package uix import ( "fmt" "strings" "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/log" ) // 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) w.presentStrokes(e) w.presentCursor(e) // 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, // ), } // Draw the actor's position details. // LP = Level Position, where the Actor starts at in the level data // WP = World Position, the Actor's current position in the level if w.actor != nil { rows = append(rows, fmt.Sprintf("LP=%s", w.actor.Actor.Point), fmt.Sprintf("WP=%s", w.actor.Position()), ) } 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), }) } }