
|
||||
)
|
||||
if Viewport.W > mw {
|
||||
delta := Viewport.W - mw
|
||||
w.Scroll.X += delta
|
||||
}
|
||||
if Viewport.H > mh {
|
||||
delta := Viewport.H - mh
|
||||
w.Scroll.Y += delta
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Draw the wallpaper.
|
||||
if w.wallpaper.Valid() {
|
||||
err := w.PresentWallpaper(e, p)
|
||||
if err != nil {
|
||||
log.Error(err.Error())
|
||||
}
|
||||
}
|
||||
|
||||
// Get the chunks in the viewport and cache their textures.
|
||||
for coord := range w.chunks.IterViewportChunks(Viewport) {
|
||||
if chunk, ok := w.chunks.GetChunk(coord); ok {
|
||||
var tex render.Texturer
|
||||
if w.MaskColor != render.Invisible {
|
||||
tex = chunk.TextureMasked(e, w.MaskColor)
|
||||
} else {
|
||||
tex = chunk.Texture(e)
|
||||
}
|
||||
src := render.Rect{
|
||||
W: tex.Size().W,
|
||||
H: tex.Size().H,
|
||||
}
|
||||
|
||||
// If the source bitmap is already bigger than the Canvas widget
|
||||
// into which it will render, cap the source width and height.
|
||||
// This is especially useful for Doodad buttons because the drawing
|
||||
// is bigger than the button.
|
||||
if src.W > S.W {
|
||||
src.W = S.W
|
||||
}
|
||||
if src.H > S.H {
|
||||
src.H = S.H
|
||||
}
|
||||
|
||||
dst := render.Rect{
|
||||
X: p.X + w.Scroll.X + w.BoxThickness(1) + (coord.X * int32(chunk.Size)),
|
||||
Y: p.Y + w.Scroll.Y + w.BoxThickness(1) + (coord.Y * int32(chunk.Size)),
|
||||
|
||||
// src.W and src.H will be AT MOST the full width and height of
|
||||
// a Canvas widget. Subtract the scroll offset to keep it bounded
|
||||
// visually on its right and bottom sides.
|
||||
W: src.W,
|
||||
H: src.H,
|
||||
}
|
||||
|
||||
// TODO: all this shit is in TrimBox(), make it DRY
|
||||
|
||||
// If the destination width will cause it to overflow the widget
|
||||
// box, trim off the right edge of the destination rect.
|
||||
//
|
||||
// Keep in mind we're dealing with chunks here, and a chunk is
|
||||
// a small part of the image. Example:
|
||||
// - Canvas is 800x600 (S.W=800 S.H=600)
|
||||
// - Chunk wants to render at 790,0 width 100,100 or whatever
|
||||
// dst={790, 0, 100, 100}
|
||||
// - Chunk box would exceed 800px width (X=790 + W=100 == 890)
|
||||
// - Find the delta how much it exceeds as negative (800 - 890 == -90)
|
||||
// - Lower the Source and Dest rects by that delta size so they
|
||||
// stay proportional and don't scale or anything dumb.
|
||||
if dst.X+src.W > p.X+S.W {
|
||||
// NOTE: delta is a negative number,
|
||||
// so it will subtract from the width.
|
||||
delta := (p.X + S.W - w.BoxThickness(1)) - (dst.W + dst.X)
|
||||
src.W += delta
|
||||
dst.W += delta
|
||||
}
|
||||
if dst.Y+src.H > p.Y+S.H {
|
||||
// NOTE: delta is a negative number
|
||||
delta := (p.Y + S.H - w.BoxThickness(1)) - (dst.H + dst.Y)
|
||||
src.H += delta
|
||||
dst.H += delta
|
||||
}
|
||||
|
||||
// The same for the top left edge, so the drawings don't overlap
|
||||
// menu bars or left side toolbars.
|
||||
// - Canvas was placed 80px from the left of the screen.
|
||||
// Canvas.MoveTo(80, 0)
|
||||
// - A texture wants to draw at 60, 0 which would cause it to
|
||||
// overlap 20 pixels into the left toolbar. It needs to be cropped.
|
||||
// - The delta is: p.X=80 - dst.X=60 == 20
|
||||
// - Set destination X to p.X to constrain it there: 20
|
||||
// - Subtract the delta from destination W so we don't scale it.
|
||||
// - Add 20 to X of the source: the left edge of source is not visible
|
||||
if dst.X < p.X {
|
||||
// NOTE: delta is a positive number,
|
||||
// so it will add to the destination coordinates.
|
||||
delta := p.X - dst.X
|
||||
dst.X = p.X + w.BoxThickness(1)
|
||||
dst.W -= delta
|
||||
src.X += delta
|
||||
}
|
||||
if dst.Y < p.Y {
|
||||
delta := p.Y - dst.Y
|
||||
dst.Y = p.Y + w.BoxThickness(1)
|
||||
dst.H -= delta
|
||||
src.Y += delta
|
||||
}
|
||||
|
||||
// Trim the destination width so it doesn't overlap the Canvas border.
|
||||
if dst.W >= S.W-w.BoxThickness(1) {
|
||||
dst.W = S.W - w.BoxThickness(1)
|
||||
}
|
||||
|
||||
e.Copy(tex, src, dst)
|
||||
}
|
||||
}
|
||||
|
||||
w.drawActors(e, p)
|
||||
|
||||
// XXX: Debug, show label in canvas corner.
|
||||
if balance.DebugCanvasLabel {
|
||||
rows := []string{
|
||||
w.Name,
|
||||
|
||||
// XXX: debug options, uncomment for more details
|
||||
|
||||
// Size of the canvas
|
||||
// fmt.Sprintf("S=%d,%d", S.W, S.H),
|
||||
|
||||
// Viewport of the canvas
|
||||
// fmt.Sprintf("V=%d,%d:%d,%d",
|
||||
// Viewport.X, Viewport.Y,
|
||||
// Viewport.W, Viewport.H,
|
||||
// ),
|
||||
}
|
||||
if w.actor != nil {
|
||||
rows = append(rows,
|
||||
fmt.Sprintf("WP=%s", w.actor.Point),
|
||||
)
|
||||
}
|
||||
label := ui.NewLabel(ui.Label{
|
||||
Text: strings.Join(rows, "\n"),
|
||||
Font: render.Text{
|
||||
FontFilename: balance.ShellFontFilename,
|
||||
Size: balance.ShellFontSizeSmall,
|
||||
Color: render.White,
|
||||
},
|
||||
})
|
||||
label.SetBackground(render.RGBA(0, 0, 50, 150))
|
||||
label.Compute(e)
|
||||
label.Present(e, render.Point{
|
||||
X: p.X + S.W - label.Size().W - w.BoxThickness(1),
|
||||
Y: p.Y + w.BoxThickness(1),
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
// drawActors superimposes the actors on top of the drawing.
|
||||
func (w *Canvas) drawActors(e render.Engine, p render.Point) {
|
||||
var (
|
||||
Viewport = w.ViewportRelative()
|
||||
S = w.Size()
|
||||
)
|
||||
|
||||
// See if each Actor is in range of the Viewport.
|
||||
for _, a := range w.actors {
|
||||
var (
|
||||
actor = a.Actor // Static Actor instance from Level file, DO NOT CHANGE
|
||||
can = a.Canvas // Canvas widget that draws the actor
|
||||
actorPoint = actor.Point // XXX TODO: DO NOT CHANGE
|
||||
actorSize = can.Size()
|
||||
)
|
||||
|
||||
// Create a box of World Coordinates that this actor occupies. The
|
||||
// Actor X,Y from level data is already a World Coordinate;
|
||||
// accomodate for the size of the Actor.
|
||||
actorBox := render.Rect{
|
||||
X: actorPoint.X,
|
||||
Y: actorPoint.Y,
|
||||
W: actorSize.W,
|
||||
H: actorSize.H,
|
||||
}
|
||||
|
||||
// Is any part of the actor visible?
|
||||
if !Viewport.Intersects(actorBox) {
|
||||
continue // not visible on screen
|
||||
}
|
||||
|
||||
drawAt := render.Point{
|
||||
X: p.X + w.Scroll.X + actorPoint.X + w.BoxThickness(1),
|
||||
Y: p.Y + w.Scroll.Y + actorPoint.Y + w.BoxThickness(1),
|
||||
}
|
||||
resizeTo := actorSize
|
||||
|
||||
// XXX TODO: when an Actor hits the left or top edge and shrinks,
|
||||
// scrolling to offset that shrink is currently hard to solve.
|
||||
scrollTo := render.Origin
|
||||
|
||||
// Handle cropping and scaling if this Actor's canvas can't be
|
||||
// completely visible within the parent.
|
||||
if drawAt.X+resizeTo.W > p.X+S.W {
|
||||
// Hitting the right edge, shrunk the width now.
|
||||
delta := (drawAt.X + resizeTo.W) - (p.X + S.W)
|
||||
resizeTo.W -= delta
|
||||
} else if drawAt.X < p.X {
|
||||
// Hitting the left edge. Cap the X coord and shrink the width.
|
||||
delta := p.X - drawAt.X // positive number
|
||||
drawAt.X = p.X
|
||||
// scrollTo.X -= delta // TODO
|
||||
resizeTo.W -= delta
|
||||
}
|
||||
|
||||
if drawAt.Y+resizeTo.H > p.Y+S.H {
|
||||
// Hitting the bottom edge, shrink the height.
|
||||
delta := (drawAt.Y + resizeTo.H) - (p.Y + S.H)
|
||||
resizeTo.H -= delta
|
||||
} else if drawAt.Y < p.Y {
|
||||
// Hitting the top edge. Cap the Y coord and shrink the height.
|
||||
delta := p.Y - drawAt.Y
|
||||
drawAt.Y = p.Y
|
||||
// scrollTo.Y -= delta // TODO
|
||||
resizeTo.H -= delta
|
||||
}
|
||||
|
||||
if resizeTo != actorSize {
|
||||
can.Resize(resizeTo)
|
||||
can.ScrollTo(scrollTo)
|
||||
}
|
||||
can.Present(e, drawAt)
|
||||
|
||||
// Clean up the canvas size and offset.
|
||||
can.Resize(actorSize) // restore original size in case cropped
|
||||
can.ScrollTo(render.Origin)
|
||||
}
|
||||
}
|
||||
|
|
115
uix/canvas_actors.go
Normal file
115
uix/canvas_actors.go
Normal file
|
@ -0,0 +1,115 @@
|
|||
package uix
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"git.kirsle.net/apps/doodle/doodads"
|
||||
"git.kirsle.net/apps/doodle/level"
|
||||
"git.kirsle.net/apps/doodle/pkg/userdir"
|
||||
"git.kirsle.net/apps/doodle/render"
|
||||
)
|
||||
|
||||
// InstallActors adds external Actors to the canvas to be superimposed on top
|
||||
// of the drawing.
|
||||
func (w *Canvas) InstallActors(actors level.ActorMap) error {
|
||||
w.actors = make([]*Actor, 0)
|
||||
for id, actor := range actors {
|
||||
doodad, err := doodads.LoadJSON(userdir.DoodadPath(actor.Filename))
|
||||
if err != nil {
|
||||
return fmt.Errorf("InstallActors: %s", err)
|
||||
}
|
||||
|
||||
w.actors = append(w.actors, NewActor(id, actor, doodad))
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// AddActor injects additional actors into the canvas, such as a Player doodad.
|
||||
func (w *Canvas) AddActor(actor *Actor) error {
|
||||
w.actors = append(w.actors, actor)
|
||||
return nil
|
||||
}
|
||||
|
||||
// drawActors is a subroutine of Present() that superimposes the actors on top
|
||||
// of the level drawing.
|
||||
func (w *Canvas) drawActors(e render.Engine, p render.Point) {
|
||||
var (
|
||||
Viewport = w.ViewportRelative()
|
||||
S = w.Size()
|
||||
)
|
||||
|
||||
// See if each Actor is in range of the Viewport.
|
||||
for i, a := range w.actors {
|
||||
if a == nil {
|
||||
log.Error("Canvas.drawActors: null actor at index %d (of %d actors)", i, len(w.actors))
|
||||
continue
|
||||
}
|
||||
var (
|
||||
actor = a.Actor // Static Actor instance from Level file, DO NOT CHANGE
|
||||
can = a.Canvas // Canvas widget that draws the actor
|
||||
actorPoint = actor.Point // XXX TODO: DO NOT CHANGE
|
||||
actorSize = can.Size()
|
||||
)
|
||||
|
||||
// Create a box of World Coordinates that this actor occupies. The
|
||||
// Actor X,Y from level data is already a World Coordinate;
|
||||
// accomodate for the size of the Actor.
|
||||
actorBox := render.Rect{
|
||||
X: actorPoint.X,
|
||||
Y: actorPoint.Y,
|
||||
W: actorSize.W,
|
||||
H: actorSize.H,
|
||||
}
|
||||
|
||||
// Is any part of the actor visible?
|
||||
if !Viewport.Intersects(actorBox) {
|
||||
continue // not visible on screen
|
||||
}
|
||||
|
||||
drawAt := render.Point{
|
||||
X: p.X + w.Scroll.X + actorPoint.X + w.BoxThickness(1),
|
||||
Y: p.Y + w.Scroll.Y + actorPoint.Y + w.BoxThickness(1),
|
||||
}
|
||||
resizeTo := actorSize
|
||||
|
||||
// XXX TODO: when an Actor hits the left or top edge and shrinks,
|
||||
// scrolling to offset that shrink is currently hard to solve.
|
||||
scrollTo := render.Origin
|
||||
|
||||
// Handle cropping and scaling if this Actor's canvas can't be
|
||||
// completely visible within the parent.
|
||||
if drawAt.X+resizeTo.W > p.X+S.W {
|
||||
// Hitting the right edge, shrunk the width now.
|
||||
delta := (drawAt.X + resizeTo.W) - (p.X + S.W)
|
||||
resizeTo.W -= delta
|
||||
} else if drawAt.X < p.X {
|
||||
// Hitting the left edge. Cap the X coord and shrink the width.
|
||||
delta := p.X - drawAt.X // positive number
|
||||
drawAt.X = p.X
|
||||
// scrollTo.X -= delta // TODO
|
||||
resizeTo.W -= delta
|
||||
}
|
||||
|
||||
if drawAt.Y+resizeTo.H > p.Y+S.H {
|
||||
// Hitting the bottom edge, shrink the height.
|
||||
delta := (drawAt.Y + resizeTo.H) - (p.Y + S.H)
|
||||
resizeTo.H -= delta
|
||||
} else if drawAt.Y < p.Y {
|
||||
// Hitting the top edge. Cap the Y coord and shrink the height.
|
||||
delta := p.Y - drawAt.Y
|
||||
drawAt.Y = p.Y
|
||||
// scrollTo.Y -= delta // TODO
|
||||
resizeTo.H -= delta
|
||||
}
|
||||
|
||||
if resizeTo != actorSize {
|
||||
can.Resize(resizeTo)
|
||||
can.ScrollTo(scrollTo)
|
||||
}
|
||||
can.Present(e, drawAt)
|
||||
|
||||
// Clean up the canvas size and offset.
|
||||
can.Resize(actorSize) // restore original size in case cropped
|
||||
can.ScrollTo(render.Origin)
|
||||
}
|
||||
}
|
171
uix/canvas_present.go
Normal file
171
uix/canvas_present.go
Normal file
|
@ -0,0 +1,171 @@
|
|||
package uix
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"strings"
|
||||
|
||||
"git.kirsle.net/apps/doodle/balance"
|
||||
"git.kirsle.net/apps/doodle/render"
|
||||
"git.kirsle.net/apps/doodle/ui"
|
||||
)
|
||||
|
||||
// Present the canvas.
|
||||
func (w *Canvas) Present(e render.Engine, p render.Point) {
|
||||
var (
|
||||
S = w.Size()
|
||||
Viewport = w.Viewport()
|
||||
)
|
||||
// w.MoveTo(p) // TODO: when uncommented the canvas will creep down the Workspace frame in EditorMode
|
||||
w.DrawBox(e, p)
|
||||
e.DrawBox(w.Background(), render.Rect{
|
||||
X: p.X + w.BoxThickness(1),
|
||||
Y: p.Y + w.BoxThickness(1),
|
||||
W: S.W - w.BoxThickness(2),
|
||||
H: S.H - w.BoxThickness(2),
|
||||
})
|
||||
|
||||
// Draw the wallpaper.
|
||||
if w.wallpaper.Valid() {
|
||||
err := w.PresentWallpaper(e, p)
|
||||
if err != nil {
|
||||
log.Error(err.Error())
|
||||
}
|
||||
}
|
||||
|
||||
// Get the chunks in the viewport and cache their textures.
|
||||
for coord := range w.chunks.IterViewportChunks(Viewport) {
|
||||
if chunk, ok := w.chunks.GetChunk(coord); ok {
|
||||
var tex render.Texturer
|
||||
if w.MaskColor != render.Invisible {
|
||||
tex = chunk.TextureMasked(e, w.MaskColor)
|
||||
} else {
|
||||
tex = chunk.Texture(e)
|
||||
}
|
||||
src := render.Rect{
|
||||
W: tex.Size().W,
|
||||
H: tex.Size().H,
|
||||
}
|
||||
|
||||
// If the source bitmap is already bigger than the Canvas widget
|
||||
// into which it will render, cap the source width and height.
|
||||
// This is especially useful for Doodad buttons because the drawing
|
||||
// is bigger than the button.
|
||||
if src.W > S.W {
|
||||
src.W = S.W
|
||||
}
|
||||
if src.H > S.H {
|
||||
src.H = S.H
|
||||
}
|
||||
|
||||
dst := render.Rect{
|
||||
X: p.X + w.Scroll.X + w.BoxThickness(1) + (coord.X * int32(chunk.Size)),
|
||||
Y: p.Y + w.Scroll.Y + w.BoxThickness(1) + (coord.Y * int32(chunk.Size)),
|
||||
|
||||
// src.W and src.H will be AT MOST the full width and height of
|
||||
// a Canvas widget. Subtract the scroll offset to keep it bounded
|
||||
// visually on its right and bottom sides.
|
||||
W: src.W,
|
||||
H: src.H,
|
||||
}
|
||||
|
||||
// TODO: all this shit is in TrimBox(), make it DRY
|
||||
|
||||
// If the destination width will cause it to overflow the widget
|
||||
// box, trim off the right edge of the destination rect.
|
||||
//
|
||||
// Keep in mind we're dealing with chunks here, and a chunk is
|
||||
// a small part of the image. Example:
|
||||
// - Canvas is 800x600 (S.W=800 S.H=600)
|
||||
// - Chunk wants to render at 790,0 width 100,100 or whatever
|
||||
// dst={790, 0, 100, 100}
|
||||
// - Chunk box would exceed 800px width (X=790 + W=100 == 890)
|
||||
// - Find the delta how much it exceeds as negative (800 - 890 == -90)
|
||||
// - Lower the Source and Dest rects by that delta size so they
|
||||
// stay proportional and don't scale or anything dumb.
|
||||
if dst.X+src.W > p.X+S.W {
|
||||
// NOTE: delta is a negative number,
|
||||
// so it will subtract from the width.
|
||||
delta := (p.X + S.W - w.BoxThickness(1)) - (dst.W + dst.X)
|
||||
src.W += delta
|
||||
dst.W += delta
|
||||
}
|
||||
if dst.Y+src.H > p.Y+S.H {
|
||||
// NOTE: delta is a negative number
|
||||
delta := (p.Y + S.H - w.BoxThickness(1)) - (dst.H + dst.Y)
|
||||
src.H += delta
|
||||
dst.H += delta
|
||||
}
|
||||
|
||||
// The same for the top left edge, so the drawings don't overlap
|
||||
// menu bars or left side toolbars.
|
||||
// - Canvas was placed 80px from the left of the screen.
|
||||
// Canvas.MoveTo(80, 0)
|
||||
// - A texture wants to draw at 60, 0 which would cause it to
|
||||
// overlap 20 pixels into the left toolbar. It needs to be cropped.
|
||||
// - The delta is: p.X=80 - dst.X=60 == 20
|
||||
// - Set destination X to p.X to constrain it there: 20
|
||||
// - Subtract the delta from destination W so we don't scale it.
|
||||
// - Add 20 to X of the source: the left edge of source is not visible
|
||||
if dst.X < p.X {
|
||||
// NOTE: delta is a positive number,
|
||||
// so it will add to the destination coordinates.
|
||||
delta := p.X - dst.X
|
||||
dst.X = p.X + w.BoxThickness(1)
|
||||
dst.W -= delta
|
||||
src.X += delta
|
||||
}
|
||||
if dst.Y < p.Y {
|
||||
delta := p.Y - dst.Y
|
||||
dst.Y = p.Y + w.BoxThickness(1)
|
||||
dst.H -= delta
|
||||
src.Y += delta
|
||||
}
|
||||
|
||||
// Trim the destination width so it doesn't overlap the Canvas border.
|
||||
if dst.W >= S.W-w.BoxThickness(1) {
|
||||
dst.W = S.W - w.BoxThickness(1)
|
||||
}
|
||||
|
||||
e.Copy(tex, src, dst)
|
||||
}
|
||||
}
|
||||
|
||||
w.drawActors(e, p)
|
||||
|
||||
// XXX: Debug, show label in canvas corner.
|
||||
if balance.DebugCanvasLabel {
|
||||
rows := []string{
|
||||
w.Name,
|
||||
|
||||
// XXX: debug options, uncomment for more details
|
||||
|
||||
// Size of the canvas
|
||||
// fmt.Sprintf("S=%d,%d", S.W, S.H),
|
||||
|
||||
// Viewport of the canvas
|
||||
// fmt.Sprintf("V=%d,%d:%d,%d",
|
||||
// Viewport.X, Viewport.Y,
|
||||
// Viewport.W, Viewport.H,
|
||||
// ),
|
||||
}
|
||||
if w.actor != nil {
|
||||
rows = append(rows,
|
||||
fmt.Sprintf("WP=%s", w.actor.Point),
|
||||
)
|
||||
}
|
||||
label := ui.NewLabel(ui.Label{
|
||||
Text: strings.Join(rows, "\n"),
|
||||
Font: render.Text{
|
||||
FontFilename: balance.ShellFontFilename,
|
||||
Size: balance.ShellFontSizeSmall,
|
||||
Color: render.White,
|
||||
},
|
||||
})
|
||||
label.SetBackground(render.RGBA(0, 0, 50, 150))
|
||||
label.Compute(e)
|
||||
label.Present(e, render.Point{
|
||||
X: p.X + S.W - label.Size().W - w.BoxThickness(1),
|
||||
Y: p.Y + w.BoxThickness(1),
|
||||
})
|
||||
}
|
||||
}
|
187
uix/canvas_scrolling.go
Normal file
187
uix/canvas_scrolling.go
Normal file
|
@ -0,0 +1,187 @@
|
|||
package uix
|
||||
|
||||
import (
|
||||
"errors"
|
||||
"fmt"
|
||||
|
||||
"git.kirsle.net/apps/doodle/balance"
|
||||
"git.kirsle.net/apps/doodle/events"
|
||||
"git.kirsle.net/apps/doodle/level"
|
||||
"git.kirsle.net/apps/doodle/render"
|
||||
"git.kirsle.net/apps/doodle/ui"
|
||||
)
|
||||
|
||||
/*
|
||||
Loop() subroutine to scroll the canvas using arrow keys (for edit mode).
|
||||
|
||||
If w.Scrollable is false this function won't do anything.
|
||||
|
||||
Cursor keys will scroll the drawing by balance.CanvasScrollSpeed per tick.
|
||||
If the level pageType is constrained, the scrollable viewport will be
|
||||
constrained to fit the bounds of the level.
|
||||
|
||||
The debug boolean `NoLimitScroll=true` will override the bounded level scroll
|
||||
restriction and allow scrolling into out-of-bounds areas of the level.
|
||||
*/
|
||||
func (w *Canvas) loopEditorScroll(ev *events.State) error {
|
||||
if !w.Scrollable {
|
||||
return errors.New("canvas not scrollable")
|
||||
}
|
||||
|
||||
// Arrow keys to scroll the view.
|
||||
scrollBy := render.Point{}
|
||||
if ev.Right.Now {
|
||||
scrollBy.X -= balance.CanvasScrollSpeed
|
||||
} else if ev.Left.Now {
|
||||
scrollBy.X += balance.CanvasScrollSpeed
|
||||
}
|
||||
if ev.Down.Now {
|
||||
scrollBy.Y -= balance.CanvasScrollSpeed
|
||||
} else if ev.Up.Now {
|
||||
scrollBy.Y += balance.CanvasScrollSpeed
|
||||
}
|
||||
if !scrollBy.IsZero() {
|
||||
w.ScrollBy(scrollBy)
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
/*
|
||||
Loop() subroutine to constrain the scrolled view to within a bounded level.
|
||||
*/
|
||||
func (w *Canvas) loopConstrainScroll() error {
|
||||
if w.NoLimitScroll {
|
||||
return errors.New("NoLimitScroll enabled")
|
||||
}
|
||||
|
||||
var capped bool
|
||||
|
||||
// Constrain the top and left edges.
|
||||
if w.wallpaper.pageType > level.Unbounded {
|
||||
if w.Scroll.X > 0 {
|
||||
w.Scroll.X = 0
|
||||
capped = true
|
||||
}
|
||||
if w.Scroll.Y > 0 {
|
||||
w.Scroll.Y = 0
|
||||
capped = true
|
||||
}
|
||||
}
|
||||
|
||||
// Constrain the bottom and right for limited world sizes.
|
||||
if w.wallpaper.maxWidth+w.wallpaper.maxHeight > 0 {
|
||||
var (
|
||||
// TODO: downcast from int64!
|
||||
mw = int32(w.wallpaper.maxWidth)
|
||||
mh = int32(w.wallpaper.maxHeight)
|
||||
Viewport = w.Viewport()
|
||||
)
|
||||
if Viewport.W > mw {
|
||||
delta := Viewport.W - mw
|
||||
w.Scroll.X += delta
|
||||
capped = true
|
||||
}
|
||||
if Viewport.H > mh {
|
||||
delta := Viewport.H - mh
|
||||
w.Scroll.Y += delta
|
||||
capped = true
|
||||
}
|
||||
}
|
||||
|
||||
if capped {
|
||||
return errors.New("scroll limited by level constraint")
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
/*
|
||||
Loop() subroutine for Play Mode to follow an actor in the camera's view.
|
||||
|
||||
Does nothing if w.FollowActor is an empty string. Set it to the ID of an Actor
|
||||
to follow. If the actor exists, the Canvas will scroll to keep it on the
|
||||
screen.
|
||||
*/
|
||||
func (w *Canvas) loopFollowActor(ev *events.State) error {
|
||||
// Are we following an actor?
|
||||
if w.FollowActor == "" {
|
||||
return nil
|
||||
}
|
||||
|
||||
var (
|
||||
P = w.Point()
|
||||
S = w.Size()
|
||||
)
|
||||
|
||||
// Find the actor.
|
||||
for _, actor := range w.actors {
|
||||
if actor.ID() != w.FollowActor {
|
||||
continue
|
||||
}
|
||||
|
||||
actor.Canvas.SetBorderSize(2)
|
||||
actor.Canvas.SetBorderColor(render.Yellow)
|
||||
actor.Canvas.SetBorderStyle(ui.BorderSolid)
|
||||
|
||||
var (
|
||||
APosition = actor.Position() // relative to screen
|
||||
APoint = actor.Drawing.Position()
|
||||
ASize = actor.Canvas.Size()
|
||||
scrollBy render.Point
|
||||
)
|
||||
|
||||
// Scroll left
|
||||
if APosition.X-P.X <= int32(balance.ScrollboxHoz) {
|
||||
var delta = APoint.X - P.X
|
||||
if delta > int32(balance.ScrollMaxVelocity) {
|
||||
delta = int32(balance.ScrollMaxVelocity)
|
||||
}
|
||||
|
||||
if delta < 0 {
|
||||
// constrain in case they're FAR OFF SCREEN so we don't flip back around
|
||||
delta = -delta
|
||||
}
|
||||
scrollBy.X = delta
|
||||
}
|
||||
|
||||
// Scroll right
|
||||
if APosition.X >= S.W-ASize.W-int32(balance.ScrollboxHoz) {
|
||||
var delta = S.W - ASize.W - int32(balance.ScrollboxHoz)
|
||||
if delta > int32(balance.ScrollMaxVelocity) {
|
||||
delta = int32(balance.ScrollMaxVelocity)
|
||||
}
|
||||
scrollBy.X = -delta
|
||||
}
|
||||
|
||||
// Scroll up
|
||||
if APosition.Y-P.Y <= int32(balance.ScrollboxVert) {
|
||||
var delta = APoint.Y - P.Y
|
||||
if delta > int32(balance.ScrollMaxVelocity) {
|
||||
delta = int32(balance.ScrollMaxVelocity)
|
||||
}
|
||||
|
||||
if delta < 0 {
|
||||
delta = -delta
|
||||
}
|
||||
scrollBy.Y = delta
|
||||
}
|
||||
|
||||
// Scroll down
|
||||
if APosition.Y >= S.H-ASize.H-int32(balance.ScrollboxVert) {
|
||||
var delta = S.H - ASize.H - int32(balance.ScrollboxVert)
|
||||
if delta > int32(balance.ScrollMaxVelocity) {
|
||||
delta = int32(balance.ScrollMaxVelocity)
|
||||
}
|
||||
scrollBy.Y = -delta
|
||||
}
|
||||
|
||||
if scrollBy != render.Origin {
|
||||
w.ScrollBy(scrollBy)
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
return fmt.Errorf("actor ID '%s' not found in level", w.FollowActor)
|
||||
}
|
Loading…
Reference in New Issue
Block a user