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.
366 lines
10 KiB
Go
366 lines
10 KiB
Go
package uix
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import (
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"git.kirsle.net/apps/doodle/lib/events"
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"git.kirsle.net/apps/doodle/lib/render"
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"git.kirsle.net/apps/doodle/lib/ui"
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"git.kirsle.net/apps/doodle/pkg/drawtool"
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"git.kirsle.net/apps/doodle/pkg/level"
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)
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// commitStroke is the common function that applies a stroke the user is
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// actively drawing onto the canvas. This is for Edit Mode.
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func (w *Canvas) commitStroke(tool drawtool.Tool, addHistory bool) {
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if w.currentStroke == nil {
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// nothing to commit
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return
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}
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var (
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deleting = w.currentStroke.Shape == drawtool.Eraser
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dedupe = map[render.Point]interface{}{} // don't revisit the same point twice
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// Helper functions to set pixels on the level while storing the original
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// value of any pixel being replaced.
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set = func(pt render.Point, sw *level.Swatch) {
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// Take note of what pixel was originally here before we change it.
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if swatch, err := w.chunks.Get(pt); err == nil {
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if _, ok := dedupe[pt]; !ok {
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w.currentStroke.OriginalPoints[pt] = swatch
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dedupe[pt] = nil
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}
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}
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if deleting {
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w.chunks.Delete(pt)
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} else if sw != nil {
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w.chunks.Set(pt, sw)
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} else {
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panic("Canvas.commitStroke.set: current stroke has no level.Swatch in ExtraData")
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}
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}
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// Rects: read existing pixels first, then write new pixels
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readRect = func(rect render.Rect) {
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for pt := range w.chunks.IterViewport(rect) {
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point := pt.Point()
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if _, ok := dedupe[point]; !ok {
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w.currentStroke.OriginalPoints[pt.Point()] = pt.Swatch
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dedupe[point] = nil
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}
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}
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}
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setRect = func(rect render.Rect, sw *level.Swatch) {
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if deleting {
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w.chunks.DeleteRect(rect)
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} else if sw != nil {
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w.chunks.SetRect(rect, sw)
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} else {
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panic("Canvas.commitStroke.setRect: current stroke has no level.Swatch in ExtraData")
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}
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}
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)
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var swatch *level.Swatch
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if v, ok := w.currentStroke.ExtraData.(*level.Swatch); ok {
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swatch = v
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}
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if w.currentStroke.Thickness > 0 {
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// Eraser Tool only: record which pixels will be blown away by this.
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// This is SLOW for thick (rect-based) lines, but eraser tool must have it.
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if deleting {
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for rect := range w.currentStroke.IterThickPoints() {
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readRect(rect)
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}
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}
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for rect := range w.currentStroke.IterThickPoints() {
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setRect(rect, swatch)
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}
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} else {
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for pt := range w.currentStroke.IterPoints() {
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// note: set already records the original pixel if changing it.
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set(pt, swatch)
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}
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}
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// Add the stroke to level history.
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if w.level != nil && addHistory {
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w.level.UndoHistory.AddStroke(w.currentStroke)
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}
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w.RemoveStroke(w.currentStroke)
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w.currentStroke = nil
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w.lastPixel = nil
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}
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// loopEditable handles the Loop() part for editable canvases.
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func (w *Canvas) loopEditable(ev *events.State) error {
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// Get the absolute position of the canvas on screen to accurately match
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// it up to mouse clicks.
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var (
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P = ui.AbsolutePosition(w)
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cursor = render.Point{
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X: ev.CursorX.Now - P.X - w.Scroll.X,
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Y: ev.CursorY.Now - P.Y - w.Scroll.Y,
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}
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)
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// If the actual cursor is not over the actual Canvas UI element, don't
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// pay any attention to clicks. I added this when I saw you were able to
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// accidentally draw (with large brush size) when clicking on the Palette
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// panel and not the drawing itself.
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if !w.IsCursorOver() {
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return nil
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}
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switch w.Tool {
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case drawtool.PencilTool:
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// If no swatch is active, do nothing with mouse clicks.
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if w.Palette.ActiveSwatch == nil {
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return nil
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}
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// Clicking? Log all the pixels while doing so.
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if ev.Button1.Now {
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// Initialize a new Stroke for this atomic drawing operation?
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if w.currentStroke == nil {
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w.currentStroke = drawtool.NewStroke(drawtool.Freehand, w.Palette.ActiveSwatch.Color)
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w.currentStroke.Thickness = w.BrushSize
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w.currentStroke.ExtraData = w.Palette.ActiveSwatch
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w.AddStroke(w.currentStroke)
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}
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lastPixel := w.lastPixel
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pixel := &level.Pixel{
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X: cursor.X,
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Y: cursor.Y,
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Swatch: w.Palette.ActiveSwatch,
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}
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// If the user is holding the mouse down over one spot and not
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// moving, don't do anything. The pixel has already been set and
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// needless writes to the map cause needless cache rewrites etc.
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if lastPixel != nil {
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if pixel.X == lastPixel.X && pixel.Y == lastPixel.Y {
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break
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}
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}
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// Append unique new pixels.
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if lastPixel != nil || lastPixel != pixel {
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// Draw the pixels in between.
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if lastPixel != nil && lastPixel != pixel {
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for point := range render.IterLine(lastPixel.Point(), pixel.Point()) {
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w.currentStroke.AddPoint(point)
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}
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}
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w.lastPixel = pixel
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// Save the pixel in the current stroke.
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w.currentStroke.AddPoint(render.Point{
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X: cursor.X,
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Y: cursor.Y,
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})
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}
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} else {
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w.commitStroke(w.Tool, true)
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}
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case drawtool.LineTool:
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// If no swatch is active, do nothing with mouse clicks.
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if w.Palette.ActiveSwatch == nil {
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return nil
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}
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// Clicking? Log all the pixels while doing so.
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if ev.Button1.Now {
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// Initialize a new Stroke for this atomic drawing operation?
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if w.currentStroke == nil {
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w.currentStroke = drawtool.NewStroke(drawtool.Line, w.Palette.ActiveSwatch.Color)
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w.currentStroke.Thickness = w.BrushSize
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w.currentStroke.ExtraData = w.Palette.ActiveSwatch
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w.currentStroke.PointA = render.NewPoint(cursor.X, cursor.Y)
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w.AddStroke(w.currentStroke)
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}
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w.currentStroke.PointB = render.NewPoint(cursor.X, cursor.Y)
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} else {
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w.commitStroke(w.Tool, true)
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}
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case drawtool.RectTool:
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// If no swatch is active, do nothing with mouse clicks.
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if w.Palette.ActiveSwatch == nil {
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return nil
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}
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// Clicking? Log all the pixels while doing so.
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if ev.Button1.Now {
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// Initialize a new Stroke for this atomic drawing operation?
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if w.currentStroke == nil {
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w.currentStroke = drawtool.NewStroke(drawtool.Rectangle, w.Palette.ActiveSwatch.Color)
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w.currentStroke.Thickness = w.BrushSize
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w.currentStroke.ExtraData = w.Palette.ActiveSwatch
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w.currentStroke.PointA = render.NewPoint(cursor.X, cursor.Y)
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w.AddStroke(w.currentStroke)
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}
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w.currentStroke.PointB = render.NewPoint(cursor.X, cursor.Y)
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} else {
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w.commitStroke(w.Tool, true)
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}
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case drawtool.EllipseTool:
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if w.Palette.ActiveSwatch == nil {
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return nil
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}
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if ev.Button1.Now {
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if w.currentStroke == nil {
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w.currentStroke = drawtool.NewStroke(drawtool.Ellipse, w.Palette.ActiveSwatch.Color)
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w.currentStroke.Thickness = w.BrushSize
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w.currentStroke.ExtraData = w.Palette.ActiveSwatch
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w.currentStroke.PointA = render.NewPoint(cursor.X, cursor.Y)
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w.AddStroke(w.currentStroke)
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}
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w.currentStroke.PointB = render.NewPoint(cursor.X, cursor.Y)
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} else {
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w.commitStroke(w.Tool, true)
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}
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case drawtool.EraserTool:
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// Clicking? Log all the pixels while doing so.
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if ev.Button1.Now {
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// Initialize a new Stroke for this atomic drawing operation?
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if w.currentStroke == nil {
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// The color is white, will look like white-out that covers the
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// wallpaper during the stroke.
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w.currentStroke = drawtool.NewStroke(drawtool.Eraser, render.White)
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w.currentStroke.Thickness = w.BrushSize
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w.AddStroke(w.currentStroke)
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}
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lastPixel := w.lastPixel
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pixel := &level.Pixel{
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X: cursor.X,
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Y: cursor.Y,
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Swatch: w.Palette.ActiveSwatch,
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}
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// If the user is holding the mouse down over one spot and not
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// moving, don't do anything. The pixel has already been set and
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// needless writes to the map cause needless cache rewrites etc.
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if lastPixel != nil {
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if pixel.X == lastPixel.X && pixel.Y == lastPixel.Y {
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break
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}
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}
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// Append unique new pixels.
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if lastPixel == nil || lastPixel != pixel {
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if lastPixel != nil && lastPixel != pixel {
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for point := range render.IterLine(lastPixel.Point(), pixel.Point()) {
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w.currentStroke.AddPoint(point)
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}
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}
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w.lastPixel = pixel
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w.currentStroke.AddPoint(render.Point{
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X: cursor.X,
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Y: cursor.Y,
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})
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}
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} else {
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w.commitStroke(w.Tool, true)
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}
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case drawtool.ActorTool:
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// See if any of the actors are below the mouse cursor.
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var WP = w.WorldIndexAt(cursor)
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var deleteActors = []*level.Actor{}
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for _, actor := range w.actors {
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box := render.Rect{
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X: actor.Actor.Point.X - P.X - w.Scroll.X,
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Y: actor.Actor.Point.Y - P.Y - w.Scroll.Y,
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W: actor.Canvas.Size().W,
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H: actor.Canvas.Size().H,
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}
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if WP.Inside(box) {
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actor.Canvas.Configure(ui.Config{
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BorderSize: 1,
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BorderColor: render.RGBA(255, 153, 0, 255),
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BorderStyle: ui.BorderSolid,
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Background: render.White, // TODO: cuz the border draws a bgcolor
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})
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// Check for a mouse down event to begin dragging this
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// canvas around.
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if ev.Button1.Read() {
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// Pop this canvas out for the drag/drop.
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if w.OnDragStart != nil {
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deleteActors = append(deleteActors, actor.Actor)
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w.OnDragStart(actor.Actor)
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}
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break
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} else if ev.Button2.Read() {
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// Right click to delete an actor.
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deleteActors = append(deleteActors, actor.Actor)
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}
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} else {
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actor.Canvas.SetBorderSize(0)
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actor.Canvas.SetBackground(render.RGBA(0, 0, 1, 0)) // TODO
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}
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}
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// Change in actor count?
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if len(deleteActors) > 0 && w.OnDeleteActors != nil {
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w.OnDeleteActors(deleteActors)
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}
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case drawtool.LinkTool:
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// See if any of the actors are below the mouse cursor.
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var WP = w.WorldIndexAt(cursor)
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for _, actor := range w.actors {
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// Permanently color the actor if it's the current subject of the
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// Link Tool (after 1st click, until 2nd click of other actor)
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if w.linkFirst == actor {
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actor.Canvas.Configure(ui.Config{
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Background: render.RGBA(255, 153, 255, 153),
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})
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continue
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}
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box := render.Rect{
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X: actor.Actor.Point.X - P.X - w.Scroll.X,
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Y: actor.Actor.Point.Y - P.Y - w.Scroll.Y,
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W: actor.Canvas.Size().W,
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H: actor.Canvas.Size().H,
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}
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if WP.Inside(box) {
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actor.Canvas.Configure(ui.Config{
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BorderSize: 1,
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BorderColor: render.RGBA(255, 153, 255, 255),
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BorderStyle: ui.BorderSolid,
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Background: render.White, // TODO: cuz the border draws a bgcolor
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})
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// Click handler to start linking this actor.
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if ev.Button1.Read() {
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if err := w.LinkAdd(actor); err != nil {
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return err
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}
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break
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}
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} else {
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actor.Canvas.SetBorderSize(0)
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actor.Canvas.SetBackground(render.RGBA(0, 0, 1, 0)) // TODO
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}
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}
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}
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return nil
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}
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