package uix import ( "git.kirsle.net/SketchyMaze/doodle/pkg/drawtool" "git.kirsle.net/go/render" ) // Functions related to the Zoom Tool to magnify the size of the canvas. /* GetZoomMultiplier parses the .Zoom integer and returns a multiplier. Examples: Zoom = 0: neutral (100% scale, 1x) Zoom = 1: 2x zoom Zoom = 2: 4x zoom Zoom = 3: 8x zoom Zoom = -1: 0.5x zoom Zoom = -2: 0.25x zoom */ func (w *Canvas) GetZoomMultiplier() float64 { // Get and bounds cap the zoom setting. if w.Zoom < -2 { w.Zoom = -2 } else if w.Zoom > 3 { w.Zoom = 3 } // Return the multipliers. switch w.Zoom { case -2: return 0.25 case -1: return 0.5 case 0: return 1 case 1: return 1.5 case 2: return 2 case 3: return 2.5 default: return 1 } } /* ZoomMultiply multiplies a width or height value by the Zoom Multiplier and returns the modified integer. Usage is like: // when building a render.Rect destination box. dest.W *= ZoomMultiply(dest.W) dest.H *= ZoomMultiply(dest.H) */ func (w *Canvas) ZoomMultiply(value int) int { return int(float64(value) * w.GetZoomMultiplier()) } /* ZoomDivide divides an integer by the zoom inversely. The algo is: int(float64(value) * divider) Where the divider is a map of: w.Zoom => divider -2 => 4 -1 => 2 0 => 1 1 => 0.675* 2 => 0.5 3 => 0.404* The 0.675 and 0.404 numbers I don't understand but were discovered the hard way when the 1.5x and 2.5x zoom levels were coming out jank. Expected to be 0.25 and 0.75. */ func (w *Canvas) ZoomDivide(value int) int { var divider float64 switch w.Zoom { case -2: divider = 4 case -1: divider = 2 case 0: divider = 1 case 1: divider = 0.675 // JANK case 2: divider = 0.5 // GOOD, 2x (200%) zoom in case 3: divider = 0.404 // JANK default: divider = 1 } return int(float64(value) * divider) } /* ZoomStroke adjusts a drawn stroke on the canvas to account for the zoom level. Returns a copy Stroke value without changing the original. */ func (w *Canvas) ZoomStroke(stroke *drawtool.Stroke) *drawtool.Stroke { copy := &drawtool.Stroke{ ID: stroke.ID, Shape: stroke.Shape, Color: stroke.Color, Thickness: stroke.Thickness, ExtraData: stroke.ExtraData, PointA: stroke.PointA, PointB: stroke.PointB, Points: stroke.Points, OriginalPoints: stroke.OriginalPoints, } // Multiply all coordinates in this stroke, which should be World // Coordinates in the level data, by the zoom multiplier. adjust := func(p render.Point) render.Point { p.X = w.ZoomDivide(p.X) p.Y = w.ZoomDivide(p.Y) return p } copy.PointA = adjust(copy.PointA) copy.PointB = adjust(copy.PointB) for i := range copy.Points { copy.Points[i] = adjust(copy.Points[i]) } return copy }