Noah Petherbridge
0a8bce708e
Improvements to the Zoom feature: * Actor position and size within your level scales up and down appropriately. The canvas size of the actor is scaled and its canvas is told the Zoom number of the parent so it will render its own graphic scaled correctly too. Other features: * "Experimental" tab added to the Settings window as a UI version of the --experimental CLI option. The option saves persistently to disk. * The "Replace Palette" experimental feature now works better. Debating whether it's a useful feature to even have.
192 lines
5.1 KiB
Go
192 lines
5.1 KiB
Go
package uix
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import (
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"errors"
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"fmt"
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"strings"
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"git.kirsle.net/apps/doodle/pkg/doodads"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/scripting"
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"git.kirsle.net/go/render"
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)
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// InstallActors adds external Actors to the canvas to be superimposed on top
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// of the drawing.
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func (w *Canvas) InstallActors(actors level.ActorMap) error {
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var errs []string
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w.actors = make([]*Actor, 0)
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for id, actor := range actors {
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doodad, err := doodads.LoadFromEmbeddable(actor.Filename, w.level)
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if err != nil {
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errs = append(errs, fmt.Sprintf("%s: %s", actor.Filename, err.Error()))
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continue
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}
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// Create the "live" Actor to exist in the world, and set its world
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// position to the Point defined in the level data.
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liveActor := NewActor(id, actor, doodad)
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liveActor.MoveTo(actor.Point)
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w.actors = append(w.actors, liveActor)
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}
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if len(errs) > 0 {
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return errors.New(strings.Join(errs, "\n"))
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}
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return nil
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}
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// Actors returns the list of actors currently in the Canvas.
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func (w *Canvas) Actors() []*Actor {
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return w.actors
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}
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// ClearActors removes all the actors from the Canvas.
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func (w *Canvas) ClearActors() {
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w.actors = []*Actor{}
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}
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// SetScriptSupervisor assigns the Canvas scripting supervisor to enable
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// interaction with actor scripts.
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func (w *Canvas) SetScriptSupervisor(s *scripting.Supervisor) {
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w.scripting = s
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}
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// InstallScripts loads all the current actors' scripts into the scripting
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// engine supervisor.
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func (w *Canvas) InstallScripts() error {
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if w.scripting == nil {
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return errors.New("no script supervisor is configured for this canvas")
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}
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if len(w.actors) == 0 {
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return errors.New("no actors exist in this canvas to install scripts for")
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}
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for _, actor := range w.actors {
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vm := w.scripting.To(actor.ID())
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// Security: expose a selective API to the actor to the JS engine.
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vm.Self = w.MakeSelfAPI(actor)
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vm.Set("Self", vm.Self)
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if _, err := vm.Run(actor.Doodad().Script); err != nil {
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log.Error("Run script for actor %s failed: %s", actor.ID(), err)
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}
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// Call the main() function.
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if err := vm.Main(); err != nil {
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log.Error("main() for actor %s errored: %s", actor.ID(), err)
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}
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}
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return nil
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}
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// AddActor injects additional actors into the canvas, such as a Player doodad.
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func (w *Canvas) AddActor(actor *Actor) error {
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w.actors = append(w.actors, actor)
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return nil
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}
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// drawActors is a subroutine of Present() that superimposes the actors on top
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// of the level drawing.
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func (w *Canvas) drawActors(e render.Engine, p render.Point) {
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var (
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Viewport = w.ViewportRelative()
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S = w.Size()
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)
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// See if each Actor is in range of the Viewport.
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for i, a := range w.actors {
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if a == nil {
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log.Error("Canvas.drawActors: null actor at index %d (of %d actors)", i, len(w.actors))
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continue
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}
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// Skip hidden actors.
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if a.hidden {
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continue
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}
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var (
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can = a.Canvas // Canvas widget that draws the actor
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actorPoint = a.Position()
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actorSize = a.Size()
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resizeTo = actorSize
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)
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// Adjust actor position and size by the zoom level.
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actorPoint.X = w.ZoomMultiply(actorPoint.X)
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actorPoint.Y = w.ZoomMultiply(actorPoint.Y)
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resizeTo.W = w.ZoomMultiply(resizeTo.W)
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resizeTo.H = w.ZoomMultiply(resizeTo.H)
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// Tell the actor's canvas to copy our zoom level so it resizes its image too.
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can.Zoom = w.Zoom
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// Create a box of World Coordinates that this actor occupies. The
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// Actor X,Y from level data is already a World Coordinate;
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// accomodate for the size of the Actor.
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actorBox := render.Rect{
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X: actorPoint.X,
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Y: actorPoint.Y,
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W: actorSize.W,
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H: actorSize.H,
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}
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// Is any part of the actor visible?
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if !Viewport.Intersects(actorBox) {
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continue // not visible on screen
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}
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drawAt := render.Point{
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X: p.X + w.Scroll.X + actorPoint.X + w.BoxThickness(1),
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Y: p.Y + w.Scroll.Y + actorPoint.Y + w.BoxThickness(1),
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}
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// XXX TODO: when an Actor hits the left or top edge and shrinks,
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// scrolling to offset that shrink is currently hard to solve.
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scrollTo := render.Origin
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// Handle cropping and scaling if this Actor's canvas can't be
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// completely visible within the parent.
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if drawAt.X+resizeTo.W > p.X+S.W {
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// Hitting the right edge, shrunk the width now.
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delta := (drawAt.X + resizeTo.W) - (p.X + S.W)
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resizeTo.W -= delta
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} else if drawAt.X < p.X {
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// Hitting the left edge. Cap the X coord and shrink the width.
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delta := p.X - drawAt.X // positive number
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drawAt.X = p.X
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// scrollTo.X -= delta / 2 // TODO
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resizeTo.W -= delta
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}
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if drawAt.Y+resizeTo.H > p.Y+S.H {
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// Hitting the bottom edge, shrink the height.
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delta := (drawAt.Y + resizeTo.H) - (p.Y + S.H)
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resizeTo.H -= delta
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} else if drawAt.Y < p.Y {
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// Hitting the top edge. Cap the Y coord and shrink the height.
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delta := p.Y - drawAt.Y
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drawAt.Y = p.Y
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// scrollTo.Y -= delta // TODO
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resizeTo.H -= delta
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}
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if resizeTo != actorSize {
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can.Resize(resizeTo)
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can.ScrollTo(scrollTo)
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}
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can.Present(e, drawAt)
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// Clean up the canvas size and offset.
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can.Resize(actorSize) // restore original size in case cropped
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can.ScrollTo(render.Origin)
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}
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}
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