doodle/level/chunk.go
Noah Petherbridge 0044b72943 Drag Doodads Onto Levels in Edit Mode
Add the ability to drag and drop Doodads onto the level. The Doodad
buttons on the palette now trigger a Drag/Drop behavior when clicked,
and a "blueprint colored" version of the Doodad follows your cursor,
centered on it.

Actors are assigned a random UUID ID when they are placed into a level.

The Canvas gained a MaskColor property that forces all pixels in the
drawing to render as the same color. This is a visual-only effect, and
is used when dragging Doodads in so they render as "blueprints" instead
of their actual colors until they are dropped.

Fix the chunk bitmap cache system so it saves in the $XDG_CACHE_FOLDER
instead of /tmp and has better names. They go into
`~/.config/doodle/chunks/` and have UUID file names -- but they
disappear quickly! As soon as they are cached into SDL2 they are removed
from disk.

Other changes:

- UI: Add Hovering() method that returns the widgets that are beneath
      a point (your cursor) and those that are not, for easy querying
      for event propagation.
- UI: Add ability to return an ErrStopPropagation to tell the master
      Scene (outside the UI) not to continue sending events to other
      parts of the code, so that you don't draw pixels during a drag
      event.
2018-10-20 16:03:59 -07:00

277 lines
6.4 KiB
Go

package level
import (
"encoding/json"
"fmt"
"image"
"math"
"os"
"git.kirsle.net/apps/doodle/balance"
"git.kirsle.net/apps/doodle/pkg/userdir"
"git.kirsle.net/apps/doodle/render"
"github.com/satori/go.uuid"
"golang.org/x/image/bmp"
)
// Types of chunks.
const (
MapType int = iota
GridType
)
// Chunk holds a single portion of the pixel canvas.
type Chunk struct {
Type int // map vs. 2D array.
Accessor
// Values told to it from higher up, not stored in JSON.
Point render.Point
Size int
// Texture cache properties so we don't redraw pixel-by-pixel every frame.
uuid uuid.UUID
texture render.Texturer
textureMasked render.Texturer
dirty bool
}
// JSONChunk holds a lightweight (interface-free) copy of the Chunk for
// unmarshalling JSON files from disk.
type JSONChunk struct {
Type int `json:"type"`
Data json.RawMessage `json:"data"`
}
// Accessor provides a high-level API to interact with absolute pixel coordinates
// while abstracting away the details of how they're stored.
type Accessor interface {
Inflate(*Palette) error
Iter() <-chan Pixel
IterViewport(viewport render.Rect) <-chan Pixel
Get(render.Point) (*Swatch, error)
Set(render.Point, *Swatch) error
Delete(render.Point) error
Len() int
MarshalJSON() ([]byte, error)
UnmarshalJSON([]byte) error
}
// NewChunk creates a new chunk.
func NewChunk() *Chunk {
return &Chunk{
Type: MapType,
Accessor: NewMapAccessor(),
}
}
// Texture will return a cached texture for the rendering engine for this
// chunk's pixel data. If the cache is dirty it will be rebuilt in this func.
func (c *Chunk) Texture(e render.Engine) render.Texturer {
if c.texture == nil || c.dirty {
// Generate the normal bitmap and one with a color mask if applicable.
bitmap := c.toBitmap(render.Invisible)
defer os.Remove(bitmap)
tex, err := e.NewBitmap(bitmap)
if err != nil {
log.Error("Texture: %s", err)
}
c.texture = tex
c.textureMasked = nil // invalidate until next call
c.dirty = false
}
return c.texture
}
// TextureMasked returns a cached texture with the ColorMask applied.
func (c *Chunk) TextureMasked(e render.Engine, mask render.Color) render.Texturer {
if c.textureMasked == nil {
// Generate the normal bitmap and one with a color mask if applicable.
bitmap := c.toBitmap(mask)
defer os.Remove(bitmap)
tex, err := e.NewBitmap(bitmap)
if err != nil {
log.Error("Texture: %s", err)
}
c.textureMasked = tex
}
return c.textureMasked
}
// toBitmap puts the texture in a well named bitmap path in the cache folder.
func (c *Chunk) toBitmap(mask render.Color) string {
// Generate a unique filename for this chunk cache.
var filename string
if c.uuid == uuid.Nil {
c.uuid = uuid.Must(uuid.NewV4())
}
filename = c.uuid.String()
if mask != render.Invisible {
filename += fmt.Sprintf("-%02x%02x%02x%02x",
mask.Red, mask.Green, mask.Blue, mask.Alpha,
)
}
// Get the temp bitmap image.
bitmap := userdir.CacheFilename("chunk", filename+".bmp")
err := c.ToBitmap(bitmap, mask)
if err != nil {
log.Error("Texture: %s", err)
}
return bitmap
}
// ToBitmap exports the chunk's pixels as a bitmap image.
func (c *Chunk) ToBitmap(filename string, mask render.Color) error {
canvas := c.SizePositive()
imgSize := image.Rectangle{
Min: image.Point{},
Max: image.Point{
X: c.Size,
Y: c.Size,
},
}
if imgSize.Max.X == 0 {
imgSize.Max.X = int(canvas.W)
}
if imgSize.Max.Y == 0 {
imgSize.Max.Y = int(canvas.H)
}
img := image.NewRGBA(imgSize)
// Blank out the pixels.
for x := 0; x < img.Bounds().Max.X; x++ {
for y := 0; y < img.Bounds().Max.Y; y++ {
img.Set(x, y, balance.DebugChunkBitmapBackground.ToColor())
}
}
// Pixel coordinate offset to map the Chunk World Position to the
// smaller image boundaries.
pointOffset := render.Point{
X: int32(c.Point.X * int32(c.Size)),
Y: int32(c.Point.Y * int32(c.Size)),
}
// Blot all the pixels onto it.
for px := range c.Iter() {
var color = px.Swatch.Color
if mask != render.Invisible {
color = mask
}
img.Set(
int(px.X-pointOffset.X),
int(px.Y-pointOffset.Y),
color.ToColor(),
)
}
fh, err := os.Create(filename)
if err != nil {
return err
}
defer fh.Close()
return bmp.Encode(fh, img)
}
// Set proxies to the accessor and flags the texture as dirty.
func (c *Chunk) Set(p render.Point, sw *Swatch) error {
c.dirty = true
return c.Accessor.Set(p, sw)
}
// Delete proxies to the accessor and flags the texture as dirty.
func (c *Chunk) Delete(p render.Point) error {
c.dirty = true
return c.Accessor.Delete(p)
}
// Rect returns the bounding coordinates that the Chunk has pixels for.
func (c *Chunk) Rect() render.Rect {
// Lowest and highest chunks.
var (
lowest render.Point
highest render.Point
)
for coord := range c.Iter() {
if coord.X < lowest.X {
lowest.X = coord.X
}
if coord.Y < lowest.Y {
lowest.Y = coord.Y
}
if coord.X > highest.X {
highest.X = coord.X
}
if coord.Y > highest.Y {
highest.Y = coord.Y
}
}
return render.Rect{
X: lowest.X,
Y: lowest.Y,
W: highest.X,
H: highest.Y,
}
}
// SizePositive returns the Size anchored to 0,0 with only positive
// coordinates.
func (c *Chunk) SizePositive() render.Rect {
S := c.Rect()
return render.Rect{
W: int32(math.Abs(float64(S.X))) + S.W,
H: int32(math.Abs(float64(S.Y))) + S.H,
}
}
// Usage returns the percent of free space vs. allocated pixels in the chunk.
func (c *Chunk) Usage(size int) float64 {
return float64(c.Len()) / float64(size)
}
// MarshalJSON writes the chunk to JSON.
func (c *Chunk) MarshalJSON() ([]byte, error) {
data, err := c.Accessor.MarshalJSON()
if err != nil {
return []byte{}, err
}
generic := &JSONChunk{
Type: c.Type,
Data: data,
}
b, err := json.Marshal(generic)
return b, err
}
// UnmarshalJSON loads the chunk from JSON and uses the correct accessor to
// parse the inner details.
func (c *Chunk) UnmarshalJSON(b []byte) error {
// Parse it generically so we can hand off the inner "data" object to the
// right accessor for unmarshalling.
generic := &JSONChunk{}
err := json.Unmarshal(b, generic)
if err != nil {
return fmt.Errorf("Chunk.UnmarshalJSON: failed to unmarshal into generic JSONChunk type: %s", err)
}
switch c.Type {
case MapType:
c.Accessor = NewMapAccessor()
return c.Accessor.UnmarshalJSON(generic.Data)
default:
return fmt.Errorf("Chunk.UnmarshalJSON: unsupported chunk type '%d'", c.Type)
}
}