Noah Petherbridge
6476a67faf
* Touching "fire" pixels in a level will pop up the End Level alert box saying you've died by fire and can restart the level. * Update level.WriteFile() to prune broken links between actors before save. So when a linked actor is deleted, the leftover link data is cleaned up. * Slight optimization in Canvas.drawStrokes: if either end of the stroke is not within view of the screen, don't show the stroke.
227 lines
6.3 KiB
Go
227 lines
6.3 KiB
Go
package uix
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import (
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"git.kirsle.net/apps/doodle/lib/render"
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"git.kirsle.net/apps/doodle/lib/ui"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/drawtool"
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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/shmem"
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)
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// canvas_strokes.go: functions related to drawtool.Stroke and the Canvas.
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// AddStroke installs a new Stroke to be superimposed over drawing data
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// in the canvas.
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//
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// The stroke is added to the canvas's map by its ID so it can be removed later.
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// The stroke must have a non-zero ID value set or this function will panic.
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// drawtool.NewStroke() creates an initialized Stroke object to use here.
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func (w *Canvas) AddStroke(stroke *drawtool.Stroke) {
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if stroke.ID == 0 {
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panic("Canvas.AddStroke: the Stroke is missing an ID; was it initialized properly?")
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}
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w.strokes[stroke.ID] = stroke
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}
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// RemoveStroke uninstalls a Stroke from the canvas using its ID.
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//
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// Returns true if the stroke existed to begin with, false if not.
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func (w *Canvas) RemoveStroke(stroke *drawtool.Stroke) bool {
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if _, ok := w.strokes[stroke.ID]; ok {
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delete(w.strokes, stroke.ID)
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return true
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}
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return false
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}
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// UndoStroke rolls back the level's UndoHistory and deletes the pixels last
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// added to the level. Returns false and emits a warning to the log if the
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// canvas has no level loaded properly.
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func (w *Canvas) UndoStroke() bool {
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if w.level == nil {
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log.Error("Canvas.UndoStroke: no Level currently available to the canvas")
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return false
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}
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latest := w.level.UndoHistory.Latest()
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if latest != nil {
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for point := range latest.IterPoints() {
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w.chunks.Delete(point)
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}
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}
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return w.level.UndoHistory.Undo()
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}
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// RedoStroke rolls the level's UndoHistory forwards again and replays the
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// recently undone changes.
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func (w *Canvas) RedoStroke() bool {
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if w.level == nil {
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log.Error("Canvas.UndoStroke: no Level currently available to the canvas")
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return false
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}
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ok := w.level.UndoHistory.Redo()
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if !ok {
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return false
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}
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latest := w.level.UndoHistory.Latest()
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// We stored the ActiveSwatch on this stroke as we drew it. Recover it
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// and place the pixels back down.
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if swatch, ok := latest.ExtraData.(*level.Swatch); ok {
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for point := range latest.IterPoints() {
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w.chunks.Set(point, swatch)
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}
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return true
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}
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log.Error("Canvas.UndoStroke: undo was successful but no Swatch was stored on the Stroke.ExtraData!")
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return ok
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}
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// presentStrokes is called as part of Present() and draws the strokes whose
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// pixels are currently visible within the viewport.
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func (w *Canvas) presentStrokes(e render.Engine) {
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// Turn stroke map into a list.
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var strokes []*drawtool.Stroke
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for _, stroke := range w.strokes {
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strokes = append(strokes, stroke)
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}
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w.drawStrokes(e, strokes)
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// Dynamic actor links visible in the ActorTool and LinkTool.
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if w.Tool == drawtool.ActorTool || w.Tool == drawtool.LinkTool {
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w.presentActorLinks(e)
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}
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}
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// presentActorLinks draws strokes connecting actors together by their links.
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// TODO: the strokes are computed dynamically every tick in here, might be a
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// way to better optimize later.
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func (w *Canvas) presentActorLinks(e render.Engine) {
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var (
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strokes = []*drawtool.Stroke{}
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actorMap = map[string]*Actor{}
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)
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// Loop over actors and collect linked ones into the map.
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for _, actor := range w.actors {
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if len(actor.Actor.Links) > 0 {
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actorMap[actor.ID()] = actor
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}
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}
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// If no links, stop.
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if len(actorMap) == 0 {
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return
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}
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// The glow colored line. Huge hacky block of code but makes for some
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// basic visualization for now.
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var color = balance.LinkLineColor
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var lightenStep = float64(balance.LinkLighten) / 16
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var step = shmem.Tick % balance.LinkAnimSpeed
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if step < 32 {
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for i := uint64(0); i < step; i++ {
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color = color.Lighten(int(lightenStep))
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}
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if step > 16 {
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for i := uint64(0); i < step-16; i++ {
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color = color.Darken(int(lightenStep))
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}
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}
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}
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// Loop over the linked actors and draw stroke lines.
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for _, actor := range actorMap {
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for _, linkID := range actor.Actor.Links {
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if _, ok := actorMap[linkID]; !ok {
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continue
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}
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var (
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aP = actor.Position()
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aS = actor.Size()
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bP = actorMap[linkID].Position()
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bS = actorMap[linkID].Size()
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)
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// Draw a line connecting the centers of each actor together.
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stroke := drawtool.NewStroke(drawtool.Line, color)
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stroke.PointA = render.Point{
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X: aP.X + (aS.W / 2),
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Y: aP.Y + (aS.H / 2),
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}
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stroke.PointB = render.Point{
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X: bP.X + (bS.W / 2),
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Y: bP.Y + (bS.H / 2),
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}
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strokes = append(strokes, stroke)
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// Make it double thick.
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double := stroke.Copy()
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double.PointA = render.NewPoint(stroke.PointA.X, stroke.PointA.Y+1)
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double.PointB = render.NewPoint(stroke.PointB.X, stroke.PointB.Y+1)
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strokes = append(strokes, double)
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double = stroke.Copy()
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double.PointA = render.NewPoint(stroke.PointA.X+1, stroke.PointA.Y)
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double.PointB = render.NewPoint(stroke.PointB.X+1, stroke.PointB.Y)
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strokes = append(strokes, double)
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}
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}
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w.drawStrokes(e, strokes)
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}
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// drawStrokes is the common base function behind presentStrokes and
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// presentActorLinks to actually draw the lines to the canvas.
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func (w *Canvas) drawStrokes(e render.Engine, strokes []*drawtool.Stroke) {
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var (
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P = ui.AbsolutePosition(w) // w.Point() // Canvas point in UI
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VP = w.ViewportRelative() // Canvas scroll viewport
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)
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for _, stroke := range strokes {
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// If none of this stroke is in our viewport, don't waste time
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// looping through it.
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if stroke.Shape == drawtool.Freehand {
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if len(stroke.Points) >= 2 {
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if !stroke.Points[0].Inside(VP) && !stroke.Points[len(stroke.Points)-1].Inside(VP) {
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continue
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}
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}
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} else {
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// TODO: a very long line that starts and ends outside the viewport
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// but passes thru it would disappear when both ends are out of
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// view.
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if !stroke.PointA.Inside(VP) && !stroke.PointB.Inside(VP) {
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continue
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}
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}
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// Iter the points and draw what's visible.
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for point := range stroke.IterPoints() {
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if !point.Inside(VP) {
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continue
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}
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dest := render.Point{
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X: P.X + w.Scroll.X + w.BoxThickness(1) + point.X,
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Y: P.Y + w.Scroll.Y + w.BoxThickness(1) + point.Y,
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}
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if balance.DebugCanvasStrokeColor != render.Invisible {
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e.DrawPoint(balance.DebugCanvasStrokeColor, dest)
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} else {
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e.DrawPoint(stroke.Color, dest)
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}
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}
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}
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}
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