doodle/pkg/uix/canvas_present.go

353 lines
11 KiB
Go

package uix
import (
"fmt"
"strings"
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/SketchyMaze/doodle/pkg/sprites"
"git.kirsle.net/go/render"
"git.kirsle.net/go/ui"
)
// Present the canvas.
func (w *Canvas) Present(e render.Engine, p render.Point) {
var (
S = w.Size()
Viewport = w.Viewport()
// Bezel = render.NewRect(
// p.X+w.Scroll.X+w.BoxThickness(1),
// p.Y+w.Scroll.Y+w.BoxThickness(1),
// )
// zoomMultiplier = int(w.GetZoomMultiplier())
)
// 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),
})
// If we are an Actor canvas as part of a Level, get the absolute position of
// the parent (Level) canvas so we can compare where the Actor is drawn on-screen
// and detect if we are at the Top or Left edges of the parent, to crop and adjust
// the texture accordingly.
var ParentPosition render.Point
if w.parent != nil {
ParentPosition = ui.AbsolutePosition(w.parent)
}
// Draw the wallpaper.
if w.wallpaper.Valid() {
err := w.PresentWallpaper(e, p)
if err != nil {
log.Error(err.Error())
}
}
// Scale the viewport to account for zoom level.
if w.Zoom != 0 {
// Zoomed out (level go tiny)
// TODO: seems unstable as shit on Zoom In??
Viewport.W = w.ZoomDivide(Viewport.W)
Viewport.H = w.ZoomDivide(Viewport.H)
if w.Zoom != 0 {
Viewport.X = w.ZoomDivide(Viewport.X)
Viewport.Y = w.ZoomDivide(Viewport.Y)
}
}
// Disappearing chunks issue:
// When at the top-left corner of a bounded level,
// And Zoom=2 (200% zoom), Level Chunk Size=128,
// When you scroll down exactly -128 pixels, the whole row
// of chunks along the top edge of the viewport unload.
// At -256, the next row of chunks unloads.
// At -383, another row - it's creeping down the page with
// the top 1/3 of the level editor showing blank wallpaper
// At -768, about 3/4 the level editor is blank
//
// It must think the upper 128px of chunks had left the
// viewport when in fact the bottom half of them was still
// in view, not respecting the 2X zoom level.
//
// Viewport is like: Rect<128,0,1058,721>
// Level chunks would be:
// (0, 0) = (0,0, 127,127) chunk A
// (1, 0) = (128,128, 255,255) chunk B
// At 2x zoom, Chunk A is still half on screen at -128 scroll
// if w.Zoom > 0 {
// Viewport.X = w.ZoomDivide(w.chunks.Size)
// Viewport.Y = w.ZoomDivide(w.chunks.Size)
// }
// Seems resolved now?
// 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)
}
// Zoom in the texture.
var (
texSize = tex.Size()
texSizeOrig = texSize
)
if w.Zoom != 0 {
texSize.W = w.ZoomMultiply(texSize.W)
texSize.H = w.ZoomMultiply(texSize.H)
}
src := render.Rect{
W: texSize.W,
H: texSize.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 w.CroppedSize {
// NOTE: this is a concern mainly for the Doodad Dropper so that
// the doodads won't overflow the button size they appear in.
if src.W > S.W {
src.W = S.W
}
if src.H > S.H {
src.H = S.H
}
}
var size = int(chunk.Size)
dst := render.Rect{
X: p.X + w.Scroll.X + w.BoxThickness(1) + w.ZoomMultiply(coord.X*size),
Y: p.Y + w.Scroll.Y + w.BoxThickness(1) + w.ZoomMultiply(coord.Y*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
// wtf? don't need all this code anymore??
_ = ParentPosition
/*
// 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+w.BoxThickness(1) {
// 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+w.BoxThickness(1) {
// 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
//
// Note: the +w.BoxThickness works around a bug if the Actor Canvas has
// a border on it (e.g. in the Actor/Link Tool mouse-over or debug setting)
if dst.X == ParentPosition.X+w.BoxThickness(1) {
// NOTE: delta is a positive number,
// so it will add to the destination coordinates.
delta := texSizeOrig.W - src.W
dst.X = p.X + w.BoxThickness(1)
src.X += delta
}
if dst.Y == ParentPosition.Y+w.BoxThickness(1) {
delta := texSizeOrig.H - src.H
dst.Y = p.Y + w.BoxThickness(1)
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)
}
*/
// When zooming OUT, make sure the source rect is at least the
// full size of the chunk texture; otherwise the ZoomMultiplies
// above do correctly scale e.g. 128x128 to 64x64, but it only
// samples the top-left 64x64 then and not the full texture so
// it more crops it than scales it, but does fit it neatly with
// its neighbors.
if w.Zoom < 0 {
src.W = texSizeOrig.W
src.H = texSizeOrig.H
}
e.Copy(tex, src, dst)
}
}
w.drawActors(e, p)
w.presentStrokes(e)
w.presentDoodadButtons(e)
w.presentCursor(e)
// Custom label in the canvas corner? (e.g. for Inventory item counts)
if w.CornerLabel != "" {
label := ui.NewLabel(ui.Label{
Text: w.CornerLabel,
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 + S.H - label.Size().H - w.BoxThickness(1),
})
}
// 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,
// ),
}
// Draw the actor's position details.
// LP = Level Position, where the Actor starts at in the level data
// WP = World Position, the Actor's current position in the level
if w.actor != nil {
rows = append(rows,
fmt.Sprintf("LP=%s", w.actor.Actor.Point),
fmt.Sprintf("WP=%s", w.actor.Position()),
)
}
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),
})
}
}
// Draw doodad buttons on mouseover in the level editor.
func (w *Canvas) presentDoodadButtons(e render.Engine) {
if !w.ShowDoodadButtons || w.parent == nil {
return
}
// Initialize the buttons the first time?
if w.doodadButtonFrame == nil {
var (
img ui.Widget
err error
)
img, err = sprites.LoadImage(e, balance.GearIcon)
if err != nil {
// Error loading sprite, make a fallback frame.
frame := ui.NewFrame("Buttons")
frame.Configure(ui.Config{
Width: balance.UICanvasDoodadButtonSize,
Height: balance.UICanvasDoodadButtonSize,
Background: render.Green,
})
w.doodadButtonFrame = frame
} else {
w.doodadButtonFrame = img
}
w.doodadButtonFrame.Compute(e)
}
// log.Error("presentDoodadButtons: parentP=%s w at %s (abs %s) actor at %s draw at %s", parentP, w.Point(), P, actorPoint, drawAt)
w.doodadButtonFrame.Present(e, w.doodadButtonRect().Point())
}
// Return the screen rectangle where the doodad buttons would draw.
// screenCords: pass true to get on-screen coords (ignores scroll offset)
func (w *Canvas) doodadButtonRect() render.Rect {
if !w.ShowDoodadButtons || w.parent == nil {
return render.Rect{}
}
var (
parentP = ui.AbsolutePosition(w.parent)
scroll = w.parent.Scroll
actorPoint = w.actor.Position()
actorSize = w.Size()
drawAt = render.Point{
X: parentP.X + scroll.X + actorPoint.X + actorSize.W - balance.UICanvasDoodadButtonSize - w.BoxThickness(1),
Y: parentP.Y + scroll.Y + actorPoint.Y + w.BoxThickness(1),
}
)
// If the doodad is Very Small so that its buttons take up a disproportionate
// amount of its space, draw the buttons further to the right.
if actorSize.W <= balance.UICanvasDoodadButtonSpaceNeeded {
drawAt.X += balance.UICanvasDoodadButtonSize / 2
drawAt.Y -= balance.UICanvasDoodadButtonSize / 2
}
return render.Rect{
X: drawAt.X,
Y: drawAt.Y,
W: drawAt.X + balance.UICanvasDoodadButtonSize,
H: drawAt.Y + balance.UICanvasDoodadButtonSize,
}
}