1
0
mirror of https://github.com/LDDestroier/CC/ synced 2024-11-15 22:34:55 +00:00
ldd-CC/pain2.lua
LDDestroier 7a01f6c63e
Added PAIN 2 (WIP)
I intend to remake PAIN, but better. More tools, less spaghetti, and a better UI.
2018-12-21 03:31:16 -05:00

316 lines
6.8 KiB
Lua

-- 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
local useDebugRenderer = true
local canvas = {
{{},{},{}}
}
local frame = 1
local dot = 1
local pain = {
screenWidth = scr_x,
screenHeight = scr_y,
scrollX = 0,
scrollY = 0,
doRender = true,
dots = {
[0] = {
" ",
" ",
" "
},
[1] = {
" ",
"f",
"0"
},
[2] = {
" ",
"f",
"e"
},
},
tool = "pencil"
}
local control = {
scrollUp = keys.up, -- decrease scrollY
scrollDown = keys.down, -- increase scrollY
scrollLeft = keys.left, -- decrease scrollX
scrollRight = keys.right, -- increase scrollX
moveMod = keys.leftShift, -- hold to move image instead of scrolling
creepMod = keys.leftAlt, -- hold to only scroll/move one dot at a time
toolSelect = keys.leftShift -- hold and push specific buttons to quick select tool
}
-- 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
-- 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 = {}
-- 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
placeDot(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
placeDot(poses[i].x, poses[i].y, frame, {" "," "," "})
end
end
dragPos = {arg.sx, arg.sy}
end
end,
text = function(arg)
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), dot[2], dot[3]})
end
end
}
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
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
for yy = y, height do
buffer[1][yy] = ""
buffer[2][yy] = ""
buffer[3][yy] = ""
for xx = x, width do
cx = xx - pain.scrollX
cy = yy - pain.scrollY
for c = 1, 3 do
buffer[c][yy] = buffer[c][yy] .. canvas[frame][c][cy]:sub(cx,cx)
end
end
end
for yy = 0, height - 1 do
for xx = 0, width - 1 do
term.setCursorPos(x + xx, y + yy)
term.blit(buffer[1][yy+1], buffer[2][yy+1], buffer[3][yy+1])
end
end
end
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],
button = butt,
event = miceDown[butt][3]
})
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
tryTool()
end
end
-- executes everything that doesn't run asynchronously
main = function()
while true do
render(1, 1, scr_x, scr_y)
-- handle scrolling
if keysDown[control.scrollLeft] then
pain.scrollX = pain.scrollX - 1
end
if keysDown[control.scrollRight] then
pain.scrollX = pain.scrollX + 1
end
if keysDown[control.scrollUp] then
pain.scrollY = pain.scrollY - 1
end
if keysDown[control.scrollDown] then
pain.scrollY = pain.scrollY + 1
end
if keysDown[control.toolSelect] then
-- dot palette selection
if keysDown[keys.one] then
dot = 1
elseif keysDown[keys.two] then
dot = 2
elseif keysDown[keys.three] then
dot = 3
elseif keysDown[keys.four] then
dot = 4
elseif keysDown[keys.five] then
dot = 5
elseif keysDown[keys.six] then
dot = 6
elseif keysDown[keys.seven] then
dot = 7
elseif keysDown[keys.eight] then
dot = 8
elseif keysDown[keys.nine] then
dot = 9
elseif keysDown[keys.zero] then
dot = 0
end
-- tool selection
if keysDown[keys.p] then
pain.tool = "pencil"
elseif keysDown[keys.t] then
pain.tool = "text"
end
end
sleep(0.05)
end
end
term.clear()
parallel.waitForAny( main, getInput )