ldd-CC/pain2.lua

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-- pain2
local scr_x, scr_y = term.getSize()
local mx, my = scr_x/2, scr_y/2
local keysDown = {}
local miceDown = {}
-- debug renderer is slower, but the normal one isn't functional yet
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local useDebugRenderer = false
local canvas = {
{{},{},{}}
}
local frame = 1
local dot = 1
local pain = {
screenWidth = scr_x,
screenHeight = scr_y,
scrollX = 0,
scrollY = 0,
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brushSize = 2,
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barmsg = "Started PAIN.",
barlife = 12,
showBar = true,
doRender = true,
dots = {
[0] = {
" ",
" ",
" "
},
[1] = {
" ",
"f",
"0"
},
[2] = {
" ",
"f",
"e"
},
},
tool = "pencil"
}
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local setBarMsg = function(message)
pain.barmsg = message
pain.barlife = 16
pain.doRender = true
end
local control = {
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scrollUp = { -- decrease scrollY
key = keys.up,
modifiers = {},
},
scrollDown = {
key = keys.down,
modifiers = {},
},
scrollLeft = {
key = keys.left,
modifiers = {},
},
scrollRight = {
key = keys.right,
modifiers = {},
},
resetScroll = {
key = keys.a,
modifiers = {},
},
switchNextFrame = {
key = keys.plus,
modifiers = {},
},
moveMod = {
key = keys.leftShift,
modifiers = {},
},
creepMod = {
key = keys.leftAlt,
modifiers = {},
},
toolSelect = {
key = keys.leftShift,
modifiers = {},
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},
pencilTool = {
key = keys.p,
modifiers = {
[keys.leftShift] = true
},
},
brushTool = {
key = keys.b,
modifiers = {
[keys.leftShift] = true
},
},
textTool = {
key = keys.t,
modifiers = {
[keys.leftShift] = true
},
},
}
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local checkControl = function(name)
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local modlist = {
[keys.leftCtrl] = keysDown[keys.leftCtrl],
[keys.rightCtrl] = keysDown[keys.rightCtrl],
[keys.leftShift] = keysDown[keys.leftShift],
[keys.rightShift] = keysDown[keys.rightShift],
[keys.leftAlt] = keysDown[keys.leftAlt],
[keys.rightAlt] = keysDown[keys.rightAlt],
}
for k,down in pairs(modlist) do
if control[name].modifiers[k] then
if not down then
return false
end
else
if down then
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return false
end
end
end
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return keysDown[control[name].key]
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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)
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)
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)
local grid = {
{"%","%",".","."},
{"%","%",".","."},
{"%","%",".","."},
{".",".","%","%"},
{".",".","%","%"},
{".",".","%","%"},
}
if x < 1 or y < 1 then
return "/", "7", "f"
else
return grid[1 + (2 + y) % #grid][1 + (1 + x) % #grid[1]], "7", "f"
end
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end
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-- shows everything on screen
local render = function(x, y, width, height)
local buffer = {{},{},{}}
local cx, cy
-- see, it wouldn't do if I just individually set the cursor position for every dot
if useDebugRenderer then
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term.clear()
local cx, cy
for yy, line in pairs(canvas[frame][1]) do
for xx, dot in pairs(canvas[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[frame][1][yy][xx],
canvas[frame][2][yy][xx],
canvas[frame][3][yy][xx]
)
end
end
end
else
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local gChar, gText, gBack
for yy = y, height do
buffer[1][yy] = ""
buffer[2][yy] = ""
buffer[3][yy] = ""
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if pain.showBar and yy == height then
buffer[2][yy] = ("f"):rep(width)
buffer[3][yy] = ("8"):rep(width)
buffer[1][yy] = ("["..pain.scrollX..","..pain.scrollY.."] "..pain.barmsg..(" "):rep(width)):sub(1, width)
else
for xx = x, width do
cx = xx + pain.scrollX
cy = yy + pain.scrollY
if canvas[frame][1][cy] then
if canvas[frame][1][cy][cx] then
for c = 1, 3 do
buffer[c][yy] = buffer[c][yy] .. canvas[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
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term.setCursorPos(1, y + yy)
term.blit(buffer[1][yy+1], buffer[2][yy+1], buffer[3][yy+1])
end
end
end
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-- every tool at your disposal
local tools = {
pencil = function(arg)
if arg.event == "mouse_click" then
if arg.button == 1 then
placeDot(arg.sx, arg.sy, frame, arg.dot)
elseif arg.button == 2 then
deleteDot(arg.sx, arg.sy, frame)
end
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.button == 1 then
placeDot(poses[i].x, poses[i].y, frame, arg.dot)
elseif arg.button == 2 then
deleteDot(poses[i].x, poses[i].y, frame)
end
end
dragPos = {arg.sx, arg.sy}
end
end,
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brush = function(arg)
if arg.event == "mouse_click" 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 arg.button == 1 then
placeDot(arg.sx + x, arg.sy + y, frame, arg.dot)
elseif arg.button == 2 then
deleteDot(arg.sx + x, arg.sy + y, frame)
end
end
end
end
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.button == 1 then
placeDot(poses[i].x + x, poses[i].y + y, frame, arg.dot)
elseif arg.button == 2 then
deleteDot(poses[i].x + x, poses[i].y + y, frame)
end
end
end
end
end
dragPos = {arg.sx, arg.sy}
end
end,
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text = function(arg)
pain.paused = true
pain.barmsg = "Type text to add to canvas."
pain.barlife = 1
render(1, 1, scr_x, scr_y)
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, frame, {text:sub(i,i), pain.dots[dot][2], pain.dots[dot][3]})
end
pain.paused = false
keysDown = {}
miceDown = {}
end
}
local tryTool = function()
for butt = 1, 3 do
if miceDown[butt] and tools[pain.tool] then
tools[pain.tool]({
x = miceDown[butt][1],
y = miceDown[butt][2],
sx = miceDown[butt][1] + pain.scrollX,
sy = miceDown[butt][2] + pain.scrollY,
dot = pain.dots[dot],
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size = pain.brushSize,
button = butt,
event = miceDown[butt][3]
})
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pain.doRender = true
break
end
end
end
getInput = function()
local evt
while true do
evt = {os.pullEvent()}
if evt[1] == "mouse_click" or evt[1] == "mouse_drag" then
miceDown[evt[2]] = {evt[3], evt[4], evt[1]}
elseif evt[1] == "key" then
keysDown[evt[2]] = true
elseif evt[1] == "mouse_up" then
miceDown[evt[2]] = false
elseif evt[1] == "key_up" then
keysDown[evt[2]] = false
end
end
end
-- executes everything that doesn't run asynchronously
main = function()
while true do
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if not pain.paused then
if pain.doRender then
render(1, 1, scr_x, scr_y)
pain.doRender = false
end
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-- handle scrolling
if checkControl("resetScroll") then
pain.scrollX = 0
pain.scrollY = 0
pain.doRender = true
else
if 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
if checkControl("toolSelect") then
-- dot palette selection
if keysDown[keys.one] and pain.dots[1] then
dot = 1
setBarMsg("Selected palette " .. dot .. ".")
pain.doRender = true
elseif keysDown[keys.two] and pain.dots[2] then
dot = 2
setBarMsg("Selected palette " .. dot .. ".")
pain.doRender = true
elseif keysDown[keys.three] and pain.dots[3] then
dot = 3
setBarMsg("Selected palette " .. dot .. ".")
pain.doRender = true
elseif keysDown[keys.four] and pain.dots[4] then
dot = 4
setBarMsg("Selected palette " .. dot .. ".")
pain.doRender = true
elseif keysDown[keys.five] and pain.dots[5] then
dot = 5
setBarMsg("Selected palette " .. dot .. ".")
pain.doRender = true
elseif keysDown[keys.six] and pain.dots[6] then
dot = 6
setBarMsg("Selected palette " .. dot .. ".")
pain.doRender = true
elseif keysDown[keys.seven] and pain.dots[7] then
dot = 7
setBarMsg("Selected palette " .. dot .. ".")
pain.doRender = true
elseif keysDown[keys.eight] and pain.dots[8] then
dot = 8
setBarMsg("Selected palette " .. dot .. ".")
pain.doRender = true
elseif keysDown[keys.nine] and pain.dots[9] then
dot = 9
setBarMsg("Selected palette " .. dot .. ".")
pain.doRender = true
elseif keysDown[keys.zero] and pain.dots[0] then
dot = 0
setBarMsg("Selected palette " .. dot .. ".")
pain.doRender = true
end
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else
if checkControl("pencilTool") then
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pain.tool = "pencil"
setBarMsg("Selected pencil tool.")
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elseif checkControl("textTool") then
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pain.tool = "text"
setBarMsg("Selected text tool.")
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elseif checkControl("brushTool") then
pain.tool = "brush"
setBarMsg("Selected brush tool.")
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end
end
pain.barlife = math.max(pain.barlife - 1, 0)
if pain.barlife == 0 and pain.barmsg ~= "" then
pain.barmsg = ""
pain.doRender = true
end
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end
sleep(0.05)
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 )