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ldd-CC/pain2.lua

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-- pain2
local scr_x, scr_y = term.getSize()
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local mx, my = scr_x/2, scr_y/2 -- midpoint of screen
local keysDown = {} -- list of all pushed keys
local miceDown = {} -- list of all clicked mice buttons
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local miceQueue = {} -- queues all mouse events for use with tool engine
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local dragPoses = {{{},{}}, {{},{}}, {{},{}}} -- records initial and current mouse position per button while scrolling
local TICKNO = 0 -- iterates every time main() loops
local flashPaletteOnBar = 0 -- whether or not to flash the dot palette numbers on the bottom bar, 0 is false, greater than 0 is true
-- debug renderer is slower, but the normal one isn't functional yet
2019-04-02 18:19:38 +00:00
local useDebugRenderer = false
local canvas = {
{{},{},{}}
}
local render
local pain = {
scrollX = 0, -- x position of scroll
scrollY = 0, -- y position of scroll
frame = 1,
dot = 1,
brushSize = 2, -- size of brush for tools like brush or line
barmsg = "Started PAIN.", -- message shown on the bottom bar for 'barlife' ticks
barlife = 12, -- amount of time until barmsg will cease to render
showBar = true, -- whether or not to show the bottom bar
doRender = true, -- if true, will render and set doRender to false
isInFocus = true, -- will not accept any non-mouse input while false
exportMode = "nft", -- saving will use this format
limitOneMouseButton = true, -- disallows using more than one mouse button at a time
size = {
x = 1,
y = 1,
width = scr_x,
height = scr_y
},
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guideWidth = scr_x,
guideHeight = scr_y,
guideLeftAdj = 2,
dots = {
[0] = {
" ",
" ",
" "
},
[1] = {
" ",
"f",
"0"
},
[2] = {
" ",
"f",
2019-04-10 01:42:48 +00:00
"a"
},
[3] = {
" ",
"f",
"b"
},
[4] = {
" ",
"f",
"c"
},
[5] = {
" ",
"f",
"d"
},
[6] = {
" ",
"f",
"2"
},
[7] = {
" ",
"f",
"3"
},
[8] = {
" ",
"f",
"4"
},
[9] = {
" ",
"f",
"5"
},
},
tool = "pencil"
}
-- NFTE API START --
local nfte = {}
local tchar = string.char(31) -- for text colors
local bchar = string.char(30) -- for background colors
local nchar = string.char(29) -- for differentiating multiple frames in ANFT
-- every flippable block character that doesn't need a color swap
local xflippable = {
["\129"] = "\130",
["\132"] = "\136",
["\133"] = "\138",
["\134"] = "\137",
["\137"] = "\134",
["\135"] = "\139",
["\140"] = "\140",
["\141"] = "\142",
}
-- every flippable block character that needs a color swap
local xinvertable = {
["\144"] = "\159",
["\145"] = "\157",
["\146"] = "\158",
["\147"] = "\156",
["\148"] = "\151",
["\152"] = "\155",
["\149"] = "\149",
["\150"] = "\150",
["\153"] = "\153",
["\154"] = "\154"
}
for k,v in pairs(xflippable) do
xflippable[v] = k
end
for k,v in pairs(xinvertable) do
xinvertable[v] = k
end
local bl = { -- blit
[' '] = 0,
['0'] = 1,
['1'] = 2,
['2'] = 4,
['3'] = 8,
['4'] = 16,
['5'] = 32,
['6'] = 64,
['7'] = 128,
['8'] = 256,
['9'] = 512,
['a'] = 1024,
['b'] = 2048,
['c'] = 4096,
['d'] = 8192,
['e'] = 16384,
['f'] = 32768,
}
local lb = {} -- tilb
for k,v in pairs(bl) do
lb[v] = k
end
local ldchart = { -- converts colors into a lighter shade
["0"] = "0",
["1"] = "4",
["2"] = "6",
["3"] = "0",
["4"] = "0",
["5"] = "0",
["6"] = "0",
["7"] = "8",
["8"] = "0",
["9"] = "3",
["a"] = "2",
["b"] = "9",
["c"] = "1",
["d"] = "5",
["e"] = "2",
["f"] = "7"
}
local dlchart = { -- converts colors into a darker shade
["0"] = "8",
["1"] = "c",
["2"] = "a",
["3"] = "9",
["4"] = "1",
["5"] = "d",
["6"] = "2",
["7"] = "f",
["8"] = "7",
["9"] = "b",
["a"] = "7",
["b"] = "7",
["c"] = "7",
["d"] = "7",
["e"] = "7",
["f"] = "f"
}
local round = function(num)
return math.floor(num + 0.5)
end
local deepCopy
deepCopy = function(tbl)
local output = {}
for k,v in pairs(tbl) do
if type(v) == "table" then
output[k] = deepCopy(v)
else
output[k] = v
end
end
return output
end
local function stringWrite(str,pos,ins,exc)
str, ins = tostring(str), tostring(ins)
local output, fn1, fn2 = str:sub(1,pos-1)..ins..str:sub(pos+#ins)
if exc then
repeat
fn1, fn2 = str:find(exc,fn2 and fn2+1 or 1)
if fn1 then
output = stringWrite(output,fn1,str:sub(fn1,fn2))
end
until not fn1
end
return output
end
local checkValid = function(image)
if type(image) == "table" then
if #image == 3 then
return (#image[1] == #image[2] and #image[2] == #image[3])
end
end
return false
end
local checkIfANFT = function(image)
if type(image) == "table" then
return type(image[1][1]) == "table"
elseif type(image) == "string" then
return image:find(nchar) and true or false
end
end
local getSizeNFP = function(image)
local xsize = 0
if type(image) ~= "table" then return 0,0 end
for y = 1, #image do xsize = math.max(xsize, #image[y]) end
return xsize, #image
end
nfte.getSize = function(image)
assert(checkValid(image), "Invalid image.")
local x, y = 0, #image[1]
for y = 1, #image[1] do
x = math.max(x, #image[1][y])
end
return x, y
end
nfte.crop = function(image, x1, y1, x2, y2)
assert(checkValid(image), "Invalid image.")
local output = {{},{},{}}
for y = y1, y2 do
output[1][#output[1]+1] = image[1][y]:sub(x1,x2)
output[2][#output[2]+1] = image[2][y]:sub(x1,x2)
output[3][#output[3]+1] = image[3][y]:sub(x1,x2)
end
return output
end
local loadImageDataNFT = function(image, background) -- string image
local output = {{},{},{}} -- char, text, back
local y = 1
background = (background or " "):sub(1,1)
local text, back = " ", background
local doSkip, c1, c2 = false
local maxX = 0
local bx
for i = 1, #image do
if doSkip then
doSkip = false
else
output[1][y] = output[1][y] or ""
output[2][y] = output[2][y] or ""
output[3][y] = output[3][y] or ""
c1, c2 = image:sub(i,i), image:sub(i+1,i+1)
if c1 == tchar then
text = c2
doSkip = true
elseif c1 == bchar then
back = c2
doSkip = true
elseif c1 == "\n" then
maxX = math.max(maxX, #output[1][y])
y = y + 1
text, back = " ", background
else
output[1][y] = output[1][y]..c1
output[2][y] = output[2][y]..text
output[3][y] = output[3][y]..back
end
end
end
for y = 1, #output[1] do
output[1][y] = output[1][y] .. (" "):rep(maxX - #output[1][y])
output[2][y] = output[2][y] .. (" "):rep(maxX - #output[2][y])
output[3][y] = output[3][y] .. (background):rep(maxX - #output[3][y])
end
return output
end
local loadImageDataNFP = function(image, background)
local output = {}
local x, y = 1, 1
for i = 1, #image do
output[y] = output[y] or {}
if bl[image:sub(i,i)] then
output[y][x] = bl[image:sub(i,i)]
x = x + 1
elseif image:sub(i,i) == "\n" then
x, y = 1, y + 1
end
end
return output
end
nfte.convertFromNFP = function(image, background)
background = background or " "
local output = {{},{},{}}
if type(image) == "string" then
image = loadImageDataNFP(image)
end
local imageX, imageY = getSizeNFP(image)
local bx
for y = 1, imageY do
output[1][y] = ""
output[2][y] = ""
output[3][y] = ""
for x = 1, imageX do
if image[y][x] then
bx = (x % #background) + 1
output[1][y] = output[1][y]..lb[image[y][x] or background:sub(bx,bx)]
output[2][y] = output[2][y]..lb[image[y][x] or background:sub(bx,bx)]
output[3][y] = output[3][y]..lb[image[y][x] or background:sub(bx,bx)]
end
end
end
return output
end
nfte.loadImageData = function(image, background)
assert(type(image) == "string", "NFT image data must be string.")
local output = {}
-- images can be ANFT, which means they have multiple layers
if checkIfANFT(image) then
local L, R = 1, 1
while L do
R = (image:find(nchar, L + 1) or 0)
output[#output+1] = loadImageDataNFT(image:sub(L, R - 1), background)
L = image:find(nchar, R + 1)
if L then L = L + 2 end
end
return output, "anft"
elseif image:find(tchar) or image:find(bchar) then
return loadImageDataNFT(image, background), "nft"
else
return convertFromNFP(image), "nfp"
end
end
nfte.loadImage = function(path, background)
local file = io.open(path, "r")
if file then
io.input(file)
local output, format = loadImageData(io.read("*all"), background)
io.close()
return output, format
else
error("No such file exists, or is directory.")
end
end
local unloadImageNFT = function(image)
assert(checkValid(image), "Invalid image.")
local output = ""
local text, back = " ", " "
local c, t, b
for y = 1, #image[1] do
for x = 1, #image[1][y] do
c, t, b = image[1][y]:sub(x,x), image[2][y]:sub(x,x), image[3][y]:sub(x,x)
if (t ~= text) or (x == 1) then
output = output..tchar..t
text = t
end
if (b ~= back) or (x == 1) then
output = output..bchar..b
back = b
end
output = output..c
end
if y ~= #image[1] then
output = output.."\n"
text, back = " ", " "
end
end
return output
end
nfte.unloadImage = function(image)
assert(checkValid(image), "Invalid image.")
local output = ""
if checkIfANFT(image) then
for i = 1, #image do
output = output .. unloadImageNFT(image[i])
if i ~= #image then
output = output .. nchar .. "\n"
end
end
else
output = unloadImageNFT(image)
end
return output
end
nfte.drawImage = function(image, x, y, terminal)
assert(checkValid(image), "Invalid image.")
assert(type(x) == "number", "x value must be number, got " .. type(x))
assert(type(y) == "number", "y value must be number, got " .. type(y))
terminal = terminal or term.current()
local cx, cy = terminal.getCursorPos()
for iy = 1, #image[1] do
terminal.setCursorPos(x, y + (iy - 1))
terminal.blit(image[1][iy], image[2][iy], image[3][iy])
end
terminal.setCursorPos(cx,cy)
end
nfte.drawImageTransparent = function(image, x, y, terminal)
assert(checkValid(image), "Invalid image.")
assert(type(x) == "number", "x value must be number, got " .. type(x))
assert(type(y) == "number", "y value must be number, got " .. type(y))
terminal = terminal or term.current()
local cx, cy = terminal.getCursorPos()
local c, t, b
for iy = 1, #image[1] do
for ix = 1, #image[1][iy] do
c, t, b = image[1][iy]:sub(ix,ix), image[2][iy]:sub(ix,ix), image[3][iy]:sub(ix,ix)
if b ~= " " or c ~= " " then
terminal.setCursorPos(x + (ix - 1), y + (iy - 1))
terminal.blit(c, t, b)
end
end
end
terminal.setCursorPos(cx,cy)
end
nfte.drawImageCenter = function(image, x, y, terminal)
terminal = terminal or term.current()
local scr_x, scr_y = terminal.getSize()
local imageX, imageY = getSize(image)
return drawImage(
image,
round(0.5 + (x and x or (scr_x/2)) - imageX/2),
round(0.5 + (y and y or (scr_y/2)) - imageY/2),
terminal
)
end
nfte.drawImageCenterTransparent = function(image, x, y, terminal)
terminal = terminal or term.current()
local scr_x, scr_y = terminal.getSize()
local imageX, imageY = getSize(image)
return drawImageTransparent(
image,
round(0.5 + (x and x or (scr_x/2)) - imageX/2),
round(0.5 + (y and y or (scr_y/2)) - imageY/2),
terminal
)
end
nfte.colorSwap = function(image, text, back)
assert(checkValid(image), "Invalid image.")
local output = {{},{},{}}
for y = 1, #image[1] do
output[1][y] = image[1][y]
output[2][y] = image[2][y]:gsub(".", text)
output[3][y] = image[3][y]:gsub(".", back or text)
end
return output
end
nfte.flipX = function(image)
assert(checkValid(image), "Invalid image.")
local output = {{},{},{}}
for y = 1, #image[1] do
output[1][y] = image[1][y]:gsub(".", xinvertable):gsub(".", xflippable):reverse()
output[2][y] = ""
output[3][y] = ""
for x = 1, #image[1][y] do
if xinvertable[image[1][y]:sub(x,x)] then
output[2][y] = image[3][y]:sub(x,x) .. output[2][y]
output[3][y] = image[2][y]:sub(x,x) .. output[3][y]
else
output[2][y] = image[2][y]:sub(x,x) .. output[2][y]
output[3][y] = image[3][y]:sub(x,x) .. output[3][y]
end
end
end
return output
end
nfte.flipY = function(image)
assert(checkValid(image), "Invalid image.")
local output = {{},{},{}}
for y = #image[1], 1, -1 do
output[1][#output[1]+1] = image[1][y]
output[2][#output[2]+1] = image[2][y]
output[3][#output[3]+1] = image[3][y]
end
return output
end
nfte.makeRectangle = function(width, height, char, text, back)
assert(type(width) == "number", "width must be number")
assert(type(height) == "number", "height must be number")
local output = {{},{},{}}
for y = 1, height do
output[1][y] = (char or " "):rep(width)
output[2][y] = (text or " "):rep(width)
output[3][y] = (back or " "):rep(width)
end
return output
end
nfte.grayOut = function(image)
assert(checkValid(image), "Invalid image.")
local output = {{},{},{}}
local chart = {
["0"] = "0",
["1"] = "8",
["2"] = "8",
["3"] = "8",
["4"] = "8",
["5"] = "8",
["6"] = "8",
["7"] = "7",
["8"] = "8",
["9"] = "7",
["a"] = "7",
["b"] = "7",
["c"] = "7",
["d"] = "7",
["e"] = "7",
["f"] = "f"
}
for y = 1, #image[1] do
output[1][y] = image[1][y]
output[2][y] = image[2][y]:gsub(".", chart)
output[3][y] = image[3][y]:gsub(".", chart)
end
return output
end
nfte.lighten = function(image, amount)
assert(checkValid(image), "Invalid image.")
if (amount or 1) < 0 then
return nfte.darken(image, -amount)
else
local output = deepCopy(image)
for i = 1, amount or 1 do
for y = 1, #output[1] do
output[1][y] = output[1][y]
output[2][y] = output[2][y]:gsub(".",ldchart)
output[3][y] = output[3][y]:gsub(".",ldchart)
end
end
return output
end
end
nfte.darken = function(image, amount)
assert(checkValid(image), "Invalid image.")
if (amount or 1) < 0 then
return nfte.lighten(image, -amount)
else
local output = deepCopy(image)
for i = 1, amount or 1 do
for y = 1, #output[1] do
output[1][y] = output[1][y]
output[2][y] = output[2][y]:gsub(".",dlchart)
output[3][y] = output[3][y]:gsub(".",dlchart)
end
end
return output
end
end
nfte.stretchImage = function(_image, sx, sy, noRepeat)
assert(checkValid(_image), "Invalid image.")
local output = {{},{},{}}
local image = deepCopy(_image)
if sx < 0 then image = flipX(image) end
if sy < 0 then image = flipY(image) end
sx, sy = math.abs(sx), math.abs(sy)
local imageX, imageY = getSize(image)
local tx, ty
if sx == 0 or sy == 0 then
for y = 1, math.max(sy, 1) do
output[1][y] = ""
output[2][y] = ""
output[3][y] = ""
end
return output
else
for y = 1, sy do
for x = 1, sx do
tx = round((x / sx) * imageX)
ty = math.ceil((y / sy) * imageY)
if not noRepeat then
output[1][y] = (output[1][y] or "")..image[1][ty]:sub(tx,tx)
else
output[1][y] = (output[1][y] or "").." "
end
output[2][y] = (output[2][y] or "")..image[2][ty]:sub(tx,tx)
output[3][y] = (output[3][y] or "")..image[3][ty]:sub(tx,tx)
end
end
if noRepeat then
for y = 1, imageY do
for x = 1, imageX do
if image[1][y]:sub(x,x) ~= " " then
tx = round(((x / imageX) * sx) - ((0.5 / imageX) * sx))
ty = round(((y / imageY) * sy) - ((0.5 / imageY) * sx))
output[1][ty] = stringWrite(output[1][ty], tx, image[1][y]:sub(x,x))
end
end
end
end
return output
end
end
nfte.stretchImageKeepAspect = function(image, sx, sy, noRepeat)
assert(checkValid(image), "Invalid image.")
local imX, imY = nfte.getSize(image)
local aspect = sx / sy
local imAspect = imX / imY
if imAspect > aspect then
return nfte.stretchImage(image, sx, sx / imAspect, noRepeat)
elseif imAspect < aspect then
return nfte.stretchImage(image, sy * imAspect, sy, noRepeat)
else
return nfte.stretchImage(image, sx, sy, noRepeat)
end
end
-- will stretch and unstretch an image to radically lower its resolution
nfte.pixelateImage = function(image, amntX, amntY)
assert(checkValid(image), "Invalid image.")
local imageX, imageY = getSize(image)
return stretchImage(stretchImage(image,imageX/math.max(amntX,1), imageY/math.max(amntY,1)), imageX, imageY)
end
nfte.merge = function(...)
local images = {...}
local output = {{},{},{}}
local imageX, imageY = 0, 0
local imSX, imSY
for i = 1, #images do
imageY = math.max(
imageY,
#images[i][1][1] + (images[i][3] == true and 0 or (images[i][3] - 1))
)
for y = 1, #images[i][1][1] do
imageX = math.max(
imageX,
#images[i][1][1][y] + (images[i][2] == true and 0 or (images[i][2] - 1))
)
end
end
-- if either coordinate is true, center it
for i = 1, #images do
imSX, imSY = getSize(images[i][1])
if images[i][2] == true then
images[i][2] = round(1 + (imageX / 2) - (imSX / 2))
end
if images[i][3] == true then
images[i][3] = round(1 + (imageY / 2) - (imSY / 2))
end
end
-- will later add code to adjust X/Y positions if negative values are given
local image, xadj, yadj
local tx, ty
for y = 1, imageY do
output[1][y] = {}
output[2][y] = {}
output[3][y] = {}
for x = 1, imageX do
for i = #images, 1, -1 do
image, xadj, yadj = images[i][1], images[i][2], images[i][3]
tx, ty = x-(xadj-1), y-(yadj-1)
output[1][y][x] = output[1][y][x] or " "
output[2][y][x] = output[2][y][x] or " "
output[3][y][x] = output[3][y][x] or " "
if image[1][ty] then
if (image[1][ty]:sub(tx,tx) ~= "") and (tx >= 1) then
output[1][y][x] = (image[1][ty]:sub(tx,tx) == " " and output[1][y][x] or image[1][ty]:sub(tx,tx))
output[2][y][x] = (image[2][ty]:sub(tx,tx) == " " and output[2][y][x] or image[2][ty]:sub(tx,tx))
output[3][y][x] = (image[3][ty]:sub(tx,tx) == " " and output[3][y][x] or image[3][ty]:sub(tx,tx))
end
end
end
end
output[1][y] = table.concat(output[1][y])
output[2][y] = table.concat(output[2][y])
output[3][y] = table.concat(output[3][y])
end
return output
end
local rotatePoint = function(x, y, angle, originX, originY)
return
round( (x-originX) * math.cos(angle) - (y-originY) * math.sin(angle) ) + originX,
round( (x-originX) * math.sin(angle) + (y-originY) * math.cos(angle) ) + originY
end
nfte.rotateImage = function(image, angle, originX, originY)
assert(checkValid(image), "Invalid image.")
if imageX == 0 or imageY == 0 then
return image
end
local output = {{},{},{}}
local realOutput = {{},{},{}}
local tx, ty, corners
local imageX, imageY = getSize(image)
local originX, originY = originX or math.floor(imageX / 2), originY or math.floor(imageY / 2)
corners = {
{rotatePoint(1, 1, angle, originX, originY)},
{rotatePoint(imageX, 1, angle, originX, originY)},
{rotatePoint(1, imageY, angle, originX, originY)},
{rotatePoint(imageX, imageY, angle, originX, originY)},
}
local minX = math.min(corners[1][1], corners[2][1], corners[3][1], corners[4][1])
local maxX = math.max(corners[1][1], corners[2][1], corners[3][1], corners[4][1])
local minY = math.min(corners[1][2], corners[2][2], corners[3][2], corners[4][2])
local maxY = math.max(corners[1][2], corners[2][2], corners[3][2], corners[4][2])
for y = 1, (maxY - minY) + 1 do
output[1][y] = {}
output[2][y] = {}
output[3][y] = {}
for x = 1, (maxX - minX) + 1 do
tx, ty = rotatePoint(x + minX - 1, y + minY - 1, -angle, originX, originY)
output[1][y][x] = " "
output[2][y][x] = " "
output[3][y][x] = " "
if image[1][ty] then
if tx >= 1 and tx <= #image[1][ty] then
output[1][y][x] = image[1][ty]:sub(tx,tx)
output[2][y][x] = image[2][ty]:sub(tx,tx)
output[3][y][x] = image[3][ty]:sub(tx,tx)
end
end
end
end
for y = 1, #output[1] do
output[1][y] = table.concat(output[1][y])
output[2][y] = table.concat(output[2][y])
output[3][y] = table.concat(output[3][y])
end
return output, math.ceil(minX), math.ceil(minY)
end
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local setBarMsg = function(message)
pain.barmsg = message
pain.barlife = 16
pain.doRender = true
end
local controlHoldCheck = {} -- used to prevent repeated inputs on non-repeating controls
local control = {
quit = {
key = keys.q,
holdDown = false,
modifiers = {
[keys.leftCtrl] = true
},
},
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scrollUp = { -- decrease scrollY
key = keys.up,
holdDown = true,
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modifiers = {},
},
scrollDown = {
key = keys.down,
holdDown = true,
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modifiers = {},
},
scrollLeft = {
key = keys.left,
holdDown = true,
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modifiers = {},
},
scrollRight = {
key = keys.right,
holdDown = true,
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modifiers = {},
},
resetScroll = {
key = keys.a,
holdDown = false,
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modifiers = {},
},
switchNextFrame = {
key = keys.rightBracket,
holdDown = false,
modifiers = {
[keys.leftShift] = true
},
},
switchPrevFrame = {
key = keys.leftBracket,
holdDown = false,
modifiers = {
[keys.leftShift] = true
},
},
swapNextFrame = {
key = keys.rightBracket,
holdDownn = false,
modifiers = {
[keys.leftShift] = true,
[keys.leftAlt] = true,
}
},
swapPrevFrame = {
key = keys.leftBracket,
holdDownn = false,
modifiers = {
[keys.leftShift] = true,
[keys.leftAlt] = true,
}
},
increaseBrushSize = {
key = keys.equals,
holdDown = false,
modifiers = {},
},
increaseBrushSize_Alt = {
key = keys.numPadAdd,
holdDown = false,
modifiers = {},
},
decreaseBrushSize = {
key = keys.minus,
holdDown = false,
modifiers = {},
},
decreaseBrushSize_Alt = {
key = keys.numPadSubtract,
holdDown = false,
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modifiers = {},
},
moveMod = {
key = keys.leftShift,
holdDown = true,
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modifiers = {
[keys.leftShift] = true
},
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},
creepMod = {
key = keys.leftAlt,
holdDown = true,
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modifiers = {
[keys.leftAlt] = true
},
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},
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toolMod = {
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key = keys.leftShift,
holdDown = true,
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modifiers = {
[keys.leftShift] = true
},
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},
pencilTool = {
key = keys.p,
holdDown = false,
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modifiers = {
[keys.leftShift] = true
},
},
brushTool = {
key = keys.b,
holdDown = false,
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modifiers = {
[keys.leftShift] = true
},
},
textTool = {
key = keys.t,
holdDown = false,
modifiers = {
[keys.leftShift] = true
},
},
lineTool = {
key = keys.l,
holdDown = false,
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modifiers = {
[keys.leftShift] = true
},
},
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adjustPaletteTextUp = {
mouse = "mouse_scroll",
direction = 1,
holdDown = true,
modifiers = {
[keys.leftShift] = true
},
},
adjustPaletteBackgroundUp = {
mouse = "mouse_scroll",
direction = 1,
holdDown = true,
modifiers = {},
},
adjustPaletteTextDown = {
mouse = "mouse_scroll",
direction = -1,
holdDown = true,
modifiers = {
[keys.leftShift] = true
},
},
adjustPaletteBackgroundDown = {
mouse = "mouse_scroll",
direction = -1,
holdDown = true,
modifiers = {},
},
adjustPaletteTextUp_Alt = {
key = keys.rightBracket,
modifiers = {
[keys.leftShift] = true
},
},
adjustPaletteBackgroundUp_Alt = {
key = keys.rightBracket,
modifiers = {},
},
adjustPaletteTextDown_Alt = {
key = keys.leftBracket,
modifiers = {
[keys.leftShift] = true
},
},
adjustPaletteBackgroundDown_Alt = {
key = keys.leftBracket,
modifiers = {},
},
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selectPalette_0 = {
key = keys.zero,
holdDown = false,
modifiers = {},
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},
selectPalette_1 = {
key = keys.one,
holdDown = false,
modifiers = {},
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},
selectPalette_2 = {
key = keys.two,
holdDown = false,
modifiers = {},
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},
selectPalette_3 = {
key = keys.three,
holdDown = false,
modifiers = {},
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},
selectPalette_4 = {
key = keys.four,
holdDown = false,
modifiers = {},
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},
selectPalette_5 = {
key = keys.five,
holdDown = false,
modifiers = {},
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},
selectPalette_6 = {
key = keys.six,
holdDown = false,
modifiers = {},
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},
selectPalette_7 = {
key = keys.seven,
holdDown = false,
modifiers = {},
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},
selectPalette_8 = {
key = keys.eight,
holdDown = false,
modifiers = {},
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},
selectPalette_9 = {
key = keys.nine,
holdDown = false,
modifiers = {},
},
selectNextPalette = {
key = keys.rightBracket,
holdDown = false,
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modifiers = {
[keys.leftAlt] = true
},
},
selectPrevPalette = {
key = keys.leftBracket,
holdDown = false,
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modifiers = {
[keys.leftAlt] = true
},
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},
}
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local checkControl = function(name)
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local modlist = {
keys.leftCtrl,
-- keys.rightCtrl,
keys.leftShift,
-- keys.rightShift,
keys.leftAlt,
-- keys.rightAlt,
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}
for i = 1, #modlist do
if control[name].modifiers[modlist[i]] then
if not keysDown[modlist[i]] then
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return false
end
else
if keysDown[modlist[i]] then
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return false
end
end
end
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if control[name].key then
if keysDown[control[name].key] then
if control[name].holdDown then
return true
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else
if not controlHoldCheck[name] then
controlHoldCheck[name] = true
return true
end
end
else
controlHoldCheck[name] = false
return false
end
elseif control[name].mouse then
if miceQueue[#miceQueue] then
if miceQueue[#miceQueue][1] == control[name].mouse and miceQueue[#miceQueue][2] == control[name].direction then
if control[name].holdDown then
return true
else
if not controlHoldCheck[name] then
controlHoldCheck[name] = true
return true
end
end
else
controlHoldCheck[name] = false
return false
end
end
end
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end
-- converts hex colors to colors api, and back
local to_colors, to_blit = {
[' '] = 0,
['0'] = 1,
['1'] = 2,
['2'] = 4,
['3'] = 8,
['4'] = 16,
['5'] = 32,
['6'] = 64,
['7'] = 128,
['8'] = 256,
['9'] = 512,
['a'] = 1024,
['b'] = 2048,
['c'] = 4096,
['d'] = 8192,
['e'] = 16384,
['f'] = 32768,
}, {}
for k,v in pairs(to_colors) do
to_blit[v] = k
end
-- takes two coordinates, and returns every point between the two
local getDotsInLine = function( startX, startY, endX, endY )
local out = {}
startX = math.floor(startX)
startY = math.floor(startY)
endX = math.floor(endX)
endY = math.floor(endY)
if startX == endX and startY == endY then
out = {{x=startX,y=startY}}
return out
end
local minX = math.min( startX, endX )
if minX == startX then
minY = startY
maxX = endX
maxY = endY
else
minY = endY
maxX = startX
maxY = startY
end
local xDiff = maxX - minX
local yDiff = maxY - minY
if xDiff > math.abs(yDiff) then
local y = minY
local dy = yDiff / xDiff
for x=minX,maxX do
out[#out+1] = {x=x,y=math.floor(y+0.5)}
y = y + dy
end
else
local x = minX
local dx = xDiff / yDiff
if maxY >= minY then
for y=minY,maxY do
out[#out+1] = {x=math.floor(x+0.5),y=y}
x = x + dx
end
else
for y=minY,maxY,-1 do
out[#out+1] = {x=math.floor(x+0.5),y=y}
x = x - dx
end
end
end
return out
end
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-- deletes a dot on the canvas, fool
local deleteDot = function(x, y, frame)
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x, y = 1 + x - pain.size.x, 1 + y - pain.size.y
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if canvas[frame][1][y] then
if canvas[frame][1][y][x] then
canvas[frame][1][y][x] = nil
canvas[frame][2][y][x] = nil
canvas[frame][3][y][x] = nil
end
end
end
-- places a dot on the canvas, predictably enough
local placeDot = function(x, y, frame, dot)
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x, y = 1 - pain.size.x + x, 1 - pain.size.y + y
if not canvas[frame][1][y] then
canvas[frame][1][y] = {}
canvas[frame][2][y] = {}
canvas[frame][3][y] = {}
end
canvas[frame][1][y][x] = dot[1]
canvas[frame][2][y][x] = dot[2]
canvas[frame][3][y][x] = dot[3]
end
-- used for tools that involve dragging
local dragPos = {}
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local getGridAtPos = function(x, y)
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local guide1 = "SCREEN SIZE"
local guide2 = "BLITTLE SIZE"
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local grid = {
"..%%",
"..%%",
"..%%",
"%%..",
"%%..",
"%%..",
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}
if x < 1 or y < 1 then
return "/", "7", "f"
else
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if y <= pain.guideHeight then
if x == 1 + (pain.guideWidth) or x == 1 + 2 * pain.guideWidth then
return "@", "7", "f"
end
elseif y == 1 + pain.guideHeight then
if x == 1 + 2 * pain.guideWidth then
return "@", "7", "f"
elseif x <= pain.guideWidth - #guide1 - pain.guideLeftAdj or (x >= pain.guideWidth - pain.guideLeftAdj + 1 and x <= 1 + pain.guideWidth) then
return "@", "7", "f"
elseif x <= pain.guideWidth then
local xx = x - (pain.guideWidth - #guide1 - pain.guideLeftAdj)
return guide1:sub(xx, xx), "7", "f"
end
elseif y <= pain.guideHeight * 3 then
if x == 1 + 2 * pain.guideWidth then
return "@", "7", "f"
end
elseif y == pain.guideHeight * 3 + 1 then
if x <= 2 * pain.guideWidth - #guide2 + -pain.guideLeftAdj or (x >= 2 * pain.guideWidth - pain.guideLeftAdj + 1 and x <= 1 + 2 * pain.guideWidth) then
return "@", "7", "f"
elseif x <= 2 * pain.guideWidth then
local xx = x - (2 * pain.guideWidth - #guide2 - pain.guideLeftAdj)
return guide2:sub(xx, xx), "7", "f"
end
end
local sx, sy = 1 + (1 + x) % #grid[1], 1 + (2 + y) % #grid
return grid[sy]:sub(sx,sx), "7", "f"
end
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end
local getEvents = function(...)
local evt
while true do
evt = {os.pullEvent()}
for i = 1, #arg do
if evt[1] == arg[i] then
return table.unpack(evt)
end
end
end
end
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-- every tool at your disposal
local tools = {
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pencil = {
info = {
name = "Pencil",
swapTool = "line", -- if swap button is held, will turn into this tool
altTool = "text", -- if middle mouse button is held, will use this tool (overrides swapTool)
swapArg = { -- any values in this table will override those in 'arg' if using swapTool
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size = 1
},
altArg = {}, -- any values in this table will override those in 'arg' if using altTool
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},
run = function(arg)
if arg.event == "mouse_click" then
if arg.actButton == 1 then
placeDot(arg.sx, arg.sy, arg.frame, arg.dot)
elseif arg.actButton == 2 then
deleteDot(arg.sx, arg.sy, arg.frame)
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end
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dragPos = {arg.sx, arg.sy}
else
if #dragPos == 0 then
dragPos = {arg.sx, arg.sy}
end
local poses = getDotsInLine(arg.sx, arg.sy, dragPos[1], dragPos[2])
for i = 1, #poses do
if arg.actButton == 1 then
placeDot(poses[i].x, poses[i].y, arg.frame, arg.dot)
elseif arg.actButton == 2 then
deleteDot(poses[i].x, poses[i].y, arg.frame)
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end
end
dragPos = {arg.sx, arg.sy}
end
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end
},
brush = {
info = {
name = "Brush",
swapTool = "line",
altTool = "text",
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swapArg = {},
altArg = {}
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},
run = function(arg)
if arg.event == "mouse_click" then
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for y = -arg.size, arg.size do
for x = -arg.size, arg.size do
if math.sqrt(x^2 + y^2) <= arg.size / 2 then
if arg.actButton == 1 then
placeDot(arg.sx + x, arg.sy + y, arg.frame, arg.dot)
elseif arg.actButton == 2 then
deleteDot(arg.sx + x, arg.sy + y, arg.frame)
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end
end
end
end
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dragPos = {arg.sx, arg.sy}
else
if #dragPos == 0 then
dragPos = {arg.sx, arg.sy}
end
local poses = getDotsInLine(arg.sx, arg.sy, dragPos[1], dragPos[2])
for i = 1, #poses do
for y = -arg.size, arg.size do
for x = -arg.size, arg.size do
if math.sqrt(x^2 + y^2) <= arg.size / 2 then
if arg.actButton == 1 then
placeDot(poses[i].x + x, poses[i].y + y, arg.frame, arg.dot)
elseif arg.actButton == 2 then
deleteDot(poses[i].x + x, poses[i].y + y, arg.frame)
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end
end
end
end
end
dragPos = {arg.sx, arg.sy}
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end
end
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},
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text = {
info = {
name = "Text",
swapTool = "pencil",
altTool = "text",
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swapArg = {},
altArg = {}
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},
run = function(arg)
pain.paused = true
pain.barmsg = "Type text to add to canvas."
pain.barlife = 1
render()
term.setCursorPos(arg.x, arg.y)
term.setTextColor(to_colors[arg.dot[2]])
term.setBackgroundColor(to_colors[arg.dot[3]])
local text = read()
-- re-render every keypress, requires custom read function
for i = 1, #text do
placeDot(arg.sx + i - 1, arg.sy, arg.frame, {text:sub(i,i), pain.dots[pain.dot][2], pain.dots[pain.dot][3]})
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end
pain.paused = false
keysDown = {}
miceDown = {}
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end
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},
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line = {
info = {
name = "Line",
swapTool = "pencil",
altTool = "brush",
swapArg = {},
altArg = {}
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},
run = function(arg)
local dots
while miceDown[arg.button] do
arg.size = arg.size or pain.brushSize
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dots = getDotsInLine(
dragPoses[arg.button][1].x + (arg.scrollX - pain.scrollX),
dragPoses[arg.button][1].y + (arg.scrollY - pain.scrollY),
dragPoses[arg.button][2].x,
dragPoses[arg.button][2].y
)
render()
for i = 1, #dots do
if dots[i].x >= pain.size.x and dots[i].x < pain.size.x + pain.size.width then
for y = -arg.size, arg.size do
for x = -arg.size, arg.size do
if math.sqrt(x^2 + y^2) <= arg.size / 2 then
if (not pain.showBar) or dots[i].y + y < -1 + pain.size.y + pain.size.height then
term.setCursorPos(dots[i].x + x, dots[i].y + y)
if arg.actButton == 1 then
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term.blit(table.unpack(arg.dot))
elseif arg.actButton == 2 then
term.blit(getGridAtPos(dots[i].x + pain.scrollX + x, dots[i].y + pain.scrollY + y))
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end
end
end
end
end
end
end
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os.pullEvent()
end
-- write dots to canvas
for i = 1, #dots do
for y = -arg.size, arg.size do
for x = -arg.size, arg.size do
if math.sqrt(x^2 + y^2) <= arg.size / 2 then
if arg.actButton == 1 then
placeDot(dots[i].x + x + pain.scrollX, dots[i].y + y + pain.scrollY, arg.frame, arg.dot)
elseif arg.actButton == 2 then
deleteDot(dots[i].x + x + pain.scrollX, dots[i].y + y + pain.scrollY, arg.frame)
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end
end
end
end
end
end
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},
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}
-- ran every event on separate coroutine
-- will check if you should be using a tool given mouse and key inputs, then runs said tool
local tryTool = function()
local swapArg = {}
local t = tools[pain.tool]
if miceDown[3] then
swapArg = t.info.altArg or {}
t = tools[t.info.altTool]
end
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if checkControl("toolMod") then
swapArg = t.info.swapArg or {}
t = tools[t.info.swapTool]
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end
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swapArg.actButton = miceDown[3] and 1
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for butt = 1, 3 do
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if miceDown[butt] and t then
t.run({
x = swapArg.x or miceDown[butt].x,
y = swapArg.y or miceDown[butt].y,
sx = swapArg.sx or ((swapArg.x or miceDown[butt].x) + pain.scrollX),
sy = swapArg.sy or ((swapArg.y or miceDown[butt].y) + pain.scrollY),
scrollX = swapArg.scrollX or pain.scrollX,
scrollY = swapArg.scrollY or pain.scrollY,
frame = swapArg.frame or pain.frame,
dot = swapArg.dot or pain.dots[pain.dot],
size = swapArg.size or pain.brushSize,
button = swapArg.button or butt,
actButton = swapArg.actButton or butt, -- will act as if this button is held, if not nil
event = swapArg.event or miceDown[butt].event
})
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pain.doRender = true
break
end
end
end
-- shows everything on screen
render = function(x, y, width, height)
local buffer = {{},{},{}}
local cx, cy
x = x or pain.size.x
y = y or pain.size.y
width = width or pain.size.width
height = height or pain.size.height
-- see, it wouldn't do if I just individually set the cursor position for every dot
if useDebugRenderer then
term.clear()
local cx, cy
for yy, line in pairs(canvas[pain.frame][1]) do
for xx, dot in pairs(canvas[pain.frame][1][yy]) do
cx = xx - pain.scrollX
cy = yy - pain.scrollY
if cx >= x and cx <= (x + width - 1) and cy >= y and cy <= (x + width - 1) then
term.setCursorPos(cx, cy)
term.blit(
canvas[pain.frame][1][yy][xx],
canvas[pain.frame][2][yy][xx],
canvas[pain.frame][3][yy][xx]
)
end
end
end
else
local gChar, gText, gBack
for yy = 1, -1 + height + y do
buffer[1][yy] = ""
buffer[2][yy] = ""
buffer[3][yy] = ""
if pain.showBar and yy == height then
term.setTextColor(colors.black)
term.setBackgroundColor(colors.lightGray)
term.setCursorPos(pain.size.x, -1 + pain.size.y + pain.size.height)
term.write("[" .. pain.scrollX .. "," .. pain.scrollY .. "] ")
for i = 1, #pain.dots do
if flashPaletteOnBar > 0 then
if i == pain.dot then
term.blit(tostring(i), "0", pain.dots[i][3])
else
term.blit(tostring(i), "7", pain.dots[i][3])
end
else
term.blit(table.unpack(pain.dots[i]))
end
end
if pain.barlife > 0 then
term.write(" " .. pain.barmsg)
else
term.write(" " .. tools[pain.tool].info.name .. " tool")
end
term.write((" "):rep(x + width - term.getCursorPos()))
else
for xx = 1, width do
cx = xx + pain.scrollX
cy = yy + pain.scrollY
if canvas[pain.frame][1][cy] then
if canvas[pain.frame][1][cy][cx] then
for c = 1, 3 do
buffer[c][yy] = buffer[c][yy] .. canvas[pain.frame][c][cy][cx]
end
else
gChar, gText, gBack = getGridAtPos(cx, cy)
buffer[1][yy] = buffer[1][yy] .. gChar
buffer[2][yy] = buffer[2][yy] .. gText
buffer[3][yy] = buffer[3][yy] .. gBack
end
else
gChar, gText, gBack = getGridAtPos(cx, cy)
buffer[1][yy] = buffer[1][yy] .. gChar
buffer[2][yy] = buffer[2][yy] .. gText
buffer[3][yy] = buffer[3][yy] .. gBack
end
end
end
end
for yy = 0, height - 1 do
term.setCursorPos(x, y + yy)
term.blit(buffer[1][yy+1], buffer[2][yy+1], buffer[3][yy+1])
end
end
if false then
term.setCursorPos(1,1)
write(textutils.serialize(miceDown))
end
end
local getInput = function()
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local evt, adjX, adjY, paletteListX
local keySwapList = {
[keys.rightShift] = keys.leftShift,
[keys.rightAlt] = keys.leftAlt,
[keys.rightCtrl] = keys.leftCtrl,
}
while true do
evt = {os.pullEvent()}
if evt[1] == "mouse_click" or evt[1] == "mouse_drag" then
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-- start X for the list of color palettes to choose from
paletteListX = 5 + #tostring(pain.scrollX) + #tostring(pain.scrollY)
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-- (x, y) relative to (pain.size.x, pain.size.y)
adjX, adjY = 1 + evt[3] - pain.size.x, 1 + evt[4] - pain.size.y
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if adjX >= 1 and adjX <= pain.size.width and adjY >= 1 and adjY <= pain.size.height then
pain.isInFocus = true
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if adjY == pain.size.height then
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if evt[1] == "mouse_click" then
if adjX >= paletteListX and adjX <= -1 + paletteListX + #pain.dots then
pain.dot = 1 + adjX - paletteListX
setBarMsg("Selected palette " .. pain.dot .. ".")
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else
-- openBarMenu()
end
end
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else
if pain.limitOneMouseButton then
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dragPoses = {
dragPoses[1] or {{},{}},
dragPoses[2] or {{},{}},
dragPoses[3] or {{},{}}
}
dragPoses = {
[evt[2]] = {
{
x = dragPoses[evt[2]][1].x or evt[3],
y = dragPoses[evt[2]][1].y or evt[4]
},
{
x = evt[3],
y = evt[4]
}
}
}
if evt[1] == "mouse_click" or miceDown[evt[2]] then
miceDown = {{},{},{}}
miceDown = {
[evt[2]] = {
event = evt[1],
button = evt[2],
x = evt[3],
y = evt[4],
}
}
end
else
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dragPoses[evt[2]] = {
{
x = dragPoses[evt[2]][1].x or evt[3],
y = dragPoses[evt[2]][1].y or evt[4]
},
{
x = evt[3],
y = evt[4]
}
}
if evt[1] == "mouse_click" or miceDown[evt[2]] then
miceDown[evt[2]] = {
event = evt[1],
button = evt[2],
x = evt[3],
y = evt[4],
}
end
end
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end
else
pain.isInFocus = false
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end
elseif evt[1] == "key" then
if pain.isInFocus then
keysDown[evt[2]] = true
keysDown[keySwapList[evt[2]] or evt[2]] = true
else
keysDown = {}
end
elseif evt[1] == "mouse_up" then
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if pain.limitOneMouseButton then
dragPoses = {{{},{}}, {{},{}}, {{},{}}}
else
dragPoses[evt[2]] = {{},{}}, {{},{}}, {{},{}}
end
miceDown[evt[2]] = false
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elseif evt[1] == "mouse_scroll" then
-- capture scroll events for special use
miceQueue[#miceQueue + 1] = evt
elseif evt[1] == "key_up" then
keysDown[evt[2]] = false
keysDown[keySwapList[evt[2]] or evt[2]] = false
end
end
end
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-- asynchronously renders the screen
local asyncRender = function()
while true do
os.pullEvent("pain_main_looped")
if pain.doRender and not pain.paused then
render()
pain.doRender = false
end
sleep(0.05)
os.queueEvent("pain_render_looped")
end
end
-- executes everything that doesn't run asynchronously
main = function()
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local evt
parallel.waitForAny(asyncRender, function()
while true do
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if not pain.paused then
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if checkControl("quit") then
return true
end
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if checkControl("adjustPaletteTextDown") or checkControl("adjustPaletteTextDown_Alt") then
pain.dots[pain.dot][2] = to_blit[math.max(1, to_colors[pain.dots[pain.dot][2]] / 2)]
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pain.doRender = true
end
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if checkControl("adjustPaletteTextUp") or checkControl("adjustPaletteTextUp_Alt") then
pain.dots[pain.dot][2] = to_blit[math.min(2^15, to_colors[pain.dots[pain.dot][2]] * 2)]
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pain.doRender = true
end
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if checkControl("adjustPaletteBackgroundDown") or checkControl("adjustPaletteBackgroundDown_Alt") then
pain.dots[pain.dot][3] = to_blit[math.max(1, to_colors[pain.dots[pain.dot][3]] / 2)]
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pain.doRender = true
end
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if checkControl("adjustPaletteBackgroundUp") or checkControl("adjustPaletteBackgroundUp_Alt") then
pain.dots[pain.dot][3] = to_blit[math.min(2^15, to_colors[pain.dots[pain.dot][3]] * 2)]
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pain.doRender = true
end
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-- handle scrolling
if checkControl("resetScroll") then
pain.scrollX = 0
pain.scrollY = 0
pain.doRender = true
else
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if checkControl("increaseBrushSize") or checkControl("increaseBrushSize_Alt") then
pain.brushSize = math.min(pain.brushSize + 1, 16)
setBarMsg("Increased brush size to " .. pain.brushSize .. ".")
elseif checkControl("decreaseBrushSize") or checkControl("decreaseBrushSize_Alt") then
pain.brushSize = math.max(pain.brushSize - 1, 1)
setBarMsg("Decreased brush size to " .. pain.brushSize .. ".")
elseif checkControl("scrollLeft") then
pain.scrollX = pain.scrollX - 1
pain.doRender = true
end
if checkControl("scrollRight") then
pain.scrollX = pain.scrollX + 1
pain.doRender = true
end
if checkControl("scrollUp") then
pain.scrollY = pain.scrollY - 1
pain.doRender = true
end
if checkControl("scrollDown") then
pain.scrollY = pain.scrollY + 1
pain.doRender = true
end
end
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if checkControl("selectNextPalette") then
if pain.dot < #pain.dots then
pain.dot = pain.dot + 1
flashPaletteOnBar = 6
setBarMsg("Switched to next palette " .. pain.dot .. ".")
else
setBarMsg("Reached end of palette list.")
end
end
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if checkControl("selectPrevPalette") then
if pain.dot > 1 then
pain.dot = pain.dot - 1
flashPaletteOnBar = 6
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setBarMsg("Switched to previous palette " .. pain.dot .. ".")
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else
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setBarMsg("Reached beginning of palette list.")
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end
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end
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for i = 0, 9 do
if checkControl("selectPalette_" .. i) then
if pain.dots[i] then
pain.dot = i
flashPaletteOnBar = 6
setBarMsg("Selected palette " .. pain.dot .. ".")
break
else
setBarMsg("There is no palette " .. i .. ".")
break
end
end
end
if checkControl("pencilTool") then
pain.tool = "pencil"
setBarMsg("Selected pencil tool.")
elseif checkControl("textTool") then
pain.tool = "text"
setBarMsg("Selected text tool.")
elseif checkControl("brushTool") then
pain.tool = "brush"
setBarMsg("Selected brush tool.")
elseif checkControl("lineTool") then
pain.tool = "line"
setBarMsg("Selected line tool.")
end
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-- decrement bar life and palette number indicator
-- if it's gonna hit zero, make sure it re-renders
if pain.barlife == 1 then
pain.doRender = true
end
pain.barlife = math.max(pain.barlife - 1, 0)
if flashPaletteOnBar == 1 then
pain.doRender = true
end
flashPaletteOnBar = math.max(flashPaletteOnBar - 1, 0)
end
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if #miceQueue > 0 then
miceQueue[#miceQueue] = nil
end
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TICKNO = TICKNO + 1
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os.queueEvent("pain_main_looped")
os.pullEvent("pain_render_looped")
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end
end)
end
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local keepTryingTools = function()
while true do
os.pullEvent()
tryTool()
end
end
term.clear()
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parallel.waitForAny( main, getInput, keepTryingTools )
-- exit cleanly
term.setCursorPos(1, scr_y)
term.setBackgroundColor(colors.black)
term.setTextColor(colors.white)
term.clearLine()