Noah Petherbridge
0c6c77a423
* Add initial Ellipse Tool to the Editor Mode. Currently there's something wrong with the algorithm and the ellipses have a sort of 'lemon shape' to them. * Refactor the IterLine/IterLine2 functions to be more consistent. IterLine used to be the raw algorithm that took a bunch of coordinate numbers and IterLine2 took two render.Point's and was the main one used throughout the app. Now, IterLine takes the two Points and the raw algorithm function removed.
116 lines
3.0 KiB
Go
116 lines
3.0 KiB
Go
package balance
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import (
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"os"
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"strconv"
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"strings"
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"git.kirsle.net/apps/doodle/lib/render"
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)
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// Debug related variables that can toggle on or off certain features and
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// overlays within the game.
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var (
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/***************
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* Visualizers *
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***************/
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// Debug overlay (FPS etc.) settings.
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DebugFontFilename = "DejaVuSans-Bold.ttf"
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DebugFontSize = 16
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DebugLabelColor = render.MustHexColor("#FF9900")
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DebugValueColor = render.MustHexColor("#00CCFF")
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DebugStrokeDarken = 80
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// Background color to use when exporting a drawing Chunk as a bitmap image
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// on disk. Default is white. Setting this to translucent yellow is a great
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// way to visualize the chunks loaded from cache on your screen.
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DebugChunkBitmapBackground = render.Invisible // XXX: export $DEBUG_CHUNK_COLOR
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// Put a border around all Canvas widgets.
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DebugCanvasBorder = render.Invisible
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DebugCanvasLabel = false // Tag the canvas with a label.
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// Set to a color other than Invisible to force the uix.Canvas to color ALL
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// Stroke pixels in this color.
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DebugCanvasStrokeColor = render.Invisible
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)
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func init() {
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// Load values from environment variables.
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var config = map[string]interface{}{
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// Window size.
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"DOODLE_W": &Width,
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"DOODLE_H": &Height,
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// Tune some parameters. XXX: maybe dangerous at some point.
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"D_SCROLL_SPEED": &CanvasScrollSpeed,
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"D_DOODAD_SIZE": &DoodadSize,
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// Shell settings.
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"D_SHELL_BG": &ShellBackgroundColor,
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"D_SHELL_FG": &ShellForegroundColor,
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"D_SHELL_PC": &ShellPromptColor,
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"D_SHELL_LN": &ShellHistoryLineCount,
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"D_SHELL_FS": &ShellFontSize,
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// Visualizers
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"DEBUG_CHUNK_COLOR": &DebugChunkBitmapBackground,
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"DEBUG_CANVAS_BORDER": &DebugCanvasBorder,
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"DEBUG_CANVAS_LABEL": &DebugCanvasLabel,
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}
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for name, value := range config {
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switch v := value.(type) {
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case *int:
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*v = IntEnv(name, *(v))
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case *bool:
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*v = BoolEnv(name, *(v))
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case *int32:
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*v = int32(IntEnv(name, int(*(v))))
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case *render.Color:
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*v = ColorEnv(name, *(v))
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}
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}
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// Debug all?
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if BoolEnv("DOODLE_DEBUG_ALL", false) {
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DebugChunkBitmapBackground = render.RGBA(255, 255, 0, 128)
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DebugCanvasBorder = render.Red
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DebugCanvasLabel = true
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}
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}
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// ColorEnv gets a color value from environment variable or returns a default.
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// This will panic if the color is not valid, so only do this on startup time.
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func ColorEnv(name string, v render.Color) render.Color {
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if color := os.Getenv(name); color != "" {
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return render.MustHexColor(color)
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}
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return v
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}
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// IntEnv gets an int value from environment variable or returns a default.
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func IntEnv(name string, v int) int {
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if env := os.Getenv(name); env != "" {
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a, err := strconv.Atoi(env)
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if err != nil {
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panic(err)
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}
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return a
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}
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return v
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}
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// BoolEnv gets a bool from the environment with a default.
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func BoolEnv(name string, v bool) bool {
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if env := os.Getenv(name); env != "" {
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switch strings.ToLower(env) {
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case "true", "t", "1", "on", "yes", "y":
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return true
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case "false", "f", "0", "off", "no", "n":
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return false
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}
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}
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return v
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}
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