Noah Petherbridge
26b1ac88dd
* Holding Shift while pressing arrow keys in the editor will scroll by just 1 pixel per tick to aid in precise debugging with the Zoom In/Out feature. * The keybinds used in canvas_editable.go to catch the arrow keys are updated to use our nice keybind package. As a consequence, the WASD keys will also scroll the level. * The "d for Doodads" keybind is renamed "q" so as not to open the Doodads window whenever scrolling right using the WASD keys.
191 lines
4.2 KiB
Go
191 lines
4.2 KiB
Go
package uix
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import (
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"errors"
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"fmt"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/keybind"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/shmem"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render/event"
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)
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/*
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Loop() subroutine to scroll the canvas using arrow keys (for edit mode).
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If w.Scrollable is false this function won't do anything.
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Cursor keys will scroll the drawing by balance.CanvasScrollSpeed per tick.
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If the level pageType is constrained, the scrollable viewport will be
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constrained to fit the bounds of the level.
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The debug boolean `NoLimitScroll=true` will override the bounded level scroll
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restriction and allow scrolling into out-of-bounds areas of the level.
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*/
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func (w *Canvas) loopEditorScroll(ev *event.State) error {
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if !w.Scrollable {
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return errors.New("canvas not scrollable")
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}
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// Arrow keys to scroll the view.
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// Shift key to scroll very slowly.
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var (
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scrollBy = render.Point{}
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scrollSpeed = balance.CanvasScrollSpeed
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)
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if keybind.Shift(ev) {
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scrollSpeed = 1
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}
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// Arrow key handlers.
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if keybind.Right(ev) {
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scrollBy.X -= scrollSpeed
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} else if keybind.Left(ev) {
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scrollBy.X += scrollSpeed
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}
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if keybind.Down(ev) {
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scrollBy.Y -= scrollSpeed
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} else if keybind.Up(ev) {
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scrollBy.Y += scrollSpeed
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}
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if !scrollBy.IsZero() {
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w.ScrollBy(scrollBy)
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}
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return nil
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}
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/*
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Loop() subroutine to constrain the scrolled view to within a bounded level.
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*/
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func (w *Canvas) loopConstrainScroll() error {
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if w.NoLimitScroll {
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return errors.New("NoLimitScroll enabled")
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}
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var capped bool
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// Constrain the top and left edges.
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if w.wallpaper.pageType > level.Unbounded {
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if w.Scroll.X > 0 {
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w.Scroll.X = 0
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capped = true
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}
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if w.Scroll.Y > 0 {
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w.Scroll.Y = 0
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capped = true
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}
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}
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// Constrain the bottom and right for limited world sizes.
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if w.wallpaper.pageType >= level.Bounded &&
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w.wallpaper.maxWidth+w.wallpaper.maxHeight > 0 {
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var (
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// TODO: downcast from int64!
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mw = int(w.wallpaper.maxWidth)
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mh = int(w.wallpaper.maxHeight)
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Viewport = w.Viewport()
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)
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if Viewport.W > mw {
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delta := Viewport.W - mw
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w.Scroll.X += delta
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capped = true
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}
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if Viewport.H > mh {
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delta := Viewport.H - mh
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w.Scroll.Y += delta
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capped = true
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}
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}
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if capped {
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return errors.New("scroll limited by level constraint")
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}
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return nil
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}
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/*
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Loop() subroutine for Play Mode to follow an actor in the camera's view.
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Does nothing if w.FollowActor is an empty string. Set it to the ID of an Actor
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to follow. If the actor exists, the Canvas will scroll to keep it on the
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screen.
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*/
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func (w *Canvas) loopFollowActor(ev *event.State) error {
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// Are we following an actor?
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if w.FollowActor == "" {
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return nil
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}
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var (
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VP = w.Viewport()
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engine = shmem.CurrentRenderEngine
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Width, Height = engine.WindowSize()
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midpoint = render.NewPoint(Width/2, Height/2)
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scrollboxHoz = midpoint.X - balance.ScrollboxOffset.X
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scrollboxVert = midpoint.Y - balance.ScrollboxOffset.Y
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)
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// Find the actor.
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for _, actor := range w.actors {
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if actor.ID() != w.FollowActor {
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continue
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}
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var (
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APosition = actor.Position() // absolute world position
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ASize = actor.Drawing.Size()
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scrollBy render.Point
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)
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// Scroll left
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if APosition.X <= VP.X+scrollboxHoz {
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var delta = VP.X + scrollboxHoz - APosition.X
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// constrain in case they're FAR OFF SCREEN so we don't flip back around
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if delta < 0 {
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delta = -delta
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}
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scrollBy.X = delta
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}
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// Scroll right
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if APosition.X >= VP.W-ASize.W-scrollboxHoz {
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var delta = VP.W - ASize.W - APosition.X - scrollboxHoz
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scrollBy.X = delta
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}
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// Scroll up
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if APosition.Y <= VP.Y+scrollboxVert {
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var delta = VP.Y + scrollboxVert - APosition.Y
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if delta < 0 {
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delta = -delta
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}
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scrollBy.Y = delta
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}
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// Scroll down
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if APosition.Y >= VP.H-ASize.H-scrollboxVert {
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var delta = VP.H - ASize.H - APosition.Y - scrollboxVert
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if delta > 300 {
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delta = 300
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} else if delta < -300 {
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delta = -300
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}
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scrollBy.Y = delta
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}
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if scrollBy != render.Origin {
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w.ScrollBy(scrollBy)
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}
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return nil
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}
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return fmt.Errorf("actor ID '%s' not found in level", w.FollowActor)
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}
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