Noah Petherbridge
5b3121171e
* Touchscreen mode used to be detected based on SDL2 GetNumTouchDevices but on a Macbook, the trackpad registers as a touch device - worse, GetNumTouchDevices will only start returning 1 the first time some devices are touched. * The result was that on macOS the custom mouse cursor was drawn by default, but on the first trackpad touch, would disappear in favor of assuming the game is running on a touch screen device (which is not the case). * New method: the render engine has an IsFingerDown boolean which will be true as long as at least one finger has registered a FingerDown event, but not yet a FingerUp event. * So as long as one finger is down, the mouse cursor can disappear and then it comes back on release. This isn't perfectly ideal for pure touch devices (ideally the cursor remains hidden until a mouse movement without touch occurs).
282 lines
6.9 KiB
Go
282 lines
6.9 KiB
Go
package uix
|
|
|
|
import (
|
|
"errors"
|
|
"fmt"
|
|
|
|
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
|
|
"git.kirsle.net/SketchyMaze/doodle/pkg/drawtool"
|
|
"git.kirsle.net/SketchyMaze/doodle/pkg/keybind"
|
|
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
|
|
"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
|
|
"git.kirsle.net/go/render"
|
|
"git.kirsle.net/go/render/event"
|
|
)
|
|
|
|
/*
|
|
Loop() subroutine to scroll the canvas using arrow keys (for edit mode).
|
|
|
|
If w.Scrollable is false this function won't do anything.
|
|
|
|
Cursor keys will scroll the drawing by balance.CanvasScrollSpeed per tick.
|
|
If the level pageType is constrained, the scrollable viewport will be
|
|
constrained to fit the bounds of the level.
|
|
|
|
The debug boolean `NoLimitScroll=true` will override the bounded level scroll
|
|
restriction and allow scrolling into out-of-bounds areas of the level.
|
|
*/
|
|
func (w *Canvas) loopEditorScroll(ev *event.State) error {
|
|
if !w.Scrollable {
|
|
return errors.New("canvas not scrollable")
|
|
}
|
|
|
|
// Arrow keys to scroll the view.
|
|
// Shift key to scroll very slowly.
|
|
var (
|
|
scrollBy = render.Point{}
|
|
scrollSpeed = balance.CanvasScrollSpeed
|
|
)
|
|
if keybind.Shift(ev) {
|
|
scrollSpeed = 1
|
|
}
|
|
|
|
// Arrow key handlers.
|
|
if keybind.Right(ev) {
|
|
scrollBy.X -= scrollSpeed
|
|
} else if keybind.Left(ev) {
|
|
scrollBy.X += scrollSpeed
|
|
}
|
|
if keybind.Down(ev) {
|
|
scrollBy.Y -= scrollSpeed
|
|
} else if keybind.Up(ev) {
|
|
scrollBy.Y += scrollSpeed
|
|
}
|
|
if !scrollBy.IsZero() {
|
|
w.ScrollBy(scrollBy)
|
|
}
|
|
|
|
// Multitouch events to pan the level, like middle click on desktop.
|
|
if ev.Touching && ev.TouchNumFingers > 1 {
|
|
// Intention: user drags with 2 fingers to scroll the canvas.
|
|
// SDL2 will register one finger also as a Button1 mouse click.
|
|
// We need to record the "mouse cursor" as start point but then
|
|
// fake that no click occurs so we don't nick the drawing.
|
|
if !w.scrollDragging {
|
|
w.scrollDragging = true
|
|
w.scrollStartAt = shmem.Cursor
|
|
w.scrollWasAt = w.Scroll
|
|
w.scrollLastDelta = render.Point{}
|
|
} else {
|
|
delta := shmem.Cursor.Compare(w.scrollStartAt)
|
|
w.Scroll = w.scrollWasAt
|
|
w.Scroll.Subtract(delta)
|
|
|
|
// So, SDL2 spams us with events for every subtle movement of 2+ fingers
|
|
// on the screen, but we don't know when that STOPS. As a heuristic, it
|
|
// seems we can tell by if the delta stops updating.
|
|
if !w.scrollLastDelta.IsZero() {
|
|
if w.scrollLastDelta == delta {
|
|
ev.Touching = false
|
|
}
|
|
}
|
|
|
|
w.scrollLastDelta = delta
|
|
}
|
|
|
|
// Lift the mouse button.
|
|
ev.Button1 = false
|
|
|
|
return nil
|
|
}
|
|
|
|
// Middle click of the mouse to pan the level.
|
|
// NOTE: PanTool intercepts both Left and MiddleClick.
|
|
if w.Tool != drawtool.PanTool {
|
|
if keybind.MiddleClick(ev) {
|
|
if !w.scrollDragging {
|
|
w.scrollDragging = true
|
|
w.scrollStartAt = shmem.Cursor
|
|
w.scrollWasAt = w.Scroll
|
|
} else {
|
|
delta := shmem.Cursor.Compare(w.scrollStartAt)
|
|
w.Scroll = w.scrollWasAt
|
|
w.Scroll.Subtract(delta)
|
|
}
|
|
} else {
|
|
if w.scrollDragging {
|
|
w.scrollDragging = false
|
|
}
|
|
}
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
/*
|
|
Loop() subroutine to constrain the scrolled view to within a bounded level.
|
|
*/
|
|
func (w *Canvas) loopConstrainScroll() error {
|
|
if w.NoLimitScroll || w.scrollOutOfBounds {
|
|
return errors.New("NoLimitScroll enabled")
|
|
}
|
|
|
|
// Levels only.
|
|
if w.level == nil {
|
|
return nil
|
|
}
|
|
|
|
var (
|
|
capped bool
|
|
maxWidth = w.level.MaxWidth
|
|
maxHeight = w.level.MaxHeight
|
|
)
|
|
|
|
// Constrain the bottom and right for limited world sizes.
|
|
if w.wallpaper.pageType >= level.Bounded &&
|
|
maxWidth+maxHeight > 0 {
|
|
var (
|
|
// TODO: downcast from int64!
|
|
mw = int(maxWidth)
|
|
mh = int(maxHeight)
|
|
Viewport = w.Viewport()
|
|
vw = w.ZoomDivide(Viewport.W)
|
|
vh = w.ZoomDivide(Viewport.H)
|
|
)
|
|
|
|
if vw > mw {
|
|
delta := vw - mw
|
|
w.Scroll.X += delta
|
|
capped = true
|
|
}
|
|
if vh > mh {
|
|
delta := vh - mh
|
|
w.Scroll.Y += delta
|
|
capped = true
|
|
}
|
|
}
|
|
|
|
// Constrain the top and left edges.
|
|
if w.wallpaper.pageType > level.Unbounded {
|
|
if w.Scroll.X > 0 {
|
|
w.Scroll.X = 0
|
|
capped = true
|
|
}
|
|
if w.Scroll.Y > 0 {
|
|
w.Scroll.Y = 0
|
|
capped = true
|
|
}
|
|
}
|
|
|
|
if capped {
|
|
return errors.New("scroll limited by level constraint")
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
/*
|
|
Loop() subroutine for Play Mode to follow an actor in the camera's view.
|
|
|
|
Does nothing if w.FollowActor is an empty string. Set it to the ID of an Actor
|
|
to follow. If the actor exists, the Canvas will scroll to keep it on the
|
|
screen.
|
|
*/
|
|
func (w *Canvas) loopFollowActor(ev *event.State) error {
|
|
// Are we following an actor?
|
|
if w.FollowActor == "" {
|
|
return nil
|
|
}
|
|
|
|
var (
|
|
VP = w.Viewport()
|
|
engine = shmem.CurrentRenderEngine
|
|
Width, Height = engine.WindowSize()
|
|
midpoint = render.NewPoint(Width/2, Height/2)
|
|
scrollboxHoz = midpoint.X - balance.ScrollboxOffset.X
|
|
scrollboxVert = midpoint.Y - balance.ScrollboxOffset.Y
|
|
)
|
|
|
|
// Find the actor.
|
|
for _, actor := range w.actors {
|
|
if actor.ID() != w.FollowActor {
|
|
continue
|
|
}
|
|
|
|
var (
|
|
APosition = actor.Position() // absolute world position
|
|
ASize = actor.Drawing.Size()
|
|
scrollBy render.Point
|
|
)
|
|
|
|
// Scroll left
|
|
if APosition.X <= VP.X+scrollboxHoz {
|
|
var delta = VP.X + scrollboxHoz - APosition.X
|
|
|
|
// constrain in case they're FAR OFF SCREEN so we don't flip back around
|
|
if delta < 0 {
|
|
delta = -delta
|
|
}
|
|
scrollBy.X = delta
|
|
}
|
|
|
|
// Scroll right
|
|
if APosition.X >= VP.W-ASize.W-scrollboxHoz {
|
|
var delta = VP.W - ASize.W - APosition.X - scrollboxHoz
|
|
scrollBy.X = delta
|
|
}
|
|
|
|
// Scroll up
|
|
if APosition.Y <= VP.Y+scrollboxVert {
|
|
var delta = VP.Y + scrollboxVert - APosition.Y
|
|
|
|
if delta < 0 {
|
|
delta = -delta
|
|
}
|
|
scrollBy.Y = delta
|
|
}
|
|
|
|
// Scroll down
|
|
if APosition.Y >= VP.H-ASize.H-scrollboxVert {
|
|
var delta = VP.H - ASize.H - APosition.Y - scrollboxVert
|
|
if delta > 300 {
|
|
delta = 300
|
|
} else if delta < -300 {
|
|
delta = -300
|
|
}
|
|
scrollBy.Y = delta
|
|
}
|
|
|
|
// If we are VERY FAR away, allow greater leaps.
|
|
if scrollBy.X > balance.FollowActorMaxScrollSpeed*4 {
|
|
scrollBy.X = balance.FollowActorMaxScrollSpeed * 4
|
|
} else if scrollBy.X < -balance.FollowActorMaxScrollSpeed*4 {
|
|
scrollBy.X = -balance.FollowActorMaxScrollSpeed * 4
|
|
}
|
|
if scrollBy.Y > balance.FollowActorMaxScrollSpeed*4 {
|
|
scrollBy.Y = balance.FollowActorMaxScrollSpeed * 4
|
|
} else if scrollBy.Y < -balance.FollowActorMaxScrollSpeed*4 {
|
|
scrollBy.Y = -balance.FollowActorMaxScrollSpeed * 4
|
|
}
|
|
|
|
// Constrain the maximum scroll speed.
|
|
if scrollBy.X > balance.FollowActorMaxScrollSpeed {
|
|
scrollBy.X = balance.FollowActorMaxScrollSpeed
|
|
} else if scrollBy.X < -balance.FollowActorMaxScrollSpeed {
|
|
scrollBy.X = -balance.FollowActorMaxScrollSpeed
|
|
}
|
|
if scrollBy.Y > balance.FollowActorMaxScrollSpeed {
|
|
scrollBy.Y = balance.FollowActorMaxScrollSpeed
|
|
} else if scrollBy.Y < -balance.FollowActorMaxScrollSpeed {
|
|
scrollBy.Y = -balance.FollowActorMaxScrollSpeed
|
|
}
|
|
|
|
if scrollBy != render.Origin {
|
|
w.ScrollBy(scrollBy)
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
return fmt.Errorf("actor ID '%s' not found in level", w.FollowActor)
|
|
}
|