doodle/pkg/drawtool/stroke.go
Noah Petherbridge c8620f871e Drawing Strokes and Undo/Redo Functionality
* Add new pkg/drawtool with utilities to abstract away drawing actions
  into Strokes and track undo/redo History for them.
* The freehand Pencil tool in EditorMode has been refactored to create a
  Stroke of Shape=Freehand and queue up its world pixels there instead
  of directly modifying the level chunker in real time. When the mouse
  button is released, the freehand Stroke is committed to the level
  chunker and added to the UndoHistory.
* UndoHistory is (temporarily) stored with the level.Level so it can
  survive trips to PlayScene and back, but is not stored as JSON on
  disk.
* Ctrl-Z and Ctrl-Y in EditorMode for undo and redo, respectively.
2019-07-03 16:25:23 -07:00

78 lines
2.0 KiB
Go

package drawtool
import "git.kirsle.net/apps/doodle/lib/render"
/*
Stroke holds temporary pixel data with a shape and color.
It is used for myriad purposes:
- As a staging area for drawing new pixels to the drawing without committing
them until completed.
- As a unit of work for the Undo/Redo History when editing a drawing.
- As imaginary visual lines superimposed on top of a drawing, for example to
visualize the link between two doodads or to draw collision hitboxes and other
debug lines to the drawing.
*/
type Stroke struct {
ID int // Unique ID per each stroke
Shape Shape
Color render.Color
ExtraData interface{} // arbitrary storage for extra data to attach
// Start and end points for Lines, Rectangles, etc.
PointA render.Point
PointB render.Point
// Array of points for Freehand shapes.
Points []render.Point
uniqPoint map[render.Point]interface{} // deduplicate points added
}
var nextStrokeID int
// NewStroke initializes a new Stroke with a shape and a color.
func NewStroke(shape Shape, color render.Color) *Stroke {
nextStrokeID++
return &Stroke{
ID: nextStrokeID,
Shape: shape,
Color: color,
// Initialize data structures.
Points: []render.Point{},
uniqPoint: map[render.Point]interface{}{},
}
}
// IterPoints returns an iterator of points represented by the stroke.
//
// For a Line, returns all of the points between PointA and PointB. For freehand,
// returns every point added to the stroke.
func (s *Stroke) IterPoints() chan render.Point {
ch := make(chan render.Point)
go func() {
switch s.Shape {
case Freehand:
for _, point := range s.Points {
ch <- point
}
case Line:
for point := range render.IterLine2(s.PointA, s.PointB) {
ch <- point
}
}
close(ch)
}()
return ch
}
// AddPoint adds a point to the stroke, for freehand shapes.
func (s *Stroke) AddPoint(p render.Point) {
if _, ok := s.uniqPoint[p]; ok {
return
}
s.uniqPoint[p] = nil
s.Points = append(s.Points, p)
}