188 lines
4.3 KiB
Go
188 lines
4.3 KiB
Go
package uix
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import (
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"errors"
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"fmt"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render/event"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/level"
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)
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/*
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Loop() subroutine to scroll the canvas using arrow keys (for edit mode).
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If w.Scrollable is false this function won't do anything.
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Cursor keys will scroll the drawing by balance.CanvasScrollSpeed per tick.
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If the level pageType is constrained, the scrollable viewport will be
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constrained to fit the bounds of the level.
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The debug boolean `NoLimitScroll=true` will override the bounded level scroll
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restriction and allow scrolling into out-of-bounds areas of the level.
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*/
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func (w *Canvas) loopEditorScroll(ev *event.State) error {
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if !w.Scrollable {
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return errors.New("canvas not scrollable")
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}
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// Arrow keys to scroll the view.
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scrollBy := render.Point{}
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if ev.Right {
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scrollBy.X -= balance.CanvasScrollSpeed
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} else if ev.Left {
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scrollBy.X += balance.CanvasScrollSpeed
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}
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if ev.Down {
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scrollBy.Y -= balance.CanvasScrollSpeed
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} else if ev.Up {
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scrollBy.Y += balance.CanvasScrollSpeed
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}
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if !scrollBy.IsZero() {
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w.ScrollBy(scrollBy)
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}
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return nil
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}
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/*
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Loop() subroutine to constrain the scrolled view to within a bounded level.
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*/
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func (w *Canvas) loopConstrainScroll() error {
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if w.NoLimitScroll {
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return errors.New("NoLimitScroll enabled")
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}
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var capped bool
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// Constrain the top and left edges.
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if w.wallpaper.pageType > level.Unbounded {
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if w.Scroll.X > 0 {
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w.Scroll.X = 0
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capped = true
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}
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if w.Scroll.Y > 0 {
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w.Scroll.Y = 0
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capped = true
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}
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}
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// Constrain the bottom and right for limited world sizes.
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if w.wallpaper.pageType >= level.Bounded &&
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w.wallpaper.maxWidth+w.wallpaper.maxHeight > 0 {
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var (
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// TODO: downcast from int64!
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mw = int32(w.wallpaper.maxWidth)
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mh = int32(w.wallpaper.maxHeight)
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Viewport = w.Viewport()
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)
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if Viewport.W > mw {
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delta := Viewport.W - mw
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w.Scroll.X += delta
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capped = true
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}
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if Viewport.H > mh {
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delta := Viewport.H - mh
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w.Scroll.Y += delta
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capped = true
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}
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}
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if capped {
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return errors.New("scroll limited by level constraint")
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}
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return nil
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}
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/*
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Loop() subroutine for Play Mode to follow an actor in the camera's view.
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Does nothing if w.FollowActor is an empty string. Set it to the ID of an Actor
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to follow. If the actor exists, the Canvas will scroll to keep it on the
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screen.
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*/
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func (w *Canvas) loopFollowActor(ev *event.State) error {
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// Are we following an actor?
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if w.FollowActor == "" {
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return nil
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}
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var (
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VP = w.Viewport()
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)
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// Find the actor.
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for _, actor := range w.actors {
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if actor.ID() != w.FollowActor {
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continue
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}
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var (
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APosition = actor.Position() // absolute world position
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ASize = actor.Drawing.Size()
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scrollBy render.Point
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)
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// Scroll left
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if APosition.X-VP.X <= int32(balance.ScrollboxHoz) {
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var delta = APosition.X - VP.X
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if delta > int32(balance.ScrollMaxVelocity) {
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delta = int32(balance.ScrollMaxVelocity)
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}
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if delta < 0 {
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// constrain in case they're FAR OFF SCREEN so we don't flip back around
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delta = -delta
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}
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scrollBy.X = delta
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}
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// Scroll right
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if APosition.X >= VP.W-ASize.W-int32(balance.ScrollboxHoz) {
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var delta = VP.W - ASize.W - int32(balance.ScrollboxHoz)
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if delta > int32(balance.ScrollMaxVelocity) {
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delta = int32(balance.ScrollMaxVelocity)
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}
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scrollBy.X = -delta
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}
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// Scroll up
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if APosition.Y-VP.Y <= int32(balance.ScrollboxVert) {
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var delta = APosition.Y - VP.Y
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if delta > int32(balance.ScrollMaxVelocity) {
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delta = int32(balance.ScrollMaxVelocity)
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}
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// TODO: add gravity to counteract jitters on scrolling vertically
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scrollBy.Y -= int32(balance.Gravity)
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if delta < 0 {
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delta = -delta
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}
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scrollBy.Y = delta
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}
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// Scroll down
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if APosition.Y >= VP.H-ASize.H-int32(balance.ScrollboxVert) {
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var delta = VP.H - ASize.H - int32(balance.ScrollboxVert)
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if delta > int32(balance.ScrollMaxVelocity) {
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delta = int32(balance.ScrollMaxVelocity)
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}
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scrollBy.Y = -delta
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// TODO: add gravity to counteract jitters on scrolling vertically
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scrollBy.Y += int32(balance.Gravity * 3)
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}
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if scrollBy != render.Origin {
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w.ScrollBy(scrollBy)
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}
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return nil
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}
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return fmt.Errorf("actor ID '%s' not found in level", w.FollowActor)
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}
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