doodle/pkg/uix/canvas_present.go
Noah Petherbridge ddcad27485 WIP: Chunker size to uint8 and Rectangular Doodads
Convert the Chunker size to a uint8 so chunk sizes are limited to 255px. This
means that inside of a chunk, uint8's can track the relative pixel coordinates
and result in a great memory savings since all of these uint8's are currently
64-bits wide apiece.

WIP on rectangular shaped doodads:
* You can create such a doodad in the editor and draw it normally.
* It doesn't draw the right size when dragged into your level however:
  - In uix.Actor.Size() it gets a rect of the doodad's square Chunker size,
    instead of getting the proper doodad.Size rect.
  - If you give it the doodad.Size rect, it draws the Canvas size correctly
    instead of a square - the full drawing appears and in gameplay its hitbox
    (assuming the same large rectangle size) works correctly in-game.
  - But, the doodad has scrolling issues when it gets to the top or left edge
    of the screen! This old gnarly bug has come back. For some reason square
    canvas doodads draw correctly but rectangular ones have the drawing scroll
    just a bit - how far it scrolls is proportional to how big the doodad is,
    with the Start Flag only scrolling a few pixels before it stops.
2023-02-16 21:47:18 -08:00

343 lines
10 KiB
Go

package uix
import (
"fmt"
"strings"
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/SketchyMaze/doodle/pkg/sprites"
"git.kirsle.net/go/render"
"git.kirsle.net/go/ui"
)
// Present the canvas.
func (w *Canvas) Present(e render.Engine, p render.Point) {
var (
S = w.Size()
Viewport = w.Viewport()
// Bezel = render.NewRect(
// p.X+w.Scroll.X+w.BoxThickness(1),
// p.Y+w.Scroll.Y+w.BoxThickness(1),
// )
// zoomMultiplier = int(w.GetZoomMultiplier())
)
// w.MoveTo(p) // TODO: when uncommented the canvas will creep down the Workspace frame in EditorMode
w.DrawBox(e, p)
e.DrawBox(w.Background(), render.Rect{
X: p.X + w.BoxThickness(1),
Y: p.Y + w.BoxThickness(1),
W: S.W - w.BoxThickness(2),
H: S.H - w.BoxThickness(2),
})
// If we are an Actor canvas as part of a Level, get the absolute position of
// the parent (Level) canvas so we can compare where the Actor is drawn on-screen
// and detect if we are at the Top or Left edges of the parent, to crop and adjust
// the texture accordingly.
var ParentPosition render.Point
if w.parent != nil {
ParentPosition = ui.AbsolutePosition(w.parent)
}
// Draw the wallpaper.
if w.wallpaper.Valid() {
err := w.PresentWallpaper(e, p)
if err != nil {
log.Error(err.Error())
}
}
// Scale the viewport to account for zoom level.
if w.Zoom != 0 {
// Zoomed out (level go tiny)
// TODO: seems unstable as shit on Zoom In??
Viewport.W = w.ZoomDivide(Viewport.W)
Viewport.H = w.ZoomDivide(Viewport.H)
if w.Zoom != 0 {
Viewport.X = w.ZoomDivide(Viewport.X)
Viewport.Y = w.ZoomDivide(Viewport.Y)
}
}
// Disappearing chunks issue:
// When at the top-left corner of a bounded level,
// And Zoom=2 (200% zoom), Level Chunk Size=128,
// When you scroll down exactly -128 pixels, the whole row
// of chunks along the top edge of the viewport unload.
// At -256, the next row of chunks unloads.
// At -383, another row - it's creeping down the page with
// the top 1/3 of the level editor showing blank wallpaper
// At -768, about 3/4 the level editor is blank
//
// It must think the upper 128px of chunks had left the
// viewport when in fact the bottom half of them was still
// in view, not respecting the 2X zoom level.
//
// Viewport is like: Rect<128,0,1058,721>
// Level chunks would be:
// (0, 0) = (0,0, 127,127) chunk A
// (1, 0) = (128,128, 255,255) chunk B
// At 2x zoom, Chunk A is still half on screen at -128 scroll
// if w.Zoom > 0 {
// Viewport.X = w.ZoomDivide(w.chunks.Size)
// Viewport.Y = w.ZoomDivide(w.chunks.Size)
// }
// Seems resolved now?
// Get the chunks in the viewport and cache their textures.
for coord := range w.chunks.IterViewportChunks(Viewport) {
if chunk, ok := w.chunks.GetChunk(coord); ok {
var tex render.Texturer
if w.MaskColor != render.Invisible {
tex = chunk.TextureMasked(e, w.MaskColor)
} else {
tex = chunk.Texture(e)
}
// Zoom in the texture.
var (
texSize = tex.Size()
texSizeOrig = texSize
)
if w.Zoom != 0 {
texSize.W = w.ZoomMultiply(texSize.W)
texSize.H = w.ZoomMultiply(texSize.H)
}
src := render.Rect{
W: texSize.W,
H: texSize.H,
}
// If the source bitmap is already bigger than the Canvas widget
// into which it will render, cap the source width and height.
// This is especially useful for Doodad buttons because the drawing
// is bigger than the button.
if src.W > S.W {
src.W = S.W
}
if src.H > S.H {
src.H = S.H
}
var size = int(chunk.Size)
dst := render.Rect{
X: p.X + w.Scroll.X + w.BoxThickness(1) + w.ZoomMultiply(coord.X*size),
Y: p.Y + w.Scroll.Y + w.BoxThickness(1) + w.ZoomMultiply(coord.Y*size),
// src.W and src.H will be AT MOST the full width and height of
// a Canvas widget. Subtract the scroll offset to keep it bounded
// visually on its right and bottom sides.
W: src.W,
H: src.H,
}
// TODO: all this shit is in TrimBox(), make it DRY
// If the destination width will cause it to overflow the widget
// box, trim off the right edge of the destination rect.
//
// Keep in mind we're dealing with chunks here, and a chunk is
// a small part of the image. Example:
// - Canvas is 800x600 (S.W=800 S.H=600)
// - Chunk wants to render at 790,0 width 100,100 or whatever
// dst={790, 0, 100, 100}
// - Chunk box would exceed 800px width (X=790 + W=100 == 890)
// - Find the delta how much it exceeds as negative (800 - 890 == -90)
// - Lower the Source and Dest rects by that delta size so they
// stay proportional and don't scale or anything dumb.
if dst.X+src.W > p.X+S.W+w.BoxThickness(1) {
// NOTE: delta is a negative number,
// so it will subtract from the width.
delta := (p.X + S.W - w.BoxThickness(1)) - (dst.W + dst.X)
src.W += delta
dst.W += delta
}
if dst.Y+src.H > p.Y+S.H+w.BoxThickness(1) {
// NOTE: delta is a negative number
delta := (p.Y + S.H - w.BoxThickness(1)) - (dst.H + dst.Y)
src.H += delta
dst.H += delta
}
// The same for the top left edge, so the drawings don't overlap
// menu bars or left side toolbars.
// - Canvas was placed 80px from the left of the screen.
// Canvas.MoveTo(80, 0)
// - A texture wants to draw at 60, 0 which would cause it to
// overlap 20 pixels into the left toolbar. It needs to be cropped.
// - The delta is: p.X=80 - dst.X=60 == 20
// - Set destination X to p.X to constrain it there: 20
// - Subtract the delta from destination W so we don't scale it.
// - Add 20 to X of the source: the left edge of source is not visible
//
// Note: the +w.BoxThickness works around a bug if the Actor Canvas has
// a border on it (e.g. in the Actor/Link Tool mouse-over or debug setting)
if dst.X == ParentPosition.X+w.BoxThickness(1) {
// NOTE: delta is a positive number,
// so it will add to the destination coordinates.
delta := texSizeOrig.W - src.W
dst.X = p.X + w.BoxThickness(1)
src.X += delta
}
if dst.Y == ParentPosition.Y+w.BoxThickness(1) {
delta := texSizeOrig.H - src.H
dst.Y = p.Y + w.BoxThickness(1)
src.Y += delta
}
// Trim the destination width so it doesn't overlap the Canvas border.
if dst.W >= S.W-w.BoxThickness(1) {
dst.W = S.W - w.BoxThickness(1)
}
// When zooming OUT, make sure the source rect is at least the
// full size of the chunk texture; otherwise the ZoomMultiplies
// above do correctly scale e.g. 128x128 to 64x64, but it only
// samples the top-left 64x64 then and not the full texture so
// it more crops it than scales it, but does fit it neatly with
// its neighbors.
if w.Zoom < 0 {
src.W = texSizeOrig.W
src.H = texSizeOrig.H
}
e.Copy(tex, src, dst)
}
}
w.drawActors(e, p)
w.presentStrokes(e)
w.presentDoodadButtons(e)
w.presentCursor(e)
// Custom label in the canvas corner? (e.g. for Inventory item counts)
if w.CornerLabel != "" {
label := ui.NewLabel(ui.Label{
Text: w.CornerLabel,
Font: render.Text{
FontFilename: balance.ShellFontFilename,
Size: balance.ShellFontSizeSmall,
Color: render.White,
},
})
label.SetBackground(render.RGBA(0, 0, 50, 150))
label.Compute(e)
label.Present(e, render.Point{
X: p.X + S.W - label.Size().W - w.BoxThickness(1),
Y: p.Y + S.H - label.Size().H - w.BoxThickness(1),
})
}
// XXX: Debug, show label in canvas corner.
if balance.DebugCanvasLabel {
rows := []string{
w.Name,
// XXX: debug options, uncomment for more details
// Size of the canvas
// fmt.Sprintf("S=%d,%d", S.W, S.H),
// Viewport of the canvas
// fmt.Sprintf("V=%d,%d:%d,%d",
// Viewport.X, Viewport.Y,
// Viewport.W, Viewport.H,
// ),
}
// Draw the actor's position details.
// LP = Level Position, where the Actor starts at in the level data
// WP = World Position, the Actor's current position in the level
if w.actor != nil {
rows = append(rows,
fmt.Sprintf("LP=%s", w.actor.Actor.Point),
fmt.Sprintf("WP=%s", w.actor.Position()),
)
}
label := ui.NewLabel(ui.Label{
Text: strings.Join(rows, "\n"),
Font: render.Text{
FontFilename: balance.ShellFontFilename,
Size: balance.ShellFontSizeSmall,
Color: render.White,
},
})
label.SetBackground(render.RGBA(0, 0, 50, 150))
label.Compute(e)
label.Present(e, render.Point{
X: p.X + S.W - label.Size().W - w.BoxThickness(1),
Y: p.Y + w.BoxThickness(1),
})
}
}
// Draw doodad buttons on mouseover in the level editor.
func (w *Canvas) presentDoodadButtons(e render.Engine) {
if !w.ShowDoodadButtons || w.parent == nil {
return
}
// Initialize the buttons the first time?
if w.doodadButtonFrame == nil {
var (
img ui.Widget
err error
)
img, err = sprites.LoadImage(e, balance.GearIcon)
if err != nil {
// Error loading sprite, make a fallback frame.
frame := ui.NewFrame("Buttons")
frame.Configure(ui.Config{
Width: balance.UICanvasDoodadButtonSize,
Height: balance.UICanvasDoodadButtonSize,
Background: render.Green,
})
w.doodadButtonFrame = frame
} else {
w.doodadButtonFrame = img
}
w.doodadButtonFrame.Compute(e)
}
// log.Error("presentDoodadButtons: parentP=%s w at %s (abs %s) actor at %s draw at %s", parentP, w.Point(), P, actorPoint, drawAt)
w.doodadButtonFrame.Present(e, w.doodadButtonRect().Point())
}
// Return the screen rectangle where the doodad buttons would draw.
// screenCords: pass true to get on-screen coords (ignores scroll offset)
func (w *Canvas) doodadButtonRect() render.Rect {
if !w.ShowDoodadButtons || w.parent == nil {
return render.Rect{}
}
var (
parentP = ui.AbsolutePosition(w.parent)
scroll = w.parent.Scroll
actorPoint = w.actor.Position()
actorSize = w.Size()
drawAt = render.Point{
X: parentP.X + scroll.X + actorPoint.X + actorSize.W - balance.UICanvasDoodadButtonSize - w.BoxThickness(1),
Y: parentP.Y + scroll.Y + actorPoint.Y + w.BoxThickness(1),
}
)
// If the doodad is Very Small so that its buttons take up a disproportionate
// amount of its space, draw the buttons further to the right.
if actorSize.W <= balance.UICanvasDoodadButtonSpaceNeeded {
drawAt.X += balance.UICanvasDoodadButtonSize / 2
drawAt.Y -= balance.UICanvasDoodadButtonSize / 2
}
return render.Rect{
X: drawAt.X,
Y: drawAt.Y,
W: drawAt.X + balance.UICanvasDoodadButtonSize,
H: drawAt.Y + balance.UICanvasDoodadButtonSize,
}
}