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.
205 lines
6.0 KiB
Go
205 lines
6.0 KiB
Go
package giant_screenshot
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import (
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"bytes"
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"errors"
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"fmt"
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"image"
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"image/png"
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"os"
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"path/filepath"
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"runtime"
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"time"
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"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
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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/userdir"
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"git.kirsle.net/go/render"
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"golang.org/x/image/draw"
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)
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// CroppedScreenshot returns a rendered RGBA image of the level.
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func CroppedScreenshot(lvl *level.Level, viewport render.Rect) (image.Image, error) {
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// Not for WASM for now.
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if runtime.GOOS == "js" {
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return nil, errors.New("screenshots not yet supported for WASM")
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}
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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 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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// How big will our image be?
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var (
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size = render.NewRect(viewport.W-viewport.X, viewport.H-viewport.Y)
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chunkSize = int(lvl.Chunker.Size)
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// worldSize = viewport
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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("CroppedScreenshot: Render wallpaper to image (%s)...", size)
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img = WallpaperToImage(lvl, img, size.W, size.H, viewport.Point())
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// Render the chunks.
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log.Debug("CroppedScreenshot: Render level chunks...")
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for coord := range lvl.Chunker.IterViewportChunks(viewport) {
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if chunk, ok := lvl.Chunker.GetChunk(coord); ok {
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// Get this chunk's rendered bitmap.
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rgba, ok := chunk.CachedBitmap(render.Invisible).(*image.RGBA)
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if !ok {
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log.Error("CroppedScreenshot: couldn't turn chunk to RGBA")
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}
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log.Debug("Blot chunk %s onto image", coord)
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// Compute where on the output image to copy this bitmap to.
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dst := image.Pt(
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// (X * W) multiplies the chunk coord by its size,
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// Then subtract the Viewport (level scroll position)
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(coord.X*chunkSize)-viewport.X,
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(coord.Y*chunkSize)-viewport.Y,
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)
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log.Debug("Copy chunk: %s to %s", coord, dst)
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img = blotImage(img, rgba, dst)
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}
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}
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// Render the doodads.
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log.Debug("CroppedScreenshot: 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("CroppedScreenshot: Load doodad: %s", err)
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continue
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}
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// Offset the doodad position by the viewport (scroll position).
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drawAt := render.NewPoint(actor.Point.X, actor.Point.Y)
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drawAt.X -= viewport.X
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drawAt.Y -= viewport.Y
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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("CroppedScreenshot: 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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// SaveCroppedScreenshot 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 SaveCroppedScreenshot(level *level.Level, viewport render.Rect) (string, error) {
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var filename = time.Now().Format("2006-01-02_15-04-05.png")
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img, err := CroppedScreenshot(level, viewport)
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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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// UpdateLevelScreenshots will generate and embed the screenshot PNGs into the level data.
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func UpdateLevelScreenshots(lvl *level.Level, scroll render.Point) error {
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// Take screenshots.
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large, medium, small, tiny, err := CreateLevelScreenshots(lvl, scroll)
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if err != nil {
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return err
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}
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// Save the images into the level's filesystem.
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for filename, img := range map[string]image.Image{
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balance.LevelScreenshotLargeFilename: large,
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balance.LevelScreenshotMediumFilename: medium,
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balance.LevelScreenshotSmallFilename: small,
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balance.LevelScreenshotTinyFilename: tiny,
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} {
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var fh = bytes.NewBuffer([]byte{})
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if err := png.Encode(fh, img); err != nil {
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return fmt.Errorf("encode %s: %s", filename, err)
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}
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log.Debug("UpdateLevelScreenshots: add %s", filename)
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lvl.Files.Set(
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fmt.Sprintf("assets/screenshots/%s", filename),
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fh.Bytes(),
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)
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}
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return nil
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}
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// CreateLevelScreenshots generates a screenshot to save with the level data.
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//
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// This is called by the editor upon level save, and outputs the screenshots that
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// will be embedded within the level data itself.
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//
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// Returns the large, medium and small images.
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func CreateLevelScreenshots(lvl *level.Level, scroll render.Point) (large, medium, small, tiny image.Image, err error) {
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// Viewport to screenshot.
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viewport := render.Rect{
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X: scroll.X,
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W: scroll.X + balance.LevelScreenshotLargeSize.W,
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Y: scroll.Y,
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H: scroll.Y + balance.LevelScreenshotLargeSize.H,
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}
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// Get the full size screenshot as an image.
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large, err = CroppedScreenshot(lvl, viewport)
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if err != nil {
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return
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}
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// Scale the medium and small versions.
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medium = Scale(large, image.Rect(0, 0, balance.LevelScreenshotMediumSize.W, balance.LevelScreenshotMediumSize.H), draw.ApproxBiLinear)
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small = Scale(large, image.Rect(0, 0, balance.LevelScreenshotSmallSize.W, balance.LevelScreenshotSmallSize.H), draw.ApproxBiLinear)
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tiny = Scale(large, image.Rect(0, 0, balance.LevelScreenshotTinySize.W, balance.LevelScreenshotTinySize.H), draw.ApproxBiLinear)
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return large, medium, small, tiny, nil
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}
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// Scale down an image. Example:
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//
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// scaled := Scale(src, image.Rect(0, 0, 200, 200), draw.ApproxBiLinear)
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func Scale(src image.Image, rect image.Rectangle, scale draw.Scaler) image.Image {
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dst := image.NewRGBA(rect)
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copyRect := image.Rect(
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rect.Min.X,
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rect.Min.Y,
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rect.Min.X+rect.Max.X,
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rect.Min.Y+rect.Max.Y,
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)
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scale.Scale(dst, copyRect, src, src.Bounds(), draw.Over, nil)
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return dst
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}
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