package uix import ( "fmt" "strings" "git.kirsle.net/apps/doodle/balance" "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/render" "git.kirsle.net/apps/doodle/ui" ) // 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 // Underlying chunk data for the drawing. chunks *level.Chunker // Actors to superimpose on top of the drawing. actor *level.Actor // if this canvas IS an actor actors []*Actor // 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) // 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), } 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(level *level.Level) { w.Load(level.Palette, level.Chunker) } // 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) } // 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 } // 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 { 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 } if ev.Down.Now { scrollBy.Y -= balance.CanvasScrollSpeed } else if ev.Up.Now { scrollBy.Y += balance.CanvasScrollSpeed } if !scrollBy.IsZero() { w.ScrollBy(scrollBy) } } // 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) { } // 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), }) // 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, } // 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) } }