Noah Petherbridge
a06787411d
* pkg/plus/dpp is the main plugin bridge, and defines nothing but an interface that defines the Doodle++ surface area (referring to internal game types such as doodad.Doodad or level.Level), but not their implementations. * dpp.Driver (an interface) is the main API that other parts of the game will call, for example "dpp.Driver.IsLevelSigned()" * plus_dpp.go and plus_foss.go provide the dpp.Driver implementation for their build; with plus_dpp.go generally forwarding function calls directly to the proprietary dpp package and plus_foss.go generally returning false/errors. * The bootstrap package simply assigns the above stub function to dpp.Driver * pkg/plus/bootstrap is a package directly imported by main (in the doodle and doodad programs) and it works around circular dependency issues: this package simply assigns dpp.Driver to the DPP or FOSS version. Miscellaneous fixes: * File->Open in the editor and PlayScene will use the new Open Level window instead of loading the legacy GotoLoadMenu scene. * Deprecated legacy scenes: d.GotoLoadMenu() and d.GotoPlayMenu(). * The doodle-admin program depends on the private dpp package, so can not be compiled in FOSS mode.
226 lines
6.3 KiB
Go
226 lines
6.3 KiB
Go
package giant_screenshot
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import (
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"errors"
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"image"
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"image/draw"
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"image/png"
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"os"
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"path/filepath"
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"time"
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"git.kirsle.net/SketchyMaze/doodle/pkg/level"
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"git.kirsle.net/SketchyMaze/doodle/pkg/log"
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"git.kirsle.net/SketchyMaze/doodle/pkg/plus/dpp"
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"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
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"git.kirsle.net/SketchyMaze/doodle/pkg/userdir"
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"git.kirsle.net/SketchyMaze/doodle/pkg/wallpaper"
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"git.kirsle.net/go/render"
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)
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/*
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Giant Screenshot functionality for the Level Editor.
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*/
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var locked bool
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// GiantScreenshot returns a rendered RGBA image of the entire level.
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//
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// Only one thread should be doing this at a time. A sync.Mutex will cause
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// an error to return if another goroutine is already in the process of
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// generating a screenshot, and you'll have to wait and try later.
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func GiantScreenshot(lvl *level.Level) (image.Image, error) {
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// Lock this to one user at a time.
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if locked {
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return nil, errors.New("a giant screenshot is still being processed; try later...")
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}
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locked = true
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defer func() {
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locked = false
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}()
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shmem.Flash("Saving a giant screenshot (this takes a moment)...")
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// How big will our image be?
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var (
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size = lvl.Chunker.WorldSizePositive()
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chunkSize = int(lvl.Chunker.Size)
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chunkLow, chunkHigh = lvl.Chunker.Bounds()
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worldSize = render.Rect{
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X: chunkLow.X,
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Y: chunkLow.Y,
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W: chunkHigh.X,
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H: chunkHigh.Y,
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}
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x int
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y int
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)
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// Bounded levels: set the image output size precisely.
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if lvl.PageType == level.Bounded || lvl.PageType == level.Bordered {
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size = render.NewRect(int(lvl.MaxWidth), int(lvl.MaxHeight))
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}
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// Levels without negative space: set the lower chunk coord to 0,0
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if lvl.PageType > level.Unbounded {
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worldSize.X = 0
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worldSize.Y = 0
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}
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// Create the image.
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img := image.NewRGBA(image.Rect(0, 0, size.W, size.H))
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// Render the wallpaper onto it.
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log.Debug("GiantScreenshot: Render wallpaper to image (%s)...", size)
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img = WallpaperToImage(lvl, img, size.W, size.H, render.Origin)
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// Render the chunks.
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log.Debug("GiantScreenshot: Render level chunks...")
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for chunkX := worldSize.X; chunkX <= worldSize.W; chunkX++ {
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y = 0
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for chunkY := worldSize.Y; chunkY <= worldSize.H; chunkY++ {
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if chunk, ok := lvl.Chunker.GetChunk(render.NewPoint(chunkX, chunkY)); ok {
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// TODO: we always use RGBA but is risky:
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rgba, ok := chunk.CachedBitmap(render.Invisible).(*image.RGBA)
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if !ok {
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log.Error("GiantScreenshot: couldn't turn chunk to RGBA")
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}
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img = blotImage(img, rgba, image.Pt(x, y))
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}
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y += chunkSize
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}
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x += chunkSize
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}
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// Render the doodads.
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log.Debug("GiantScreenshot: Render actors...")
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for _, actor := range lvl.Actors {
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doodad, err := dpp.Driver.LoadFromEmbeddable(actor.Filename, lvl, false)
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if err != nil {
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log.Error("GiantScreenshot: Load doodad: %s", err)
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continue
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}
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// Offset the doodad position if the image is displaying
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// negative coordinates.
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drawAt := render.NewPoint(actor.Point.X, actor.Point.Y)
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if worldSize.X < 0 {
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var offset = render.AbsInt(worldSize.X) * chunkSize
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drawAt.X += offset
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}
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if worldSize.Y < 0 {
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var offset = render.AbsInt(worldSize.Y) * chunkSize
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drawAt.Y += offset
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}
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// TODO: usually doodad sprites start at 0,0 and the chunkSize
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// is the same as their sprite size.
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if len(doodad.Layers) > 0 && doodad.Layers[0].Chunker != nil {
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var chunker = doodad.Layers[0].Chunker
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chunk, ok := chunker.GetChunk(render.Origin)
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if !ok {
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continue
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}
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// TODO: we always use RGBA but is risky:
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rgba, ok := chunk.CachedBitmap(render.Invisible).(*image.RGBA)
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if !ok {
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log.Error("GiantScreenshot: couldn't turn chunk to RGBA")
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}
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img = blotImage(img, rgba, image.Pt(drawAt.X, drawAt.Y))
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}
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}
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return img, nil
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}
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// SaveGiantScreenshot will take a screenshot and write it to a file on disk,
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// returning the filename relative to ~/.config/doodle/screenshots
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func SaveGiantScreenshot(level *level.Level) (string, error) {
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var filename = time.Now().Format("2006-01-02_15-04-05.png")
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img, err := GiantScreenshot(level)
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if err != nil {
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return "", err
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}
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fh, err := os.Create(filepath.Join(userdir.ScreenshotDirectory, filename))
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if err != nil {
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return "", err
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}
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png.Encode(fh, img)
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return filename, nil
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}
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// WallpaperToImage accurately draws the wallpaper into an Image.
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//
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// The image is assumed to have a rect of (0,0,width,height) and that
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// width and height are positive. Used for the Giant Screenshot feature.
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//
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// Pass an offset point to 'scroll' the wallpaper (for the Cropped Screenshot).
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func WallpaperToImage(lvl *level.Level, target *image.RGBA, width, height int, offset render.Point) *image.RGBA {
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wp, err := wallpaper.FromFile("assets/wallpapers/"+lvl.Wallpaper, lvl)
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if err != nil {
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log.Error("GiantScreenshot: wallpaper load: %s", err)
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}
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var size = wp.QuarterRect()
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var resultImage = target
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// Handling the scroll offsets: wallpapers are made up of small-ish
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// repeating squares so the scroll offset needs only be a modulus within
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// the size of one square.
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absOffset := offset
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if offset != render.Origin {
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offset.X = render.AbsInt(offset.X % size.W)
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offset.Y = render.AbsInt(offset.Y % size.H)
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}
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// Tile the repeat texture. Go one tile extra in case of offset.
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for x := 0; x < width+size.W; x += size.W {
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for y := 0; y < height+size.H; y += size.H {
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dst := image.Pt(x-offset.X, y-offset.Y)
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resultImage = blotImage(resultImage, wp.Repeat(), dst)
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}
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}
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// Tile the left edge for bounded lvls.
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if lvl.PageType > level.Unbounded {
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// The left edge (unless off screen)
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if absOffset.X < size.W {
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for y := 0; y < height; y += size.H {
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dst := image.Pt(0-offset.X, y-offset.Y)
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resultImage = blotImage(resultImage, wp.Left(), dst)
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}
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}
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// The top edge.
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if absOffset.Y < size.H {
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for x := 0; x < width; x += size.W {
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dst := image.Pt(x-offset.X, 0-offset.Y)
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resultImage = blotImage(resultImage, wp.Top(), dst)
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}
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}
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// The top left corner.
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if absOffset.X < size.W && absOffset.Y < size.H {
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resultImage = blotImage(resultImage, wp.Corner(), image.Pt(
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-offset.X,
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-offset.Y,
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))
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}
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}
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return resultImage
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}
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func blotImage(target, source *image.RGBA, offset image.Point) *image.RGBA {
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b := target.Bounds()
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newImg := image.NewRGBA(b)
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draw.Draw(newImg, b, target, image.Point{}, draw.Src)
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draw.Draw(newImg, source.Bounds().Add(offset), source, image.Point{}, draw.Over)
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return newImg
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}
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