Noah Petherbridge
1e80304061
* Add the JavaScript system for Doodads to run their scripts in levels, and wire initial OnCollide() handler support. * CLI: Add a `doodad install-script` command to the doodad tool. * Usage: `doodad install-script <index.js> <filename.doodad>` * Add dev-assets folder for storing source files for the official default doodads, sprites, levels, etc. and for now add a JavaScript for the first test doodad.
307 lines
8.9 KiB
Go
307 lines
8.9 KiB
Go
package uix
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import (
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"fmt"
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"os"
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"strings"
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"git.kirsle.net/apps/doodle/lib/events"
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"git.kirsle.net/apps/doodle/lib/render"
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"git.kirsle.net/apps/doodle/lib/ui"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/collision"
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"git.kirsle.net/apps/doodle/pkg/doodads"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/scripting"
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"git.kirsle.net/apps/doodle/pkg/wallpaper"
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)
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// Canvas is a custom ui.Widget that manages a single drawing.
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type Canvas struct {
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ui.Frame
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Palette *level.Palette
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// Editable and Scrollable go hand in hand and, if you initialize a
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// NewCanvas() with editable=true, they are both enabled.
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Editable bool // Clicking will edit pixels of this canvas.
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Scrollable bool // Cursor keys will scroll the viewport of this canvas.
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// Selected draw tool/mode, default Pencil, for editable canvases.
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Tool Tool
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// MaskColor will force every pixel to render as this color regardless of
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// the palette index of that pixel. Otherwise pixels behave the same and
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// the palette does work as normal. Set to render.Invisible (zero value)
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// to remove the mask.
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MaskColor render.Color
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// Actor ID to follow the camera on automatically, i.e. the main player.
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FollowActor string
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// Debug tools
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// NoLimitScroll suppresses the scroll limit for bounded levels.
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NoLimitScroll bool
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// Underlying chunk data for the drawing.
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chunks *level.Chunker
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// Actors to superimpose on top of the drawing.
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actor *Actor // if this canvas IS an actor
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actors []*Actor // if this canvas CONTAINS actors (i.e., is a level)
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// Doodad scripting engine supervisor.
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// NOTE: initialized and managed by the play_scene.
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scripting *scripting.Supervisor
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// Wallpaper settings.
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wallpaper *Wallpaper
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// When the Canvas wants to delete Actors, but ultimately it is upstream
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// that controls the actors. Upstream should delete them and then reinstall
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// the actor list from scratch.
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OnDeleteActors func([]*level.Actor)
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OnDragStart func(filename string)
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// Tracking pixels while editing. TODO: get rid of pixelHistory?
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pixelHistory []*level.Pixel
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lastPixel *level.Pixel
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// We inherit the ui.Widget which manages the width and height.
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Scroll render.Point // Scroll offset for which parts of canvas are visible.
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}
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// NewCanvas initializes a Canvas widget.
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//
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// If editable is true, Scrollable is also set to true, which means the arrow
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// keys will scroll the canvas viewport which is desirable in Edit Mode.
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func NewCanvas(size int, editable bool) *Canvas {
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w := &Canvas{
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Editable: editable,
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Scrollable: editable,
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Palette: level.NewPalette(),
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chunks: level.NewChunker(size),
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actors: make([]*Actor, 0),
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wallpaper: &Wallpaper{},
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}
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w.setup()
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w.IDFunc(func() string {
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var attrs []string
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if w.Editable {
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attrs = append(attrs, "editable")
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} else {
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attrs = append(attrs, "read-only")
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}
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if w.Scrollable {
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attrs = append(attrs, "scrollable")
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}
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return fmt.Sprintf("Canvas<%d; %s>", size, strings.Join(attrs, "; "))
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})
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return w
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}
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// Load initializes the Canvas using an existing Palette and Grid.
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func (w *Canvas) Load(p *level.Palette, g *level.Chunker) {
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w.Palette = p
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w.chunks = g
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if len(w.Palette.Swatches) > 0 {
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w.SetSwatch(w.Palette.Swatches[0])
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}
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}
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// LoadLevel initializes a Canvas from a Level object.
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func (w *Canvas) LoadLevel(e render.Engine, level *level.Level) {
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w.Load(level.Palette, level.Chunker)
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// TODO: wallpaper paths
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filename := "assets/wallpapers/" + level.Wallpaper
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if _, err := os.Stat(filename); os.IsNotExist(err) {
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log.Error("LoadLevel: %s", err)
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filename = "assets/wallpapers/notebook.png" // XXX TODO
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}
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wp, err := wallpaper.FromFile(e, filename)
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if err != nil {
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log.Error("wallpaper FromFile(%s): %s", filename, err)
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}
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w.wallpaper.maxWidth = level.MaxWidth
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w.wallpaper.maxHeight = level.MaxHeight
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err = w.wallpaper.Load(e, level.PageType, wp)
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if err != nil {
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log.Error("wallpaper Load: %s", err)
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}
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}
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// LoadDoodad initializes a Canvas from a Doodad object.
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func (w *Canvas) LoadDoodad(d *doodads.Doodad) {
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// TODO more safe
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w.Load(d.Palette, d.Layers[0].Chunker)
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}
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// SetSwatch changes the currently selected swatch for editing.
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func (w *Canvas) SetSwatch(s *level.Swatch) {
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w.Palette.ActiveSwatch = s
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}
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// setup common configs between both initializers of the canvas.
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func (w *Canvas) setup() {
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// XXX: Debug code.
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if balance.DebugCanvasBorder != render.Invisible {
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w.Configure(ui.Config{
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BorderColor: balance.DebugCanvasBorder,
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BorderSize: 2,
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BorderStyle: ui.BorderSolid,
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})
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}
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}
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// Loop is called on the scene's event loop to handle mouse interaction with
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// the canvas, i.e. to edit it.
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func (w *Canvas) Loop(ev *events.State) error {
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// Process the arrow keys scrolling the level in Edit Mode.
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// canvas_scrolling.go
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w.loopEditorScroll(ev)
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if err := w.loopFollowActor(ev); err != nil {
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log.Error("Follow actor: %s", err) // not fatal but nice to know
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}
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if err := w.loopConstrainScroll(); err != nil {
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log.Debug("loopConstrainScroll: %s", err)
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}
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// Move any actors. As we iterate over all actors, track their bounding
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// rectangles so we can later see if any pair of actors intersect each other.
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boxes := make([]render.Rect, len(w.actors))
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for i, a := range w.actors {
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// Get the actor's velocity to see if it's moving this tick.
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v := a.Velocity()
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// If not moving, grab the bounding box right now.
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if v == render.Origin {
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boxes[i] = doodads.GetBoundingRect(a)
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continue
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}
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// Create a delta point from their current location to where they
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// want to move to this tick.
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delta := a.Position()
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delta.Add(v)
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// Check collision with level geometry.
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info, ok := collision.CollidesWithGrid(a, w.chunks, delta)
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if ok {
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// Collision happened with world.
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log.Error("COLLIDE %+v", info)
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}
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delta = info.MoveTo // Move us back where the collision check put us
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// Move the actor's World Position to the new location.
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a.MoveTo(delta)
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// Keep the actor from leaving the world borders of bounded maps.
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w.loopContainActorsInsideLevel(a)
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// Store this actor's bounding box after they've moved.
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boxes[i] = doodads.GetBoundingRect(a)
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}
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// Check collisions between actors.
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for tuple := range collision.BetweenBoxes(boxes) {
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log.Error("Actor %s collides with %s",
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w.actors[tuple[0]].ID(),
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w.actors[tuple[1]].ID(),
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)
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a, b := w.actors[tuple[0]], w.actors[tuple[1]]
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// Call the OnCollide handler.
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if w.scripting != nil {
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w.scripting.To(a.ID()).Events.RunCollide()
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w.scripting.To(b.ID()).Events.RunCollide()
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}
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}
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// If the canvas is editable, only care if it's over our space.
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if w.Editable {
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cursor := render.NewPoint(ev.CursorX.Now, ev.CursorY.Now)
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if cursor.Inside(ui.AbsoluteRect(w)) {
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return w.loopEditable(ev)
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}
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}
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return nil
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}
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// Viewport returns a rect containing the viewable drawing coordinates in this
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// canvas. The X,Y values are the scroll offset (top left) and the W,H values
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// are the scroll offset plus the width/height of the Canvas widget.
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//
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// The Viewport rect are the Absolute World Coordinates of the drawing that are
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// visible inside the Canvas. The X,Y is the top left World Coordinate and the
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// W,H are the bottom right World Coordinate, making this rect an absolute
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// slice of the world. For a normal rect with a relative width and height,
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// use ViewportRelative().
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//
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// The rect X,Y are the negative Scroll Value.
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// The rect W,H are the Canvas widget size minus the Scroll Value.
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func (w *Canvas) Viewport() render.Rect {
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var S = w.Size()
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return render.Rect{
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X: -w.Scroll.X,
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Y: -w.Scroll.Y,
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W: S.W - w.Scroll.X,
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H: S.H - w.Scroll.Y,
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}
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}
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// ViewportRelative returns a relative viewport where the Width and Height
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// values are zero-relative: so you can use it with point.Inside(viewport)
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// to see if a World Index point should be visible on screen.
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//
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// The rect X,Y are the negative Scroll Value
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// The rect W,H are the Canvas widget size.
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func (w *Canvas) ViewportRelative() render.Rect {
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var S = w.Size()
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return render.Rect{
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X: -w.Scroll.X,
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Y: -w.Scroll.Y,
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W: S.W,
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H: S.H,
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}
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}
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// WorldIndexAt returns the World Index that corresponds to a Screen Pixel
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// on the screen. If the screen pixel is the mouse coordinate (relative to
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// the application window) this will return the World Index of the pixel below
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// the mouse cursor.
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func (w *Canvas) WorldIndexAt(screenPixel render.Point) render.Point {
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var P = ui.AbsolutePosition(w)
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return render.Point{
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X: screenPixel.X - P.X - w.Scroll.X,
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Y: screenPixel.Y - P.Y - w.Scroll.Y,
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}
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}
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// Chunker returns the underlying Chunker object.
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func (w *Canvas) Chunker() *level.Chunker {
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return w.chunks
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}
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// ScrollTo sets the viewport scroll position.
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func (w *Canvas) ScrollTo(to render.Point) {
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w.Scroll.X = to.X
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w.Scroll.Y = to.Y
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}
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// ScrollBy adjusts the viewport scroll position.
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func (w *Canvas) ScrollBy(by render.Point) {
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w.Scroll.Add(by)
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}
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// Compute the canvas.
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func (w *Canvas) Compute(e render.Engine) {
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}
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