137 lines
2.7 KiB
Go
137 lines
2.7 KiB
Go
package uix
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import (
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"git.kirsle.net/SketchyMaze/doodle/pkg/drawtool"
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"git.kirsle.net/go/render"
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)
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// Functions related to the Zoom Tool to magnify the size of the canvas.
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/*
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GetZoomMultiplier parses the .Zoom integer and returns a multiplier.
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Examples:
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Zoom = 0: neutral (100% scale, 1x)
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Zoom = 1: 2x zoom
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Zoom = 2: 4x zoom
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Zoom = 3: 8x zoom
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Zoom = -1: 0.5x zoom
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Zoom = -2: 0.25x zoom
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*/
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func (w *Canvas) GetZoomMultiplier() float64 {
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// Get and bounds cap the zoom setting.
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if w.Zoom < -2 {
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w.Zoom = -2
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} else if w.Zoom > 3 {
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w.Zoom = 3
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}
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// Return the multipliers.
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switch w.Zoom {
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case -2:
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return 0.25
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case -1:
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return 0.5
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case 0:
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return 1
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case 1:
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return 1.5
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case 2:
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return 2
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case 3:
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return 2.5
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default:
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return 1
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}
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}
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/*
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ZoomMultiply multiplies a width or height value by the Zoom Multiplier and
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returns the modified integer.
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Usage is like:
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// when building a render.Rect destination box.
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dest.W *= ZoomMultiply(dest.W)
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dest.H *= ZoomMultiply(dest.H)
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*/
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func (w *Canvas) ZoomMultiply(value int) int {
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return int(float64(value) * w.GetZoomMultiplier())
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}
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/*
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ZoomDivide divides an integer by the zoom inversely.
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The algo is: int(float64(value) * divider)
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Where the divider is a map of:
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w.Zoom => divider
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-2 => 4
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-1 => 2
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0 => 1
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1 => 0.675*
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2 => 0.5
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3 => 0.404*
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The 0.675 and 0.404 numbers I don't understand but were
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discovered the hard way when the 1.5x and 2.5x zoom levels
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were coming out jank. Expected to be 0.25 and 0.75.
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*/
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func (w *Canvas) ZoomDivide(value int) int {
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var divider float64
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switch w.Zoom {
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case -2:
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divider = 4
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case -1:
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divider = 2
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case 0:
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divider = 1
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case 1:
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divider = 0.675 // JANK
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case 2:
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divider = 0.5 // GOOD, 2x (200%) zoom in
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case 3:
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divider = 0.404 // JANK
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default:
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divider = 1
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}
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return int(float64(value) * divider)
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}
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/*
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ZoomStroke adjusts a drawn stroke on the canvas to account for the zoom level.
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Returns a copy Stroke value without changing the original.
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*/
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func (w *Canvas) ZoomStroke(stroke *drawtool.Stroke) *drawtool.Stroke {
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copy := &drawtool.Stroke{
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ID: stroke.ID,
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Shape: stroke.Shape,
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Color: stroke.Color,
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Thickness: stroke.Thickness,
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ExtraData: stroke.ExtraData,
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PointA: stroke.PointA,
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PointB: stroke.PointB,
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Points: stroke.Points,
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OriginalPoints: stroke.OriginalPoints,
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}
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// Multiply all coordinates in this stroke, which should be World
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// Coordinates in the level data, by the zoom multiplier.
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adjust := func(p render.Point) render.Point {
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p.X = w.ZoomDivide(p.X)
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p.Y = w.ZoomDivide(p.Y)
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return p
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}
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copy.PointA = adjust(copy.PointA)
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copy.PointB = adjust(copy.PointB)
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for i := range copy.Points {
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copy.Points[i] = adjust(copy.Points[i])
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}
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return copy
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}
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