doodle/pkg/uix/canvas_scrolling.go
Noah Petherbridge 0a1d86e1f5 Bugfix: Scroll constraint favors top/left edge
For levels having a top/left scroll boundary, the top/left point takes
higher priority for resolving out-of-bounds scroll ranges instead of the
bottom/right.

This fixes a bug where you Zoom Out of a level far enough that the
entire boundaries of a Bounded level are smaller than the viewport into
the level. It could happen if playing normal levels in Play Mode on a
very high-resolution monitor. Previously, the level would anchor to the
bottom/right corner of your screen.

With the Zoom In/Out Feature this broke the ability to scroll well on
the level; so the easy fix is to put the X>0, Y>0 bounds check after the
above, so the level will hug the top/left corner of the screen which
fixes both problems.
2021-09-12 15:59:40 -07:00

206 lines
4.7 KiB
Go

package uix
import (
"errors"
"fmt"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/keybind"
"git.kirsle.net/apps/doodle/pkg/level"
"git.kirsle.net/apps/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)
}
return nil
}
/*
Loop() subroutine to constrain the scrolled view to within a bounded level.
*/
func (w *Canvas) loopConstrainScroll() error {
if w.NoLimitScroll {
return errors.New("NoLimitScroll enabled")
}
var capped bool
// Constrain the bottom and right for limited world sizes.
if w.wallpaper.pageType >= level.Bounded &&
w.wallpaper.maxWidth+w.wallpaper.maxHeight > 0 {
var (
// TODO: downcast from int64!
mw = int(w.wallpaper.maxWidth)
mh = int(w.wallpaper.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
}
// 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)
}