217 lines
4.9 KiB
Go
217 lines
4.9 KiB
Go
package uix
|
|
|
|
import (
|
|
"git.kirsle.net/apps/doodle/lib/render"
|
|
"git.kirsle.net/apps/doodle/pkg/level"
|
|
"git.kirsle.net/apps/doodle/pkg/wallpaper"
|
|
)
|
|
|
|
// Wallpaper configures the wallpaper in a Canvas.
|
|
type Wallpaper struct {
|
|
pageType level.PageType
|
|
maxWidth int64
|
|
maxHeight int64
|
|
corner render.Texturer
|
|
top render.Texturer
|
|
left render.Texturer
|
|
repeat render.Texturer
|
|
}
|
|
|
|
// Valid returns whether the Wallpaper is configured. Only Levels should
|
|
// have wallpapers and Doodads will have nil ones.
|
|
func (wp *Wallpaper) Valid() bool {
|
|
return wp.repeat != nil
|
|
}
|
|
|
|
// Canvas Loop() task that keeps mobile actors constrained inside the borders
|
|
// of the world for bounded map types.
|
|
func (w *Canvas) loopContainActorsInsideLevel(a *Actor) {
|
|
// Infinite maps do not need to constrain the actors.
|
|
if w.wallpaper.pageType == level.Unbounded {
|
|
return
|
|
}
|
|
|
|
var (
|
|
orig = a.Position() // Actor's World Position
|
|
moveBy render.Point
|
|
size = a.Size()
|
|
)
|
|
|
|
// Bound it on the top left edges.
|
|
if orig.X < 0 {
|
|
moveBy.X = -orig.X
|
|
}
|
|
if orig.Y < 0 {
|
|
moveBy.Y = -orig.Y
|
|
}
|
|
|
|
// Bound it on the right bottom edges. XXX: downcast from int64!
|
|
if w.wallpaper.maxWidth > 0 {
|
|
if int64(orig.X+size.W) > w.wallpaper.maxWidth {
|
|
var delta = int32(w.wallpaper.maxWidth - int64(orig.X+size.W))
|
|
moveBy.X = delta
|
|
}
|
|
}
|
|
if w.wallpaper.maxHeight > 0 {
|
|
if int64(orig.Y+size.H) > w.wallpaper.maxHeight {
|
|
var delta = int32(w.wallpaper.maxHeight - int64(orig.Y+size.H))
|
|
moveBy.Y = delta
|
|
}
|
|
}
|
|
|
|
if !moveBy.IsZero() {
|
|
a.MoveBy(moveBy)
|
|
}
|
|
}
|
|
|
|
// PresentWallpaper draws the wallpaper.
|
|
func (w *Canvas) PresentWallpaper(e render.Engine, p render.Point) error {
|
|
var (
|
|
wp = w.wallpaper
|
|
S = w.Size()
|
|
size = wp.corner.Size()
|
|
Viewport = w.ViewportRelative()
|
|
origin = render.Point{
|
|
X: p.X + w.Scroll.X + w.BoxThickness(1),
|
|
Y: p.Y + w.Scroll.Y + w.BoxThickness(1),
|
|
}
|
|
limit = render.Point{
|
|
// NOTE: we add + the texture size so we would actually draw one
|
|
// full extra texture out-of-bounds for the repeating backgrounds.
|
|
// This is cuz for scrolling we offset the draw spot on a loop.
|
|
X: origin.X + S.W - w.BoxThickness(1) + size.W,
|
|
Y: origin.Y + S.H - w.BoxThickness(1) + size.H,
|
|
}
|
|
)
|
|
|
|
// For tiled textures, compute the offset amount. If we are scrolled away
|
|
// from the Origin (0,0) we find out by how far (subtract full tile sizes)
|
|
// and use the remainder as an offset for drawing the tiles.
|
|
var dx, dy int32
|
|
if origin.X > p.X {
|
|
for origin.X > p.X && origin.X > size.W {
|
|
origin.X -= size.W
|
|
}
|
|
dx = origin.X
|
|
origin.X = p.X
|
|
}
|
|
if origin.Y > p.Y {
|
|
for origin.Y > p.Y && origin.Y > size.H {
|
|
origin.Y -= size.H
|
|
}
|
|
dy = origin.Y
|
|
origin.Y = p.Y
|
|
}
|
|
|
|
// And capping the scroll delta in the other direction.
|
|
if limit.X < S.W {
|
|
limit.X = S.W
|
|
}
|
|
if limit.Y < S.H {
|
|
// TODO: slight flicker on bottom edge when scrolling down
|
|
limit.Y = S.H
|
|
}
|
|
|
|
// Tile the repeat texture.
|
|
for x := origin.X - size.W; x < limit.X; x += size.W {
|
|
for y := origin.Y - size.H; y < limit.Y; y += size.H {
|
|
src := render.Rect{
|
|
W: size.W,
|
|
H: size.H,
|
|
}
|
|
dst := render.Rect{
|
|
X: x + dx,
|
|
Y: y + dy,
|
|
W: src.W,
|
|
H: src.H,
|
|
}
|
|
|
|
// Trim the edges of the destination box, like in canvas.go#Present
|
|
render.TrimBox(&src, &dst, p, S, w.BoxThickness(1))
|
|
|
|
e.Copy(wp.repeat, src, dst)
|
|
}
|
|
}
|
|
|
|
// The left edge corner tiled along the left edge.
|
|
if wp.pageType > level.Unbounded {
|
|
for y := origin.Y; y < limit.Y; y += size.H {
|
|
src := render.Rect{
|
|
W: size.W,
|
|
H: size.H,
|
|
}
|
|
dst := render.Rect{
|
|
X: origin.X,
|
|
Y: y + dy,
|
|
W: src.W,
|
|
H: src.H,
|
|
}
|
|
render.TrimBox(&src, &dst, p, S, w.BoxThickness(1))
|
|
e.Copy(wp.left, src, dst)
|
|
}
|
|
|
|
// The top edge tiled along the top edge.
|
|
for x := origin.X; x < limit.X; x += size.W {
|
|
src := render.Rect{
|
|
W: size.W,
|
|
H: size.H,
|
|
}
|
|
dst := render.Rect{
|
|
X: x,
|
|
Y: origin.Y,
|
|
W: src.W,
|
|
H: src.H,
|
|
}
|
|
render.TrimBox(&src, &dst, p, S, w.BoxThickness(1))
|
|
e.Copy(wp.top, src, dst)
|
|
}
|
|
|
|
// The top left corner for all page types except Unbounded.
|
|
if Viewport.Intersects(size) {
|
|
src := render.Rect{
|
|
W: size.W,
|
|
H: size.H,
|
|
}
|
|
dst := render.Rect{
|
|
X: origin.X,
|
|
Y: origin.Y,
|
|
W: src.W,
|
|
H: src.H,
|
|
}
|
|
render.TrimBox(&src, &dst, p, S, w.BoxThickness(1))
|
|
e.Copy(wp.corner, src, dst)
|
|
}
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// Load the wallpaper settings from a level.
|
|
func (wp *Wallpaper) Load(e render.Engine, pageType level.PageType, v *wallpaper.Wallpaper) error {
|
|
wp.pageType = pageType
|
|
if tex, err := v.CornerTexture(e); err == nil {
|
|
wp.corner = tex
|
|
} else {
|
|
return err
|
|
}
|
|
|
|
if tex, err := v.TopTexture(e); err == nil {
|
|
wp.top = tex
|
|
} else {
|
|
return err
|
|
}
|
|
|
|
if tex, err := v.LeftTexture(e); err == nil {
|
|
wp.left = tex
|
|
} else {
|
|
return err
|
|
}
|
|
|
|
if tex, err := v.RepeatTexture(e); err == nil {
|
|
wp.repeat = tex
|
|
} else {
|
|
return err
|
|
}
|
|
|
|
return nil
|
|
}
|