doodle/pkg/uix/canvas_editable.go
Noah Petherbridge c8620f871e Drawing Strokes and Undo/Redo Functionality
* Add new pkg/drawtool with utilities to abstract away drawing actions
  into Strokes and track undo/redo History for them.
* The freehand Pencil tool in EditorMode has been refactored to create a
  Stroke of Shape=Freehand and queue up its world pixels there instead
  of directly modifying the level chunker in real time. When the mouse
  button is released, the freehand Stroke is committed to the level
  chunker and added to the UndoHistory.
* UndoHistory is (temporarily) stored with the level.Level so it can
  survive trips to PlayScene and back, but is not stored as JSON on
  disk.
* Ctrl-Z and Ctrl-Y in EditorMode for undo and redo, respectively.
2019-07-03 16:25:23 -07:00

183 lines
4.9 KiB
Go

package uix
import (
"git.kirsle.net/apps/doodle/lib/events"
"git.kirsle.net/apps/doodle/lib/render"
"git.kirsle.net/apps/doodle/lib/ui"
"git.kirsle.net/apps/doodle/pkg/drawtool"
"git.kirsle.net/apps/doodle/pkg/level"
)
// loopEditable handles the Loop() part for editable canvases.
func (w *Canvas) loopEditable(ev *events.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.Now - P.X - w.Scroll.X,
Y: ev.CursorY.Now - P.Y - w.Scroll.Y,
}
)
switch w.Tool {
case 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.Now {
// 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.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 len(w.pixelHistory) == 0 || w.pixelHistory[len(w.pixelHistory)-1] != pixel {
if lastPixel != nil {
// Draw the pixels in between.
if lastPixel != pixel {
for point := range render.IterLine(lastPixel.X, lastPixel.Y, pixel.X, pixel.Y) {
w.currentStroke.AddPoint(point)
}
}
}
w.lastPixel = pixel
w.pixelHistory = append(w.pixelHistory, pixel)
// Save the pixel in the current stroke.
w.currentStroke.AddPoint(render.Point{
X: cursor.X,
Y: cursor.Y,
})
}
} else {
// Mouse released, commit the points to the drawing.
if w.currentStroke != nil {
for _, pt := range w.currentStroke.Points {
w.chunks.Set(pt, w.Palette.ActiveSwatch)
}
// Add the stroke to level history.
if w.level != nil {
w.level.UndoHistory.AddStroke(w.currentStroke)
}
w.RemoveStroke(w.currentStroke)
w.currentStroke = nil
}
w.lastPixel = nil
}
case 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.Read() {
// Pop this canvas out for the drag/drop.
if w.OnDragStart != nil {
deleteActors = append(deleteActors, actor.Actor)
w.OnDragStart(actor.Actor.Filename)
}
break
} else if ev.Button2.Read() {
// 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 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.Read() {
if err := w.LinkAdd(actor); err != nil {
return err
}
break
}
} else {
actor.Canvas.SetBorderSize(0)
actor.Canvas.SetBackground(render.RGBA(0, 0, 1, 0)) // TODO
}
}
}
return nil
}