package uix import ( "fmt" "os" "strings" "git.kirsle.net/apps/doodle/lib/events" "git.kirsle.net/apps/doodle/lib/render" "git.kirsle.net/apps/doodle/lib/ui" "git.kirsle.net/apps/doodle/pkg/balance" "git.kirsle.net/apps/doodle/pkg/doodads" "git.kirsle.net/apps/doodle/pkg/level" "git.kirsle.net/apps/doodle/pkg/log" "git.kirsle.net/apps/doodle/pkg/scripting" "git.kirsle.net/apps/doodle/pkg/wallpaper" ) // Canvas is a custom ui.Widget that manages a single drawing. type Canvas struct { ui.Frame Palette *level.Palette // Editable and Scrollable go hand in hand and, if you initialize a // NewCanvas() with editable=true, they are both enabled. Editable bool // Clicking will edit pixels of this canvas. Scrollable bool // Cursor keys will scroll the viewport of this canvas. // Selected draw tool/mode, default Pencil, for editable canvases. Tool Tool // MaskColor will force every pixel to render as this color regardless of // the palette index of that pixel. Otherwise pixels behave the same and // the palette does work as normal. Set to render.Invisible (zero value) // 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 // Underlying chunk data for the drawing. chunks *level.Chunker // Actors to superimpose on top of the drawing. actor *Actor // if this canvas IS an actor actors []*Actor // if this canvas CONTAINS actors (i.e., is a level) // Collision memory for the actors. collidingActors map[string]string // mapping their IDs to each other // Doodad scripting engine supervisor. // NOTE: initialized and managed by the play_scene. scripting *scripting.Supervisor // Wallpaper settings. wallpaper *Wallpaper // When the Canvas wants to delete Actors, but ultimately it is upstream // that controls the actors. Upstream should delete them and then reinstall // the actor list from scratch. OnDeleteActors func([]*level.Actor) OnDragStart func(filename string) // -- WHEN Canvas.Tool is "Link" -- // When the Canvas wants to link two actors together. Arguments are the IDs // of the two actors. OnLinkActors func(a, b *level.Actor) linkFirst *Actor // Tracking pixels while editing. TODO: get rid of pixelHistory? pixelHistory []*level.Pixel lastPixel *level.Pixel // We inherit the ui.Widget which manages the width and height. Scroll render.Point // Scroll offset for which parts of canvas are visible. } // NewCanvas initializes a Canvas widget. // // If editable is true, Scrollable is also set to true, which means the arrow // keys will scroll the canvas viewport which is desirable in Edit Mode. func NewCanvas(size int, editable bool) *Canvas { w := &Canvas{ Editable: editable, Scrollable: editable, Palette: level.NewPalette(), chunks: level.NewChunker(size), actors: make([]*Actor, 0), wallpaper: &Wallpaper{}, } w.setup() w.IDFunc(func() string { var attrs []string if w.Editable { attrs = append(attrs, "editable") } else { attrs = append(attrs, "read-only") } if w.Scrollable { attrs = append(attrs, "scrollable") } return fmt.Sprintf("Canvas<%d; %s>", size, strings.Join(attrs, "; ")) }) return w } // Load initializes the Canvas using an existing Palette and Grid. func (w *Canvas) Load(p *level.Palette, g *level.Chunker) { w.Palette = p w.chunks = g if len(w.Palette.Swatches) > 0 { w.SetSwatch(w.Palette.Swatches[0]) } } // LoadLevel initializes a Canvas from a Level object. func (w *Canvas) LoadLevel(e render.Engine, level *level.Level) { w.Load(level.Palette, level.Chunker) // TODO: wallpaper paths filename := "assets/wallpapers/" + level.Wallpaper if _, err := os.Stat(filename); os.IsNotExist(err) { log.Error("LoadLevel: %s", err) filename = "assets/wallpapers/notebook.png" // XXX TODO } wp, err := wallpaper.FromFile(e, filename) if err != nil { log.Error("wallpaper FromFile(%s): %s", filename, err) } w.wallpaper.maxWidth = level.MaxWidth w.wallpaper.maxHeight = level.MaxHeight err = w.wallpaper.Load(e, level.PageType, wp) if err != nil { log.Error("wallpaper Load: %s", err) } } // LoadDoodad initializes a Canvas from a Doodad object. func (w *Canvas) LoadDoodad(d *doodads.Doodad) { // TODO more safe w.Load(d.Palette, d.Layers[0].Chunker) } // SetSwatch changes the currently selected swatch for editing. func (w *Canvas) SetSwatch(s *level.Swatch) { w.Palette.ActiveSwatch = s } // setup common configs between both initializers of the canvas. func (w *Canvas) setup() { // XXX: Debug code. if balance.DebugCanvasBorder != render.Invisible { w.Configure(ui.Config{ BorderColor: balance.DebugCanvasBorder, BorderSize: 2, BorderStyle: ui.BorderSolid, }) } } // 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 { // 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() // Current time of this loop so we can advance animations. // now := time.Now() // Remove any actors that were destroyed the previous tick. var newActors []*Actor for _, a := range w.actors { if a.flagDestroy { continue } newActors = append(newActors, a) } if len(newActors) < len(w.actors) { w.actors = newActors } // Check collisions between actors. if err := w.loopActorCollision(); err != nil { log.Error("loopActorCollision: %s", err) } // If the canvas is editable, only care if it's over our space. if w.Editable { cursor := render.NewPoint(ev.CursorX.Now, ev.CursorY.Now) if cursor.Inside(ui.AbsoluteRect(w)) { return w.loopEditable(ev) } } return nil } // Viewport returns a rect containing the viewable drawing coordinates in this // canvas. The X,Y values are the scroll offset (top left) and the W,H values // are the scroll offset plus the width/height of the Canvas widget. // // The Viewport rect are the Absolute World Coordinates of the drawing that are // visible inside the Canvas. The X,Y is the top left World Coordinate and the // W,H are the bottom right World Coordinate, making this rect an absolute // slice of the world. For a normal rect with a relative width and height, // use ViewportRelative(). // // The rect X,Y are the negative Scroll Value. // The rect W,H are the Canvas widget size minus the Scroll Value. func (w *Canvas) Viewport() render.Rect { var S = w.Size() return render.Rect{ X: -w.Scroll.X, Y: -w.Scroll.Y, W: S.W - w.Scroll.X, H: S.H - w.Scroll.Y, } } // ViewportRelative returns a relative viewport where the Width and Height // values are zero-relative: so you can use it with point.Inside(viewport) // to see if a World Index point should be visible on screen. // // The rect X,Y are the negative Scroll Value // The rect W,H are the Canvas widget size. func (w *Canvas) ViewportRelative() render.Rect { var S = w.Size() return render.Rect{ X: -w.Scroll.X, Y: -w.Scroll.Y, W: S.W, H: S.H, } } // WorldIndexAt returns the World Index that corresponds to a Screen Pixel // on the screen. If the screen pixel is the mouse coordinate (relative to // the application window) this will return the World Index of the pixel below // the mouse cursor. func (w *Canvas) WorldIndexAt(screenPixel render.Point) render.Point { var P = ui.AbsolutePosition(w) return render.Point{ X: screenPixel.X - P.X - w.Scroll.X, Y: screenPixel.Y - P.Y - w.Scroll.Y, } } // Chunker returns the underlying Chunker object. func (w *Canvas) Chunker() *level.Chunker { return w.chunks } // ScrollTo sets the viewport scroll position. func (w *Canvas) ScrollTo(to render.Point) { w.Scroll.X = to.X w.Scroll.Y = to.Y } // ScrollBy adjusts the viewport scroll position. func (w *Canvas) ScrollBy(by render.Point) { w.Scroll.Add(by) } // Compute the canvas. func (w *Canvas) Compute(e render.Engine) { }