Noah Petherbridge
fd730483b0
* Doodad outline while dragging is now sized properly for the zoom level * Make doodad hitboxes for Actor/Link Tool more accurate while zoomed * Fix chunks low on the level not loading while zoomed in * Fix Link lines drawn between doodads while zoomed - they point to the correct position and their DrawLine calls have been optimized so they don't lag out the level when lots of them are drawn at once.
417 lines
12 KiB
Go
417 lines
12 KiB
Go
package uix
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import (
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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/go/render"
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"git.kirsle.net/go/render/event"
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"git.kirsle.net/go/ui"
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)
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// Modified returns whether the canvas has been modified since it was last
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// loaded. Methods like Load and LoadFile will set modified to false, and
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// commitStroke sets it to true.
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func (w *Canvas) Modified() bool {
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return w.modified
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}
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// SetModified sets the modified bit on the canvas.
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func (w *Canvas) SetModified(v bool) {
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w.modified = v
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}
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// commitStroke is the common function that applies a stroke the user is
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// actively drawing onto the canvas. This is for Edit Mode.
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func (w *Canvas) commitStroke(tool drawtool.Tool, addHistory bool) {
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if w.currentStroke == nil {
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// nothing to commit
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return
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}
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// Zoom the stroke coordinates (this modifies the pointer).
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// Note: all the points on the stroke were mouse cursor coordinates on the screen.
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w.currentStroke = w.ZoomStroke(w.currentStroke)
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// Mark the canvas as modified.
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w.modified = true
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var (
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deleting = w.currentStroke.Shape == drawtool.Eraser
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dedupe = map[render.Point]interface{}{} // don't revisit the same point twice
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// Helper functions to set pixels on the level while storing the original
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// value of any pixel being replaced.
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set = func(pt render.Point, sw *level.Swatch) {
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// Take note of what pixel was originally here before we change it.
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if swatch, err := w.chunks.Get(pt); err == nil {
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if _, ok := dedupe[pt]; !ok {
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w.currentStroke.OriginalPoints[pt] = swatch
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dedupe[pt] = nil
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}
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}
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if deleting {
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w.chunks.Delete(pt)
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} else if sw != nil {
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w.chunks.Set(pt, sw)
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} else {
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panic("Canvas.commitStroke.set: current stroke has no level.Swatch in ExtraData")
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}
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}
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// Rects: read existing pixels first, then write new pixels
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readRect = func(rect render.Rect) {
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for pt := range w.chunks.IterViewport(rect) {
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point := pt.Point()
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if _, ok := dedupe[point]; !ok {
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w.currentStroke.OriginalPoints[pt.Point()] = pt.Swatch
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dedupe[point] = nil
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}
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}
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}
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setRect = func(rect render.Rect, sw *level.Swatch) {
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if deleting {
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w.chunks.DeleteRect(rect)
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} else if sw != nil {
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w.chunks.SetRect(rect, sw)
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} else {
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panic("Canvas.commitStroke.setRect: current stroke has no level.Swatch in ExtraData")
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}
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}
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)
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var swatch *level.Swatch
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if v, ok := w.currentStroke.ExtraData.(*level.Swatch); ok {
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swatch = v
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}
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if w.currentStroke.Thickness > 0 {
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// Eraser Tool only: record which pixels will be blown away by this.
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// This is SLOW for thick (rect-based) lines, but eraser tool must have it.
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if deleting {
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for rect := range w.currentStroke.IterThickPoints() {
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readRect(rect)
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}
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}
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for rect := range w.currentStroke.IterThickPoints() {
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setRect(rect, swatch)
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}
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} else {
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for pt := range w.currentStroke.IterPoints() {
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// note: set already records the original pixel if changing it.
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set(pt, swatch)
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}
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}
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// Add the stroke to level history.
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if w.level != nil && addHistory {
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w.level.UndoHistory.AddStroke(w.currentStroke)
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}
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w.RemoveStroke(w.currentStroke)
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w.currentStroke = nil
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w.lastPixel = nil
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}
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// loopEditable handles the Loop() part for editable canvases.
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func (w *Canvas) loopEditable(ev *event.State) error {
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// Get the absolute position of the canvas on screen to accurately match
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// it up to mouse clicks.
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var (
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P = ui.AbsolutePosition(w)
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cursor = render.Point{
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X: ev.CursorX - P.X - w.Scroll.X,
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Y: ev.CursorY - P.Y - w.Scroll.Y,
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}
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)
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// If the actual cursor is not over the actual Canvas UI element, don't
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// pay any attention to clicks. I added this when I saw you were able to
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// accidentally draw (with large brush size) when clicking on the Palette
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// panel and not the drawing itself.
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if !w.IsCursorOver() {
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return nil
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}
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switch w.Tool {
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case drawtool.PencilTool:
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// If no swatch is active, do nothing with mouse clicks.
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if w.Palette.ActiveSwatch == nil {
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return nil
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}
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// Clicking? Log all the pixels while doing so.
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if ev.Button1 {
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// Initialize a new Stroke for this atomic drawing operation?
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if w.currentStroke == nil {
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w.currentStroke = drawtool.NewStroke(drawtool.Freehand, w.Palette.ActiveSwatch.Color)
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w.currentStroke.Pattern = w.Palette.ActiveSwatch.Pattern
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w.currentStroke.Thickness = w.BrushSize
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w.currentStroke.ExtraData = w.Palette.ActiveSwatch
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w.AddStroke(w.currentStroke)
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}
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lastPixel := w.lastPixel
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pixel := &level.Pixel{
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X: cursor.X,
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Y: cursor.Y,
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Swatch: w.Palette.ActiveSwatch,
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}
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// If the user is holding the mouse down over one spot and not
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// moving, don't do anything. The pixel has already been set and
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// needless writes to the map cause needless cache rewrites etc.
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if lastPixel != nil {
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if pixel.X == lastPixel.X && pixel.Y == lastPixel.Y {
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break
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}
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}
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// Append unique new pixels.
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if lastPixel != nil || lastPixel != pixel {
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// Draw the pixels in between.
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if lastPixel != nil && lastPixel != pixel {
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for point := range render.IterLine(lastPixel.Point(), pixel.Point()) {
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w.currentStroke.AddPoint(point)
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}
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}
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w.lastPixel = pixel
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// Save the pixel in the current stroke.
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w.currentStroke.AddPoint(render.Point{
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X: cursor.X,
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Y: cursor.Y,
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})
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}
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} else {
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w.commitStroke(w.Tool, true)
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}
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case drawtool.LineTool:
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// If no swatch is active, do nothing with mouse clicks.
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if w.Palette.ActiveSwatch == nil {
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return nil
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}
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// Clicking? Log all the pixels while doing so.
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if ev.Button1 {
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// Initialize a new Stroke for this atomic drawing operation?
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if w.currentStroke == nil {
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w.currentStroke = drawtool.NewStroke(drawtool.Line, w.Palette.ActiveSwatch.Color)
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w.currentStroke.Pattern = w.Palette.ActiveSwatch.Pattern
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w.currentStroke.Thickness = w.BrushSize
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w.currentStroke.ExtraData = w.Palette.ActiveSwatch
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w.currentStroke.PointA = render.NewPoint(cursor.X, cursor.Y)
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w.AddStroke(w.currentStroke)
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}
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w.currentStroke.PointB = render.NewPoint(cursor.X, cursor.Y)
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} else {
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w.commitStroke(w.Tool, true)
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}
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case drawtool.RectTool:
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// If no swatch is active, do nothing with mouse clicks.
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if w.Palette.ActiveSwatch == nil {
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return nil
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}
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// Clicking? Log all the pixels while doing so.
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if ev.Button1 {
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// Initialize a new Stroke for this atomic drawing operation?
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if w.currentStroke == nil {
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w.currentStroke = drawtool.NewStroke(drawtool.Rectangle, w.Palette.ActiveSwatch.Color)
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w.currentStroke.Pattern = w.Palette.ActiveSwatch.Pattern
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w.currentStroke.Thickness = w.BrushSize
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w.currentStroke.ExtraData = w.Palette.ActiveSwatch
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w.currentStroke.PointA = render.NewPoint(cursor.X, cursor.Y)
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w.AddStroke(w.currentStroke)
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}
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w.currentStroke.PointB = render.NewPoint(cursor.X, cursor.Y)
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} else {
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w.commitStroke(w.Tool, true)
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}
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case drawtool.EllipseTool:
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if w.Palette.ActiveSwatch == nil {
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return nil
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}
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if ev.Button1 {
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if w.currentStroke == nil {
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w.currentStroke = drawtool.NewStroke(drawtool.Ellipse, w.Palette.ActiveSwatch.Color)
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w.currentStroke.Pattern = w.Palette.ActiveSwatch.Pattern
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w.currentStroke.Thickness = w.BrushSize
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w.currentStroke.ExtraData = w.Palette.ActiveSwatch
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w.currentStroke.PointA = render.NewPoint(cursor.X, cursor.Y)
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w.AddStroke(w.currentStroke)
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}
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w.currentStroke.PointB = render.NewPoint(cursor.X, cursor.Y)
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} else {
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w.commitStroke(w.Tool, true)
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}
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case drawtool.EraserTool:
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// Clicking? Log all the pixels while doing so.
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if ev.Button1 {
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// Initialize a new Stroke for this atomic drawing operation?
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if w.currentStroke == nil {
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// The color is white, will look like white-out that covers the
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// wallpaper during the stroke.
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w.currentStroke = drawtool.NewStroke(drawtool.Eraser, render.White)
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w.currentStroke.Thickness = w.BrushSize
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w.AddStroke(w.currentStroke)
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}
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lastPixel := w.lastPixel
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pixel := &level.Pixel{
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X: cursor.X,
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Y: cursor.Y,
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Swatch: w.Palette.ActiveSwatch,
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}
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// If the user is holding the mouse down over one spot and not
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// moving, don't do anything. The pixel has already been set and
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// needless writes to the map cause needless cache rewrites etc.
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if lastPixel != nil {
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if pixel.X == lastPixel.X && pixel.Y == lastPixel.Y {
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break
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}
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}
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// Append unique new pixels.
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if lastPixel == nil || lastPixel != pixel {
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if lastPixel != nil && lastPixel != pixel {
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for point := range render.IterLine(lastPixel.Point(), pixel.Point()) {
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w.currentStroke.AddPoint(point)
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}
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}
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w.lastPixel = pixel
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w.currentStroke.AddPoint(render.Point{
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X: cursor.X,
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Y: cursor.Y,
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})
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}
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} else {
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w.commitStroke(w.Tool, true)
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}
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case drawtool.ActorTool:
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// See if any of the actors are below the mouse cursor.
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var WP = w.WorldIndexAt(cursor)
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// log.Debug("ActorTool, cursor=%s WP=%s zoom=%d P=%s", cursor, WP, w.Zoom, ui.AbsolutePosition(w))
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var deleteActors = []*level.Actor{}
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for _, actor := range w.actors {
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// Compute the bounding box on screen where this doodad
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// visually appears.
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var scrollBias = render.Point{
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X: w.Scroll.X,
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Y: w.Scroll.Y,
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}
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if w.Zoom != 0 {
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scrollBias.X = w.ZoomDivide(scrollBias.X)
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scrollBias.Y = w.ZoomDivide(scrollBias.Y)
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}
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box := render.Rect{
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X: actor.Actor.Point.X - scrollBias.X - w.ZoomDivide(P.X),
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Y: actor.Actor.Point.Y - scrollBias.Y - w.ZoomDivide(P.Y),
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W: actor.Canvas.Size().W,
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H: actor.Canvas.Size().H,
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}
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if WP.Inside(box) {
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actor.Canvas.Configure(ui.Config{
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BorderSize: 1,
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BorderColor: render.RGBA(255, 153, 0, 255),
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BorderStyle: ui.BorderSolid,
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Background: render.White, // TODO: cuz the border draws a bgcolor
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})
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// Check for a mouse down event to begin dragging this
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// canvas around.
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if ev.Button1 {
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// Pop this canvas out for the drag/drop.
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if w.OnDragStart != nil {
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deleteActors = append(deleteActors, actor.Actor)
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w.OnDragStart(actor.Actor)
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}
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break
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} else if ev.Button3 {
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// Right click to delete an actor.
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deleteActors = append(deleteActors, actor.Actor)
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}
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} else {
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actor.Canvas.SetBorderSize(0)
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actor.Canvas.SetBackground(render.RGBA(0, 0, 1, 0)) // TODO
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}
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}
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// Change in actor count?
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if len(deleteActors) > 0 && w.OnDeleteActors != nil {
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w.OnDeleteActors(deleteActors)
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}
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case drawtool.LinkTool:
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// See if any of the actors are below the mouse cursor.
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var WP = w.WorldIndexAt(cursor)
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for _, actor := range w.actors {
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// Permanently color the actor if it's the current subject of the
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// Link Tool (after 1st click, until 2nd click of other actor)
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if w.linkFirst == actor {
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actor.Canvas.Configure(ui.Config{
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Background: render.RGBA(255, 153, 255, 153),
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})
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continue
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}
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// Compute the bounding box on screen where this doodad
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// visually appears.
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var scrollBias = render.Point{
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X: w.Scroll.X,
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Y: w.Scroll.Y,
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}
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if w.Zoom != 0 {
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scrollBias.X = w.ZoomDivide(scrollBias.X)
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scrollBias.Y = w.ZoomDivide(scrollBias.Y)
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}
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box := render.Rect{
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X: actor.Actor.Point.X - scrollBias.X - w.ZoomDivide(P.X),
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Y: actor.Actor.Point.Y - scrollBias.Y - w.ZoomDivide(P.Y),
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W: actor.Canvas.Size().W,
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H: actor.Canvas.Size().H,
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}
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if WP.Inside(box) {
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actor.Canvas.Configure(ui.Config{
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BorderSize: 1,
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BorderColor: render.RGBA(255, 153, 255, 255),
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BorderStyle: ui.BorderSolid,
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Background: render.White, // TODO: cuz the border draws a bgcolor
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})
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// Click handler to start linking this actor.
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if ev.Button1 {
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if err := w.LinkAdd(actor); err != nil {
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return err
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}
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// TODO: reset the Button1 state so we don't finish a
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// link and then LinkAdd the clicked doodad immediately
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// (causing link chaining)
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ev.Button1 = false
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break
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}
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} else {
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actor.Canvas.SetBorderSize(0)
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actor.Canvas.SetBackground(render.RGBA(0, 0, 1, 0)) // TODO
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}
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}
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}
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return nil
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}
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