doodle/pkg/drawtool/stroke.go
Noah Petherbridge cc1e441232 Eraser Tool, Brush Sizes
* Implement Brush Sizes for drawtool.Stroke and add a UI to the tools panel
  to control the brush size.
  * Brush sizes: 1, 2, 4, 8, 16, 24, 32, 48, 64
* Add the Eraser Tool to editor mode. It uses a default brush size of 16
  and a max size of 32 due to some performance issues.
* The Undo/Redo system now remembers the original color of pixels when
  you change them, so that Undo will set them back how they were instead
  of deleting the pixel entirely. Due to performance issues, this only
  happens when your Brush Size is 0 (drawing single-pixel shapes).
* UI: Add an IntVariable option to ui.Label to bind showing the value of
  an int reference.

Aforementioned performance issues:

* When we try to remember whole rects of pixels for drawing thick
  shapes, it requires a ton of scanning for each step of the shape. Even
  de-duplicating pixel checks, tons of extra reads are constantly
  checked.
* The Eraser is the only tool that absolutely needs to be able to
  remember wiped pixels AND have large brush sizes. The performance
  sucks and lags a bit if you erase a lot all at once, but it's a
  trade-off for now.
* So pixels aren't remembered when drawing lines in your level with
  thick brushes, so the Undo action will simply delete your pixels and not
  reset them. Only the Eraser can bring back pixels.
2019-07-11 19:07:46 -07:00

129 lines
3.4 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
Thickness int // 0 = 1px; thickness creates a box N pixels away from each point
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
// Storage space to recall the previous values of points that were replaced,
// especially for the Undo/Redo History tool. When the uix.Canvas commits a
// Stroke to the level data, any pixel that has replaced an existing color
// will cache its color here, so we can easily page forwards and backwards
// in history and not lose data.
//
// The data is implementation defined and controlled by the caller. This
// package does not modify OriginalPoints or do anything with it.
OriginalPoints map[render.Point]interface{}
}
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{}{},
OriginalPoints: map[render.Point]interface{}{},
}
}
// Copy returns a duplicate of the Stroke reference.
func (s *Stroke) Copy() *Stroke {
nextStrokeID++
return &Stroke{
ID: nextStrokeID,
Shape: s.Shape,
Color: s.Color,
Thickness: s.Thickness,
ExtraData: s.ExtraData,
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 Eraser:
fallthrough
case Freehand:
for _, point := range s.Points {
ch <- point
}
case Line:
for point := range render.IterLine2(s.PointA, s.PointB) {
ch <- point
}
case Rectangle:
for point := range render.IterRect(s.PointA, s.PointB) {
ch <- point
}
}
close(ch)
}()
return ch
}
// IterThickPoints iterates over the points and yield Rects of each one.
func (s *Stroke) IterThickPoints() chan render.Rect {
ch := make(chan render.Rect)
go func() {
for pt := range s.IterPoints() {
ch <- render.Rect{
X: pt.X - int32(s.Thickness),
Y: pt.Y - int32(s.Thickness),
W: int32(s.Thickness) * 2,
H: int32(s.Thickness) * 2,
}
}
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)
}