Noah Petherbridge
4efa8d00fc
The gamepad mouse cursor has become THE mouse cursor. It is always visible and your real cursor is hidden, and this way the game can swap out other cursors for certain scenarios: * The Pencil Tool in the editor will use a pencil cursor over the level canvas. * The Flood Tool has a custom Flood cursor so you don't forget it's selected! Other improvements: * The Palette buttons in the editor now render using their swatch's pattern instead of only using its color. * If you have an ultra HD monitor and open a Bounded level in the editor which is too small to fill your screen, the editor canvas limits its size to fit the level (preferable over showing parts of the level you can't actually play as it's out of bounds). * The "brush size" box is only drawn around the cursor when a relevant tool is selected (Pencil, Line, Rect, Ellipse, Eraser)
441 lines
13 KiB
Go
441 lines
13 KiB
Go
package uix
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import (
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"fmt"
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"runtime"
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"strings"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/collision"
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"git.kirsle.net/apps/doodle/pkg/cursor"
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"git.kirsle.net/apps/doodle/pkg/doodads"
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"git.kirsle.net/apps/doodle/pkg/drawtool"
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"git.kirsle.net/apps/doodle/pkg/filesystem"
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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/apps/doodle/pkg/wallpaper"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render/event"
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"git.kirsle.net/go/ui"
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)
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// Canvas is a custom ui.Widget that manages a single drawing.
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type Canvas struct {
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ui.Frame
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Palette *level.Palette
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// Parent Canvas widget, e.g. for Actors inside of a Level so they can
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// find the parent canvas and see where they are drawing in relation to
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// it (to handle top/left edge cropping on scroll)
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parent *Canvas
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// Editable and Scrollable go hand in hand and, if you initialize a
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// NewCanvas() with editable=true, they are both enabled.
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Editable bool // Clicking will edit pixels of this canvas.
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Scrollable bool // Cursor keys will scroll the viewport of this canvas.
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Zoom int // Zoom level on the canvas.
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// Custom label to place in the lower-right corner of the canvas.
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// Used for e.g. the quantity badge on Inventory items.
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CornerLabel string
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// Selected draw tool/mode, default Pencil, for editable canvases.
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Tool drawtool.Tool
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BrushSize int // thickness of selected brush
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// MaskColor will force every pixel to render as this color regardless of
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// the palette index of that pixel. Otherwise pixels behave the same and
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// the palette does work as normal. Set to render.Invisible (zero value)
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// to remove the mask.
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MaskColor render.Color
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// Actor ID to follow the camera on automatically, i.e. the main player.
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FollowActor string
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// Debug tools
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// NoLimitScroll suppresses the scroll limit for bounded levels.
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NoLimitScroll bool
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// Show custom mouse cursors over this canvas (eg. editor tools)
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FancyCursors bool
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cursor *cursor.Cursor
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// Underlying chunk data for the drawing.
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level *level.Level
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chunks *level.Chunker
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doodad *doodads.Doodad
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modified bool // set to True when the drawing has been modified, like in Editor Mode.
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// Actors to superimpose on top of the drawing.
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actor *Actor // if this canvas IS an actor
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actors []*Actor // if this canvas CONTAINS actors (i.e., is a level)
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// Collision memory for the actors.
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collidingActors map[*Actor]*Actor // mapping their IDs to each other
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// Doodad scripting engine supervisor.
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// NOTE: initialized and managed by the play_scene.
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scripting *scripting.Supervisor
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// Wallpaper settings.
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wallpaper *Wallpaper
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// When the Canvas wants to delete Actors, but ultimately it is upstream
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// that controls the actors. Upstream should delete them and then reinstall
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// the actor list from scratch.
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OnDeleteActors func([]*Actor)
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OnDragStart func(*level.Actor)
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// -- WHEN Canvas.Tool is "Link" --
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// When the Canvas wants to link two actors together. Arguments are the IDs
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// of the two actors.
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OnLinkActors func(a, b *Actor)
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linkFirst *Actor
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// Collision handlers for level geometry.
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OnLevelCollision func(*Actor, *collision.Collide)
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// Handler when a doodad script called Actors.SetPlayerCharacter.
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// The filename.doodad is given.
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OnSetPlayerCharacter func(filename string)
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// Handler for when a doodad script calls Level.ResetTimer().
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OnResetTimer func()
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/********
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* Editable canvas private variables.
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********/
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// The current stroke actively being drawn by the user, during a
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// mousedown-and-dragging event.
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currentStroke *drawtool.Stroke
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strokes map[int]*drawtool.Stroke // active stroke mapped by ID
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lastPixel *level.Pixel
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// We inherit the ui.Widget which manages the width and height.
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Scroll render.Point // Scroll offset for which parts of canvas are visible.
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scrollDragging bool // Middle-click to pan scroll
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scrollStartAt render.Point // Cursor point at beginning of pan
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scrollWasAt render.Point // copy of Scroll at beginning of pan
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scrollLastDelta render.Point // multitouch spam
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// LoadUnloadChunks metrics for the debug overlay.
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loadUnloadInside int
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loadUnloadOutside int
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}
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// NewCanvas initializes a Canvas widget.
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//
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// If editable is true, Scrollable is also set to true, which means the arrow
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// keys will scroll the canvas viewport which is desirable in Edit Mode.
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func NewCanvas(size int, editable bool) *Canvas {
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w := &Canvas{
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Editable: editable,
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Scrollable: editable,
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Palette: level.NewPalette(),
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BrushSize: 1,
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chunks: level.NewChunker(size),
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actors: make([]*Actor, 0),
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wallpaper: &Wallpaper{},
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strokes: map[int]*drawtool.Stroke{},
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}
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w.setup()
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w.IDFunc(func() string {
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var attrs []string
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if w.Editable {
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attrs = append(attrs, "editable")
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} else {
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attrs = append(attrs, "read-only")
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}
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if w.Scrollable {
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attrs = append(attrs, "scrollable")
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}
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return fmt.Sprintf("Canvas<%d; %s>", size, strings.Join(attrs, "; "))
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})
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return w
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}
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/*
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Destroy the canvas.
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This function satisfies the ui.Widget interface but it also calls Teardown() methods
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on the level or doodad as well as any level actors, which frees up SDL2 texture memory.
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Note: the rest of the data can be garbage collected by Go normally, the textures are
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able to regenerate themselves again if needed.
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*/
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func (w *Canvas) Destroy() {
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if w.level != nil {
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w.level.Teardown()
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}
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if w.doodad != nil {
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w.doodad.Teardown()
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}
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for _, actor := range w.actors {
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actor.Canvas.Destroy()
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}
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if w.wallpaper.WP != nil {
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if freed := w.wallpaper.WP.Free(); freed > 0 {
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log.Debug("%s.Destroy(): freed %d wallpaper textures", w, freed)
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}
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}
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if w.scripting != nil {
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w.scripting.Teardown()
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}
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}
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// Load initializes the Canvas using an existing Palette and Grid.
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func (w *Canvas) Load(p *level.Palette, g *level.Chunker) {
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w.Palette = p
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w.chunks = g
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w.modified = false
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if len(w.Palette.Swatches) > 0 {
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w.SetSwatch(w.Palette.Swatches[0])
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}
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}
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// LoadLevel initializes a Canvas from a Level object.
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func (w *Canvas) LoadLevel(level *level.Level) {
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w.level = level
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w.Load(level.Palette, level.Chunker)
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// TODO: wallpaper paths
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filename := balance.EmbeddedWallpaperBasePath + level.Wallpaper
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if runtime.GOOS != "js" {
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// Check if the wallpaper wasn't found. Check bindata and file system.
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if _, err := filesystem.FindFileEmbedded(filename, level); err != nil {
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log.Error("LoadLevel: wallpaper %s did not appear to exist, default to notebook.png", filename)
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filename = balance.EmbeddedWallpaperBasePath + "notebook.png"
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}
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}
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wp, err := wallpaper.FromFile(filename, level)
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if err != nil {
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log.Error("wallpaper FromFile(%s): %s", filename, err)
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}
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w.wallpaper.maxWidth = level.MaxWidth
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w.wallpaper.maxHeight = level.MaxHeight
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err = w.wallpaper.Load(level.PageType, wp)
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if err != nil {
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log.Error("wallpaper Load: %s", err)
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}
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}
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// LoadDoodad initializes a Canvas from a Doodad object.
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func (w *Canvas) LoadDoodad(d *doodads.Doodad) {
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// TODO more safe
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w.doodad = d
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w.Load(d.Palette, d.Layers[0].Chunker)
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}
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// LoadDoodadToLayer initializes a Canvas from a Doodad object and picks
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// a layer to load.
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func (w *Canvas) LoadDoodadToLayer(d *doodads.Doodad, index int) {
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if index < 0 || index > len(d.Layers) {
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log.Error("LoadDoodadToLayer: index %d out of range", index)
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return
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}
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w.Load(d.Palette, d.Layers[index].Chunker)
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}
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// SetSwatch changes the currently selected swatch for editing.
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func (w *Canvas) SetSwatch(s *level.Swatch) {
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w.Palette.ActiveSwatch = s
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}
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// setup common configs between both initializers of the canvas.
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func (w *Canvas) setup() {
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// XXX: Debug code.
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if balance.DebugCanvasBorder != render.Invisible {
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w.Configure(ui.Config{
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BorderColor: balance.DebugCanvasBorder,
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BorderSize: 2,
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BorderStyle: ui.BorderSolid,
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})
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}
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}
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// Loop is called on the scene's event loop to handle mouse interaction with
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// the canvas, i.e. to edit it.
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func (w *Canvas) Loop(ev *event.State) error {
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// Process the arrow keys scrolling the level in Edit Mode.
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// canvas_scrolling.go
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w.loopEditorScroll(ev)
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if err := w.loopFollowActor(ev); err != nil {
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log.Error("Follow actor: %s", err) // not fatal but nice to know
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}
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_ = w.loopConstrainScroll()
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// Every so often, eager-load/unload chunk bitmaps to save on memory.
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if w.level != nil {
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// Unloads bitmaps and textures every N frames...
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w.LoadUnloadChunks()
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// Unloads chunks themselves (from zipfile levels) that aren't
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// recently accessed.
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w.chunks.FreeCaches()
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}
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// Remove any actors that were destroyed the previous tick.
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var newActors []*Actor
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for _, a := range w.actors {
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if a.flagDestroy {
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a.Canvas.Destroy()
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continue
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}
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newActors = append(newActors, a)
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}
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if len(newActors) < len(w.actors) {
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w.actors = newActors
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}
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// Check collisions between actors.
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if w.scripting != nil {
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if err := w.loopActorCollision(); err != nil {
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log.Error("loopActorCollision: %s", err)
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}
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}
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// If the canvas is editable, only care if it's over our space.
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if w.Editable {
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cursor := render.NewPoint(ev.CursorX, ev.CursorY)
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if cursor.Inside(ui.AbsoluteRect(w)) {
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return w.loopEditable(ev)
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}
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}
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return nil
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}
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// Viewport returns a rect containing the viewable drawing coordinates in this
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// canvas. The X,Y values are the scroll offset (top left) and the W,H values
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// are the scroll offset plus the width/height of the Canvas widget.
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//
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// The Viewport rect are the Absolute World Coordinates of the drawing that are
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// visible inside the Canvas. The X,Y is the top left World Coordinate and the
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// W,H are the bottom right World Coordinate, making this rect an absolute
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// slice of the world. For a normal rect with a relative width and height,
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// use ViewportRelative().
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//
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// The rect X,Y are the negative Scroll Value.
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// The rect W,H are the Canvas widget size minus the Scroll Value.
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func (w *Canvas) Viewport() render.Rect {
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var S = w.Size()
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return render.Rect{
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X: -w.Scroll.X,
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Y: -w.Scroll.Y,
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W: S.W - w.Scroll.X,
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H: S.H - w.Scroll.Y,
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}
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}
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// ViewportRelative returns a relative viewport where the Width and Height
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// values are zero-relative: so you can use it with point.Inside(viewport)
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// to see if a World Index point should be visible on screen.
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//
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// The rect X,Y are the negative Scroll Value
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// The rect W,H are the Canvas widget size.
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func (w *Canvas) ViewportRelative() render.Rect {
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var S = w.Size()
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return render.Rect{
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X: -w.Scroll.X,
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Y: -w.Scroll.Y,
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W: S.W,
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H: S.H,
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}
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}
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// LoadingViewport is the viewport of chunks that ought to be preloaded and
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// ready to display soon. It is the Viewport of chunks on screen + a margin
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// of neighboring chunks outside the screen.
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//
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// For memory optimization, chunks falling inside this viewport have their
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// Go image.Image rendered and cached ready to convert to an SDL2 Texture
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// when they come on screen. Chunks outside of the LoadingViewport can be
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// unloaded (textures and images freed) to keep memory consumption on large
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// levels under control.
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func (w *Canvas) LoadingViewport() render.Rect {
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var (
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chunkSize int
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vp = w.Viewport()
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margin = balance.LoadingViewportMarginChunks
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)
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// This function is meant for levels only, but..
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if w.level != nil {
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chunkSize = w.level.Chunker.Size
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} else if w.doodad != nil {
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chunkSize = w.doodad.ChunkSize()
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} else {
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chunkSize = balance.ChunkSize
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log.Error("Canvas.LoadingViewport: no drawing to get chunk size from, default to %d", chunkSize)
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}
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return render.Rect{
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X: vp.X - chunkSize*margin.X,
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Y: vp.Y - chunkSize*margin.Y,
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W: vp.W + chunkSize*margin.X,
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H: vp.H + chunkSize*margin.Y,
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}
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}
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// WorldIndexAt returns the World Index that corresponds to a Screen Pixel
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// on the screen. If the screen pixel is the mouse coordinate (relative to
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// the application window) this will return the World Index of the pixel below
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// the mouse cursor.
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func (w *Canvas) WorldIndexAt(screenPixel render.Point) render.Point {
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var P = ui.AbsolutePosition(w)
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world := render.Point{
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X: screenPixel.X - P.X - w.Scroll.X,
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Y: screenPixel.Y - P.Y - w.Scroll.Y,
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}
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// Handle Zoomies
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if w.Zoom != 0 {
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// Zoom Out - logic is 100% correct, do not touch.
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// ZoomDivide's logic at time of writing is to:
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// return int(float64(v) * divider)
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// Where divider is a map of w.Zoom to:
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// -2=4 -1=2 0=1 1=0.5 2=0.25 3=0.125
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// The -2 and -1 do the right things (zoom out), zoom
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// in was jank. NOW FIXED with the following maps:
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// -2=4 -1=2 0=1 1=0.675 2=0.5 3=0.404
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// Values for zoom levels 1 and 3 are jank but works?
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world.X = w.ZoomDivide(world.X)
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world.Y = w.ZoomDivide(world.Y)
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}
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return world
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}
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// Chunker returns the underlying Chunker object.
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func (w *Canvas) Chunker() *level.Chunker {
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return w.chunks
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}
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// ScrollTo sets the viewport scroll position.
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func (w *Canvas) ScrollTo(to render.Point) {
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w.Scroll.X = to.X
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w.Scroll.Y = to.Y
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}
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// ScrollBy adjusts the viewport scroll position.
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func (w *Canvas) ScrollBy(by render.Point) {
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w.Scroll.Add(by)
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}
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// Compute the canvas.
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func (w *Canvas) Compute(e render.Engine) {
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}
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