Noah Petherbridge
db5760ee83
* Added to the F3 Debug Overlay is a "Texture:" label that counts the number of textures currently loaded by the (SDL2) render engine. * Added Teardown() functions to Level, Doodad and the Chunker they both use to free up SDL2 textures for all their cached graphics. * The Canvas.Destroy() function now cleans up all textures that the Canvas is responsible for: calling the Teardown() of the Level or Doodad, calling Destroy() on all level actors, and cleaning up Wallpaper textures. * The Destroy() method of the game's various Scenes will properly Destroy() their canvases to clean up when transitioning to another scene. The MainScene, MenuScene, EditorScene and PlayScene. * Fix the sprites package to actually cache the ui.Image widgets. The game has very few sprites so no need to free them just yet. Some tricky places that were leaking textures have been cleaned up: * Canvas.InstallActors() destroys the canvases of existing actors before it reinitializes the list and installs the replacements. * The DraggableActor when the user is dragging an actor around their level cleans up the blueprint masked drag/drop actor before nulling it out. Misc changes: * The player character cheats during Play Mode will immediately swap out the player character on the current level. * Properly call the Close() function instead of Hide() to dismiss popup windows. The Close() function itself calls Hide() but also triggers WindowClose event handlers. The Doodad Dropper subscribes to its close event to free textures for all its doodad canvases.
236 lines
6.2 KiB
Go
236 lines
6.2 KiB
Go
package uix
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import (
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"errors"
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"fmt"
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"sort"
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"strings"
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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/go/render"
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)
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// InstallActors adds external Actors to the canvas to be superimposed on top
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// of the drawing.
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func (w *Canvas) InstallActors(actors level.ActorMap) error {
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var errs []string
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// Order the actors deterministically, by their ID string. Actors get
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// a time-ordered UUID ID by default so the most recently added actor
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// should render on top of the others.
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var actorIDs []string
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for id := range actors {
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actorIDs = append(actorIDs, id)
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}
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sort.Strings(actorIDs)
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// In case we are replacing the actors, free up all their textures first!
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for _, actor := range w.actors {
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actor.Canvas.Destroy()
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}
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w.actors = make([]*Actor, 0)
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for _, id := range actorIDs {
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var actor = actors[id]
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doodad, err := doodads.LoadFromEmbeddable(actor.Filename, w.level)
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if err != nil {
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errs = append(errs, fmt.Sprintf("%s: %s", actor.Filename, err.Error()))
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continue
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}
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// Create the "live" Actor to exist in the world, and set its world
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// position to the Point defined in the level data.
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liveActor := NewActor(id, actor, doodad)
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liveActor.Canvas.parent = w
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liveActor.MoveTo(actor.Point)
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w.actors = append(w.actors, liveActor)
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}
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if len(errs) > 0 {
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return errors.New(strings.Join(errs, "\n"))
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}
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return nil
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}
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// Actors returns the list of actors currently in the Canvas.
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func (w *Canvas) Actors() []*Actor {
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return w.actors
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}
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// ClearActors removes all the actors from the Canvas.
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func (w *Canvas) ClearActors() {
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w.actors = []*Actor{}
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}
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// SetScriptSupervisor assigns the Canvas scripting supervisor to enable
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// interaction with actor scripts.
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func (w *Canvas) SetScriptSupervisor(s *scripting.Supervisor) {
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w.scripting = s
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}
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// InstallScripts loads all the current actors' scripts into the scripting
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// engine supervisor.
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func (w *Canvas) InstallScripts() error {
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if w.scripting == nil {
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return errors.New("no script supervisor is configured for this canvas")
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}
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if len(w.actors) == 0 {
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return errors.New("no actors exist in this canvas to install scripts for")
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}
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for _, actor := range w.actors {
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vm := w.scripting.To(actor.ID())
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if vm.Self != nil {
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// Already initialized!
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continue
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}
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// Security: expose a selective API to the actor to the JS engine.
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vm.Self = w.MakeSelfAPI(actor)
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w.MakeScriptAPI(vm)
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vm.Set("Self", vm.Self)
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if _, err := vm.Run(actor.Doodad().Script); err != nil {
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log.Error("Run script for actor %s failed: %s", actor.ID(), err)
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}
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// Call the main() function.
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if err := vm.Main(); err != nil {
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log.Error("main() for actor %s errored: %s", actor.ID(), err)
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}
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}
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// Broadcast the "ready" signal to any actors that want to publish
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// messages ASAP on level start.
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for _, actor := range w.actors {
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w.scripting.To(actor.ID()).Inbound <- scripting.Message{
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Name: "broadcast:ready",
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Args: nil,
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}
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}
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return nil
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}
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// AddActor injects additional actors into the canvas, such as a Player doodad.
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func (w *Canvas) AddActor(actor *Actor) error {
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w.actors = append(w.actors, actor)
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return nil
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}
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// RemoveActor removes the actor from the canvas.
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func (w *Canvas) RemoveActor(actor *Actor) {
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var actors = []*Actor{}
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for _, exist := range w.actors {
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if actor == exist {
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w.scripting.RemoveVM(actor.ID())
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continue
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}
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actors = append(actors, exist)
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}
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w.actors = actors
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}
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// drawActors is a subroutine of Present() that superimposes the actors on top
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// of the level drawing.
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func (w *Canvas) drawActors(e render.Engine, p render.Point) {
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var (
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Viewport = w.ViewportRelative()
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S = w.Size()
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)
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// See if each Actor is in range of the Viewport.
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for i, a := range w.actors {
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if a == nil {
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log.Error("Canvas.drawActors: null actor at index %d (of %d actors)", i, len(w.actors))
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continue
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}
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// Skip hidden actors.
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if a.hidden {
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continue
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}
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var (
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can = a.Canvas // Canvas widget that draws the actor
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actorPoint = a.Position()
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actorSize = a.Size()
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resizeTo = actorSize
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)
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// Adjust actor position and size by the zoom level.
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actorPoint.X = w.ZoomMultiply(actorPoint.X)
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actorPoint.Y = w.ZoomMultiply(actorPoint.Y)
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resizeTo.W = w.ZoomMultiply(resizeTo.W)
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resizeTo.H = w.ZoomMultiply(resizeTo.H)
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// Tell the actor's canvas to copy our zoom level so it resizes its image too.
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can.Zoom = w.Zoom
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// Create a box of World Coordinates that this actor occupies. The
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// Actor X,Y from level data is already a World Coordinate;
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// accomodate for the size of the Actor.
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actorBox := render.Rect{
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X: actorPoint.X,
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Y: actorPoint.Y,
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W: actorSize.W,
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H: actorSize.H,
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}
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// Is any part of the actor visible?
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if !Viewport.Intersects(actorBox) {
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continue // not visible on screen
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}
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drawAt := render.Point{
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X: p.X + w.Scroll.X + actorPoint.X + w.BoxThickness(1),
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Y: p.Y + w.Scroll.Y + actorPoint.Y + w.BoxThickness(1),
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}
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// XXX TODO: when an Actor hits the left or top edge and shrinks,
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// scrolling to offset that shrink is currently hard to solve.
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scrollTo := render.Origin
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// Handle cropping and scaling if this Actor's canvas can't be
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// completely visible within the parent.
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if drawAt.X+resizeTo.W > p.X+S.W {
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// Hitting the right edge, shrunk the width now.
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delta := (drawAt.X + resizeTo.W) - (p.X + S.W)
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resizeTo.W -= delta
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} else if drawAt.X < p.X {
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// Hitting the left edge. Cap the X coord and shrink the width.
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delta := p.X - drawAt.X // positive number
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drawAt.X = p.X
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// scrollTo.X -= delta / 2 // TODO
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resizeTo.W -= delta
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}
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if drawAt.Y+resizeTo.H > p.Y+S.H {
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// Hitting the bottom edge, shrink the height.
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delta := (drawAt.Y + resizeTo.H) - (p.Y + S.H)
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resizeTo.H -= delta
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} else if drawAt.Y < p.Y {
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// Hitting the top edge. Cap the Y coord and shrink the height.
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delta := p.Y - drawAt.Y
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drawAt.Y = p.Y
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resizeTo.H -= delta
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}
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if resizeTo != actorSize {
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can.Resize(resizeTo)
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can.ScrollTo(scrollTo)
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}
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can.Present(e, drawAt)
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// Clean up the canvas size and offset.
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can.Resize(actorSize) // restore original size in case cropped
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can.ScrollTo(render.Origin)
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}
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}
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