doodle/pkg/level/giant_screenshot/giant_screenshot.go

206 lines
5.6 KiB
Go

package giant_screenshot
import (
"errors"
"image"
"image/draw"
"image/png"
"os"
"path/filepath"
"time"
"git.kirsle.net/SketchyMaze/doodle/pkg/doodads"
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
"git.kirsle.net/SketchyMaze/doodle/pkg/userdir"
"git.kirsle.net/SketchyMaze/doodle/pkg/wallpaper"
"git.kirsle.net/go/render"
)
/*
Giant Screenshot functionality for the Level Editor.
*/
var locked bool
// GiantScreenshot returns a rendered RGBA image of the entire level.
//
// Only one thread should be doing this at a time. A sync.Mutex will cause
// an error to return if another goroutine is already in the process of
// generating a screenshot, and you'll have to wait and try later.
func GiantScreenshot(lvl *level.Level) (image.Image, error) {
// Lock this to one user at a time.
if locked {
return nil, errors.New("a giant screenshot is still being processed; try later...")
}
locked = true
defer func() {
locked = false
}()
shmem.Flash("Saving a giant screenshot (this takes a moment)...")
// How big will our image be?
var (
size = lvl.Chunker.WorldSizePositive()
chunkSize = int(lvl.Chunker.Size)
chunkLow, chunkHigh = lvl.Chunker.Bounds()
worldSize = render.Rect{
X: chunkLow.X,
Y: chunkLow.Y,
W: chunkHigh.X,
H: chunkHigh.Y,
}
x int
y int
)
// Bounded levels: set the image output size precisely.
if lvl.PageType == level.Bounded || lvl.PageType == level.Bordered {
size = render.NewRect(int(lvl.MaxWidth), int(lvl.MaxHeight))
}
// Levels without negative space: set the lower chunk coord to 0,0
if lvl.PageType > level.Unbounded {
worldSize.X = 0
worldSize.Y = 0
}
// Create the image.
img := image.NewRGBA(image.Rect(0, 0, size.W, size.H))
// Render the wallpaper onto it.
log.Debug("GiantScreenshot: Render wallpaper to image (%s)...", size)
img = WallpaperToImage(lvl, img, size.W, size.H)
// Render the chunks.
log.Debug("GiantScreenshot: Render level chunks...")
for chunkX := worldSize.X; chunkX <= worldSize.W; chunkX++ {
y = 0
for chunkY := worldSize.Y; chunkY <= worldSize.H; chunkY++ {
if chunk, ok := lvl.Chunker.GetChunk(render.NewPoint(chunkX, chunkY)); ok {
// TODO: we always use RGBA but is risky:
rgba, ok := chunk.CachedBitmap(render.Invisible).(*image.RGBA)
if !ok {
log.Error("GiantScreenshot: couldn't turn chunk to RGBA")
}
img = blotImage(img, rgba, image.Pt(x, y))
}
y += chunkSize
}
x += chunkSize
}
// Render the doodads.
log.Debug("GiantScreenshot: Render actors...")
for _, actor := range lvl.Actors {
doodad, err := doodads.LoadFromEmbeddable(actor.Filename, lvl)
if err != nil {
log.Error("GiantScreenshot: Load doodad: %s", err)
continue
}
// Offset the doodad position if the image is displaying
// negative coordinates.
drawAt := render.NewPoint(actor.Point.X, actor.Point.Y)
if worldSize.X < 0 {
var offset = render.AbsInt(worldSize.X) * chunkSize
drawAt.X += offset
}
if worldSize.Y < 0 {
var offset = render.AbsInt(worldSize.Y) * chunkSize
drawAt.Y += offset
}
// TODO: usually doodad sprites start at 0,0 and the chunkSize
// is the same as their sprite size.
if len(doodad.Layers) > 0 && doodad.Layers[0].Chunker != nil {
var chunker = doodad.Layers[0].Chunker
chunk, ok := chunker.GetChunk(render.Origin)
if !ok {
continue
}
// TODO: we always use RGBA but is risky:
rgba, ok := chunk.CachedBitmap(render.Invisible).(*image.RGBA)
if !ok {
log.Error("GiantScreenshot: couldn't turn chunk to RGBA")
}
img = blotImage(img, rgba, image.Pt(drawAt.X, drawAt.Y))
}
}
return img, nil
}
// SaveGiantScreenshot will take a screenshot and write it to a file on disk,
// returning the filename relative to ~/.config/doodle/screenshots
func SaveGiantScreenshot(level *level.Level) (string, error) {
var filename = time.Now().Format("2006-01-02_15-04-05.png")
img, err := GiantScreenshot(level)
if err != nil {
return "", err
}
fh, err := os.Create(filepath.Join(userdir.ScreenshotDirectory, filename))
if err != nil {
return "", err
}
png.Encode(fh, img)
return filename, nil
}
// WallpaperToImage accurately draws the wallpaper into an Image.
//
// The image is assumed to have a rect of (0,0,width,height) and that
// width and height are positive. Used for the Giant Screenshot feature.
func WallpaperToImage(lvl *level.Level, target *image.RGBA, width, height int) *image.RGBA {
wp, err := wallpaper.FromFile("assets/wallpapers/"+lvl.Wallpaper, lvl)
if err != nil {
log.Error("GiantScreenshot: wallpaper load: %s", err)
}
var size = wp.QuarterRect()
var resultImage = target
// Tile the repeat texture.
for x := 0; x < width; x += size.W {
for y := 0; y < height; y += size.H {
offset := image.Pt(x, y)
resultImage = blotImage(resultImage, wp.Repeat(), offset)
}
}
// Tile the left edge for bounded lvls.
if lvl.PageType > level.Unbounded {
// The left edge.
for y := 0; y < height; y += size.H {
offset := image.Pt(0, y)
resultImage = blotImage(resultImage, wp.Left(), offset)
}
// The top edge.
for x := 0; x < width; x += size.W {
offset := image.Pt(x, 0)
resultImage = blotImage(resultImage, wp.Top(), offset)
}
// The top left corner.
resultImage = blotImage(resultImage, wp.Corner(), image.Point{})
}
return resultImage
}
func blotImage(target, source *image.RGBA, offset image.Point) *image.RGBA {
b := target.Bounds()
newImg := image.NewRGBA(b)
draw.Draw(newImg, b, target, image.Point{}, draw.Src)
draw.Draw(newImg, source.Bounds().Add(offset), source, image.Point{}, draw.Over)
return newImg
}