doodle/pkg/uix/canvas_editable.go
Noah Petherbridge ed492a4451 Progress on the Zoom In/Out Feature
* Got the level chunks AND the wallpaper to both scale UP and DOWN
  consistently together.
* Trying to draw new pixels while zoomed in/out ends up offsetting the
  pixels by 2X still. Still seems an issue between screen coordinates
  and world coordinates. Zoom in 2X and try and draw a line 64px from
  the corners of the screen? The committed line appropriately lands at
  the 64px coord on the level data but, zoomed in, it appears 2X to the
  right on the screen from where I dropped the cursor!
* When zooming OUT, the limit on number of chunks the viewport will try
  and render is not increased, leaving dead space in the screen; more
  chunks should render when there's room.
2021-07-11 21:54:28 -07:00

393 lines
11 KiB
Go

package uix
import (
"git.kirsle.net/apps/doodle/pkg/drawtool"
"git.kirsle.net/apps/doodle/pkg/level"
"git.kirsle.net/go/render"
"git.kirsle.net/go/render/event"
"git.kirsle.net/go/ui"
)
// Modified returns whether the canvas has been modified since it was last
// loaded. Methods like Load and LoadFile will set modified to false, and
// commitStroke sets it to true.
func (w *Canvas) Modified() bool {
return w.modified
}
// SetModified sets the modified bit on the canvas.
func (w *Canvas) SetModified(v bool) {
w.modified = v
}
// commitStroke is the common function that applies a stroke the user is
// actively drawing onto the canvas. This is for Edit Mode.
func (w *Canvas) commitStroke(tool drawtool.Tool, addHistory bool) {
if w.currentStroke == nil {
// nothing to commit
return
}
// Zoom the stroke coordinates (this modifies the pointer)
w.currentStroke = w.ZoomStroke(w.currentStroke)
// Mark the canvas as modified.
w.modified = true
var (
deleting = w.currentStroke.Shape == drawtool.Eraser
dedupe = map[render.Point]interface{}{} // don't revisit the same point twice
// Helper functions to set pixels on the level while storing the original
// value of any pixel being replaced.
set = func(pt render.Point, sw *level.Swatch) {
// Take note of what pixel was originally here before we change it.
if swatch, err := w.chunks.Get(pt); err == nil {
if _, ok := dedupe[pt]; !ok {
w.currentStroke.OriginalPoints[pt] = swatch
dedupe[pt] = nil
}
}
if deleting {
w.chunks.Delete(pt)
} else if sw != nil {
w.chunks.Set(pt, sw)
} else {
panic("Canvas.commitStroke.set: current stroke has no level.Swatch in ExtraData")
}
}
// Rects: read existing pixels first, then write new pixels
readRect = func(rect render.Rect) {
for pt := range w.chunks.IterViewport(rect) {
point := pt.Point()
if _, ok := dedupe[point]; !ok {
w.currentStroke.OriginalPoints[pt.Point()] = pt.Swatch
dedupe[point] = nil
}
}
}
setRect = func(rect render.Rect, sw *level.Swatch) {
if deleting {
w.chunks.DeleteRect(rect)
} else if sw != nil {
w.chunks.SetRect(rect, sw)
} else {
panic("Canvas.commitStroke.setRect: current stroke has no level.Swatch in ExtraData")
}
}
)
var swatch *level.Swatch
if v, ok := w.currentStroke.ExtraData.(*level.Swatch); ok {
swatch = v
}
if w.currentStroke.Thickness > 0 {
// Eraser Tool only: record which pixels will be blown away by this.
// This is SLOW for thick (rect-based) lines, but eraser tool must have it.
if deleting {
for rect := range w.currentStroke.IterThickPoints() {
readRect(rect)
}
}
for rect := range w.currentStroke.IterThickPoints() {
setRect(rect, swatch)
}
} else {
for pt := range w.currentStroke.IterPoints() {
// note: set already records the original pixel if changing it.
set(pt, swatch)
}
}
// Add the stroke to level history.
if w.level != nil && addHistory {
w.level.UndoHistory.AddStroke(w.currentStroke)
}
w.RemoveStroke(w.currentStroke)
w.currentStroke = nil
w.lastPixel = nil
}
// loopEditable handles the Loop() part for editable canvases.
func (w *Canvas) loopEditable(ev *event.State) error {
// Get the absolute position of the canvas on screen to accurately match
// it up to mouse clicks.
var (
P = ui.AbsolutePosition(w)
cursor = render.Point{
X: ev.CursorX - P.X - w.Scroll.X,
Y: ev.CursorY - P.Y - w.Scroll.Y,
}
)
// If the actual cursor is not over the actual Canvas UI element, don't
// pay any attention to clicks. I added this when I saw you were able to
// accidentally draw (with large brush size) when clicking on the Palette
// panel and not the drawing itself.
if !w.IsCursorOver() {
return nil
}
switch w.Tool {
case drawtool.PencilTool:
// If no swatch is active, do nothing with mouse clicks.
if w.Palette.ActiveSwatch == nil {
return nil
}
// Clicking? Log all the pixels while doing so.
if ev.Button1 {
// Initialize a new Stroke for this atomic drawing operation?
if w.currentStroke == nil {
w.currentStroke = drawtool.NewStroke(drawtool.Freehand, w.Palette.ActiveSwatch.Color)
w.currentStroke.Pattern = w.Palette.ActiveSwatch.Pattern
w.currentStroke.Thickness = w.BrushSize
w.currentStroke.ExtraData = w.Palette.ActiveSwatch
w.AddStroke(w.currentStroke)
}
lastPixel := w.lastPixel
pixel := &level.Pixel{
X: cursor.X,
Y: cursor.Y,
Swatch: w.Palette.ActiveSwatch,
}
// If the user is holding the mouse down over one spot and not
// moving, don't do anything. The pixel has already been set and
// needless writes to the map cause needless cache rewrites etc.
if lastPixel != nil {
if pixel.X == lastPixel.X && pixel.Y == lastPixel.Y {
break
}
}
// Append unique new pixels.
if lastPixel != nil || lastPixel != pixel {
// Draw the pixels in between.
if lastPixel != nil && lastPixel != pixel {
for point := range render.IterLine(lastPixel.Point(), pixel.Point()) {
w.currentStroke.AddPoint(point)
}
}
w.lastPixel = pixel
// Save the pixel in the current stroke.
w.currentStroke.AddPoint(render.Point{
X: cursor.X,
Y: cursor.Y,
})
}
} else {
w.commitStroke(w.Tool, true)
}
case drawtool.LineTool:
// If no swatch is active, do nothing with mouse clicks.
if w.Palette.ActiveSwatch == nil {
return nil
}
// Clicking? Log all the pixels while doing so.
if ev.Button1 {
// Initialize a new Stroke for this atomic drawing operation?
if w.currentStroke == nil {
w.currentStroke = drawtool.NewStroke(drawtool.Line, w.Palette.ActiveSwatch.Color)
w.currentStroke.Pattern = w.Palette.ActiveSwatch.Pattern
w.currentStroke.Thickness = w.BrushSize
w.currentStroke.ExtraData = w.Palette.ActiveSwatch
w.currentStroke.PointA = render.NewPoint(cursor.X, cursor.Y)
w.AddStroke(w.currentStroke)
}
w.currentStroke.PointB = render.NewPoint(cursor.X, cursor.Y)
} else {
w.commitStroke(w.Tool, true)
}
case drawtool.RectTool:
// If no swatch is active, do nothing with mouse clicks.
if w.Palette.ActiveSwatch == nil {
return nil
}
// Clicking? Log all the pixels while doing so.
if ev.Button1 {
// Initialize a new Stroke for this atomic drawing operation?
if w.currentStroke == nil {
w.currentStroke = drawtool.NewStroke(drawtool.Rectangle, w.Palette.ActiveSwatch.Color)
w.currentStroke.Pattern = w.Palette.ActiveSwatch.Pattern
w.currentStroke.Thickness = w.BrushSize
w.currentStroke.ExtraData = w.Palette.ActiveSwatch
w.currentStroke.PointA = render.NewPoint(cursor.X, cursor.Y)
w.AddStroke(w.currentStroke)
}
w.currentStroke.PointB = render.NewPoint(cursor.X, cursor.Y)
} else {
w.commitStroke(w.Tool, true)
}
case drawtool.EllipseTool:
if w.Palette.ActiveSwatch == nil {
return nil
}
if ev.Button1 {
if w.currentStroke == nil {
w.currentStroke = drawtool.NewStroke(drawtool.Ellipse, w.Palette.ActiveSwatch.Color)
w.currentStroke.Pattern = w.Palette.ActiveSwatch.Pattern
w.currentStroke.Thickness = w.BrushSize
w.currentStroke.ExtraData = w.Palette.ActiveSwatch
w.currentStroke.PointA = render.NewPoint(cursor.X, cursor.Y)
w.AddStroke(w.currentStroke)
}
w.currentStroke.PointB = render.NewPoint(cursor.X, cursor.Y)
} else {
w.commitStroke(w.Tool, true)
}
case drawtool.EraserTool:
// Clicking? Log all the pixels while doing so.
if ev.Button1 {
// Initialize a new Stroke for this atomic drawing operation?
if w.currentStroke == nil {
// The color is white, will look like white-out that covers the
// wallpaper during the stroke.
w.currentStroke = drawtool.NewStroke(drawtool.Eraser, render.White)
w.currentStroke.Thickness = w.BrushSize
w.AddStroke(w.currentStroke)
}
lastPixel := w.lastPixel
pixel := &level.Pixel{
X: cursor.X,
Y: cursor.Y,
Swatch: w.Palette.ActiveSwatch,
}
// If the user is holding the mouse down over one spot and not
// moving, don't do anything. The pixel has already been set and
// needless writes to the map cause needless cache rewrites etc.
if lastPixel != nil {
if pixel.X == lastPixel.X && pixel.Y == lastPixel.Y {
break
}
}
// Append unique new pixels.
if lastPixel == nil || lastPixel != pixel {
if lastPixel != nil && lastPixel != pixel {
for point := range render.IterLine(lastPixel.Point(), pixel.Point()) {
w.currentStroke.AddPoint(point)
}
}
w.lastPixel = pixel
w.currentStroke.AddPoint(render.Point{
X: cursor.X,
Y: cursor.Y,
})
}
} else {
w.commitStroke(w.Tool, true)
}
case drawtool.ActorTool:
// See if any of the actors are below the mouse cursor.
var WP = w.WorldIndexAt(cursor)
var deleteActors = []*level.Actor{}
for _, actor := range w.actors {
box := render.Rect{
X: actor.Actor.Point.X - P.X - w.Scroll.X,
Y: actor.Actor.Point.Y - P.Y - w.Scroll.Y,
W: actor.Canvas.Size().W,
H: actor.Canvas.Size().H,
}
if WP.Inside(box) {
actor.Canvas.Configure(ui.Config{
BorderSize: 1,
BorderColor: render.RGBA(255, 153, 0, 255),
BorderStyle: ui.BorderSolid,
Background: render.White, // TODO: cuz the border draws a bgcolor
})
// Check for a mouse down event to begin dragging this
// canvas around.
if ev.Button1 {
// Pop this canvas out for the drag/drop.
if w.OnDragStart != nil {
deleteActors = append(deleteActors, actor.Actor)
w.OnDragStart(actor.Actor)
}
break
} else if ev.Button3 {
// Right click to delete an actor.
deleteActors = append(deleteActors, actor.Actor)
}
} else {
actor.Canvas.SetBorderSize(0)
actor.Canvas.SetBackground(render.RGBA(0, 0, 1, 0)) // TODO
}
}
// Change in actor count?
if len(deleteActors) > 0 && w.OnDeleteActors != nil {
w.OnDeleteActors(deleteActors)
}
case drawtool.LinkTool:
// See if any of the actors are below the mouse cursor.
var WP = w.WorldIndexAt(cursor)
for _, actor := range w.actors {
// Permanently color the actor if it's the current subject of the
// Link Tool (after 1st click, until 2nd click of other actor)
if w.linkFirst == actor {
actor.Canvas.Configure(ui.Config{
Background: render.RGBA(255, 153, 255, 153),
})
continue
}
box := render.Rect{
X: actor.Actor.Point.X - P.X - w.Scroll.X,
Y: actor.Actor.Point.Y - P.Y - w.Scroll.Y,
W: actor.Canvas.Size().W,
H: actor.Canvas.Size().H,
}
if WP.Inside(box) {
actor.Canvas.Configure(ui.Config{
BorderSize: 1,
BorderColor: render.RGBA(255, 153, 255, 255),
BorderStyle: ui.BorderSolid,
Background: render.White, // TODO: cuz the border draws a bgcolor
})
// Click handler to start linking this actor.
if ev.Button1 {
if err := w.LinkAdd(actor); err != nil {
return err
}
// TODO: reset the Button1 state so we don't finish a
// link and then LinkAdd the clicked doodad immediately
// (causing link chaining)
ev.Button1 = false
break
}
} else {
actor.Canvas.SetBorderSize(0)
actor.Canvas.SetBackground(render.RGBA(0, 0, 1, 0)) // TODO
}
}
}
return nil
}