Noah Petherbridge
0a1d86e1f5
For levels having a top/left scroll boundary, the top/left point takes higher priority for resolving out-of-bounds scroll ranges instead of the bottom/right. This fixes a bug where you Zoom Out of a level far enough that the entire boundaries of a Bounded level are smaller than the viewport into the level. It could happen if playing normal levels in Play Mode on a very high-resolution monitor. Previously, the level would anchor to the bottom/right corner of your screen. With the Zoom In/Out Feature this broke the ability to scroll well on the level; so the easy fix is to put the X>0, Y>0 bounds check after the above, so the level will hug the top/left corner of the screen which fixes both problems.
206 lines
4.7 KiB
Go
206 lines
4.7 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 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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vw = w.ZoomDivide(Viewport.W)
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vh = w.ZoomDivide(Viewport.H)
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)
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if vw > mw {
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delta := vw - mw
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w.Scroll.X += delta
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capped = true
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}
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if vh > mh {
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delta := vh - 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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// 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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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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// Constrain the maximum scroll speed.
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if scrollBy.X > balance.FollowActorMaxScrollSpeed {
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scrollBy.X = balance.FollowActorMaxScrollSpeed
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} else if scrollBy.X < -balance.FollowActorMaxScrollSpeed {
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scrollBy.X = -balance.FollowActorMaxScrollSpeed
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}
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if scrollBy.Y > balance.FollowActorMaxScrollSpeed {
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scrollBy.Y = balance.FollowActorMaxScrollSpeed
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} else if scrollBy.Y < -balance.FollowActorMaxScrollSpeed {
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scrollBy.Y = -balance.FollowActorMaxScrollSpeed
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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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