doodle/uix/canvas_present.go
Noah Petherbridge 6713dd7bfc Play: Autoscrolling and Bounded Level Support
Implement scrolling behavior in Play Mode by allowing the Canvas to
follow a specific actor and keep it in view. The Canvas has a
FollowActor property which holds an ID of the actor to follow (if blank,
no actor is being followed).

In Play Mode the Player is followed and when they get too close to the
left or right edges of the screen, the level will scroll to try and
catch them. If the player is moving very fast they can outrun the
camera.

The bounded levels are enforced in Play Mode and the camera won't scroll
to view pixels out-of-bounds and the Doodad actors inside the level
aren't allowed to exit its boundaries. This is global, not only for the
Player doodad but any Doodad that came with the level as well.

Other changes:

- Restructured Canvas widget code into many new files. The Canvas widget
  is shaping up to be where most of the magic happens, which is okay
  because it's close to the action and pulling the strings from outside
  would be harder, even tho as a UI element you think it should be
  lightweight.
- Debug Overlay: added room for Scenes to insert their own custom Debug
  Overlay key/value pairs (the values are string pointers so the Scene
  can update them freely):
  - The core labels are FPS, Scene and Mouse. The Pixel (world
    coordinate under cursor) is removed from the core labels.
  - Edit Scene provides Pixel, Tool and Swatch
  - Play Scene provides Pixel, Player, Viewport, Scroll
2018-10-28 17:52:45 -07:00

172 lines
4.8 KiB
Go

package uix
import (
"fmt"
"strings"
"git.kirsle.net/apps/doodle/balance"
"git.kirsle.net/apps/doodle/render"
"git.kirsle.net/apps/doodle/ui"
)
// Present the canvas.
func (w *Canvas) Present(e render.Engine, p render.Point) {
var (
S = w.Size()
Viewport = w.Viewport()
)
// w.MoveTo(p) // TODO: when uncommented the canvas will creep down the Workspace frame in EditorMode
w.DrawBox(e, p)
e.DrawBox(w.Background(), render.Rect{
X: p.X + w.BoxThickness(1),
Y: p.Y + w.BoxThickness(1),
W: S.W - w.BoxThickness(2),
H: S.H - w.BoxThickness(2),
})
// Draw the wallpaper.
if w.wallpaper.Valid() {
err := w.PresentWallpaper(e, p)
if err != nil {
log.Error(err.Error())
}
}
// Get the chunks in the viewport and cache their textures.
for coord := range w.chunks.IterViewportChunks(Viewport) {
if chunk, ok := w.chunks.GetChunk(coord); ok {
var tex render.Texturer
if w.MaskColor != render.Invisible {
tex = chunk.TextureMasked(e, w.MaskColor)
} else {
tex = chunk.Texture(e)
}
src := render.Rect{
W: tex.Size().W,
H: tex.Size().H,
}
// If the source bitmap is already bigger than the Canvas widget
// into which it will render, cap the source width and height.
// This is especially useful for Doodad buttons because the drawing
// is bigger than the button.
if src.W > S.W {
src.W = S.W
}
if src.H > S.H {
src.H = S.H
}
dst := render.Rect{
X: p.X + w.Scroll.X + w.BoxThickness(1) + (coord.X * int32(chunk.Size)),
Y: p.Y + w.Scroll.Y + w.BoxThickness(1) + (coord.Y * int32(chunk.Size)),
// src.W and src.H will be AT MOST the full width and height of
// a Canvas widget. Subtract the scroll offset to keep it bounded
// visually on its right and bottom sides.
W: src.W,
H: src.H,
}
// TODO: all this shit is in TrimBox(), make it DRY
// If the destination width will cause it to overflow the widget
// box, trim off the right edge of the destination rect.
//
// Keep in mind we're dealing with chunks here, and a chunk is
// a small part of the image. Example:
// - Canvas is 800x600 (S.W=800 S.H=600)
// - Chunk wants to render at 790,0 width 100,100 or whatever
// dst={790, 0, 100, 100}
// - Chunk box would exceed 800px width (X=790 + W=100 == 890)
// - Find the delta how much it exceeds as negative (800 - 890 == -90)
// - Lower the Source and Dest rects by that delta size so they
// stay proportional and don't scale or anything dumb.
if dst.X+src.W > p.X+S.W {
// NOTE: delta is a negative number,
// so it will subtract from the width.
delta := (p.X + S.W - w.BoxThickness(1)) - (dst.W + dst.X)
src.W += delta
dst.W += delta
}
if dst.Y+src.H > p.Y+S.H {
// NOTE: delta is a negative number
delta := (p.Y + S.H - w.BoxThickness(1)) - (dst.H + dst.Y)
src.H += delta
dst.H += delta
}
// The same for the top left edge, so the drawings don't overlap
// menu bars or left side toolbars.
// - Canvas was placed 80px from the left of the screen.
// Canvas.MoveTo(80, 0)
// - A texture wants to draw at 60, 0 which would cause it to
// overlap 20 pixels into the left toolbar. It needs to be cropped.
// - The delta is: p.X=80 - dst.X=60 == 20
// - Set destination X to p.X to constrain it there: 20
// - Subtract the delta from destination W so we don't scale it.
// - Add 20 to X of the source: the left edge of source is not visible
if dst.X < p.X {
// NOTE: delta is a positive number,
// so it will add to the destination coordinates.
delta := p.X - dst.X
dst.X = p.X + w.BoxThickness(1)
dst.W -= delta
src.X += delta
}
if dst.Y < p.Y {
delta := p.Y - dst.Y
dst.Y = p.Y + w.BoxThickness(1)
dst.H -= delta
src.Y += delta
}
// Trim the destination width so it doesn't overlap the Canvas border.
if dst.W >= S.W-w.BoxThickness(1) {
dst.W = S.W - w.BoxThickness(1)
}
e.Copy(tex, src, dst)
}
}
w.drawActors(e, p)
// XXX: Debug, show label in canvas corner.
if balance.DebugCanvasLabel {
rows := []string{
w.Name,
// XXX: debug options, uncomment for more details
// Size of the canvas
// fmt.Sprintf("S=%d,%d", S.W, S.H),
// Viewport of the canvas
// fmt.Sprintf("V=%d,%d:%d,%d",
// Viewport.X, Viewport.Y,
// Viewport.W, Viewport.H,
// ),
}
if w.actor != nil {
rows = append(rows,
fmt.Sprintf("WP=%s", w.actor.Point),
)
}
label := ui.NewLabel(ui.Label{
Text: strings.Join(rows, "\n"),
Font: render.Text{
FontFilename: balance.ShellFontFilename,
Size: balance.ShellFontSizeSmall,
Color: render.White,
},
})
label.SetBackground(render.RGBA(0, 0, 50, 150))
label.Compute(e)
label.Present(e, render.Point{
X: p.X + S.W - label.Size().W - w.BoxThickness(1),
Y: p.Y + w.BoxThickness(1),
})
}
}