103 lines
3.3 KiB
Go
103 lines
3.3 KiB
Go
package tins2020
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import (
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"log"
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"github.com/veandco/go-sdl2/sdl"
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)
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func mapToTile(q PointF) Point {
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return Pt(int32(Round32(q.X)), int32(Round32(q.Y)))
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}
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type projection struct {
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center PointF
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zoom float32
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zoomInv float32
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windowInteractRect Rectangle
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windowVisibleRect Rectangle
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tileScreenDelta PointF
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tileScreenDeltaInv PointF
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tileScreenOffset Point
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tileScreenSize Point
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tileFitScreenSize Point
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windowCenter Point
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}
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func newProjection() projection {
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return projection{zoom: 1, tileScreenDelta: PtF(64, 32), tileScreenDeltaInv: PtF(1./64, 1./32)}
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}
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func (p *projection) mapToScreen(x, y int32) Point {
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return p.mapToScreenF(float32(x), float32(y))
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}
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func (p *projection) mapToScreenF(x, y float32) Point {
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translated := PtF(x-p.center.X, y-p.center.Y)
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return Pt(p.windowCenter.X+int32((translated.X-translated.Y)*64*p.zoom), p.windowCenter.Y+int32((translated.X+translated.Y)*32*p.zoom))
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}
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func (p *projection) screenToMap(x, y int32) PointF {
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pos := p.screenToMapRel(x-p.windowCenter.X, y-p.windowCenter.Y)
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return p.center.Add(pos)
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}
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func (p *projection) screenToMapInt(x, y int32) Point {
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pos := p.screenToMap(x, y)
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return mapToTile(pos)
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}
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func (p *projection) screenToMapRel(x, y int32) PointF {
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normX := p.zoomInv * float32(x)
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normY := p.zoomInv * float32(y)
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return PtF(.5*(p.tileScreenDeltaInv.X*normX+p.tileScreenDeltaInv.Y*normY), .5*(-p.tileScreenDeltaInv.X*normX+p.tileScreenDeltaInv.Y*normY))
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}
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func (p *projection) screenToTileFitRect(pos Point) Rectangle {
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return RectSize(pos.X-p.tileFitScreenSize.X, pos.Y-p.tileFitScreenSize.Y, 2*p.tileFitScreenSize.X, 2*p.tileFitScreenSize.Y)
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}
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func (p *projection) screenToTileRect(pos Point) Rectangle {
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return RectSize(pos.X-p.tileScreenOffset.X, pos.Y-p.tileScreenOffset.Y, p.tileScreenSize.X, p.tileScreenSize.Y)
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}
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func (p *projection) update(renderer *sdl.Renderer) {
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p.zoomInv = 1 / p.zoom
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p.tileScreenOffset = Pt(int32(p.zoom*64), int32(p.zoom*112))
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p.tileScreenSize = Pt(int32(p.zoom*128), int32(p.zoom*160))
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p.tileFitScreenSize = Pt(int32(p.zoom*64), int32(p.zoom*32))
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windowW, windowH, err := renderer.GetOutputSize()
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if err != nil {
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log.Fatal(err)
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}
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p.windowCenter = Pt(windowW/2, windowH/2)
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p.windowInteractRect = Rect(buttonBarWidth, 64, windowW-buttonBarWidth, windowH)
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p.windowVisibleRect = Rect(buttonBarWidth, 0, windowW-buttonBarWidth, windowH+p.tileScreenSize.Y) // Adding a tile height to the bottom for trees that stick out from the cells below.
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}
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func (p *projection) visibleTiles(action func(int32, int32, Point)) {
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visible := p.windowVisibleRect
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topLeft := p.screenToMap(visible.X, visible.Y)
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topRight := p.screenToMap(visible.X+visible.W, visible.Y)
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bottomLeft := p.screenToMap(visible.X, visible.Y+visible.H)
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bottomRight := p.screenToMap(visible.X+visible.W, visible.Y+visible.H)
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minY, maxY := int32(Floor32(topRight.Y)), int32(Ceil32(bottomLeft.Y))
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minX, maxX := int32(Floor32(topLeft.X)), int32(Ceil32(bottomRight.X))
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for y := minY; y <= maxY; y++ {
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for x := minX; x <= maxX; x++ {
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pos := p.mapToScreen(x, y)
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rectFit := p.screenToTileFitRect(pos)
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if rectFit.X+rectFit.W < visible.X || rectFit.Y+rectFit.H < visible.Y {
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continue
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}
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if rectFit.X > visible.X+visible.W || rectFit.Y > visible.Y+visible.H {
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break
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}
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action(x, y, pos)
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}
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}
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}
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