ui: basic map scroller
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@@ -0,0 +1,183 @@
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package client
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import (
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"image"
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"sync"
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"fyne.io/fyne/v2"
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"fyne.io/fyne/v2/canvas"
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"fyne.io/fyne/v2/container"
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"fyne.io/fyne/v2/layout"
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"github.com/iliadenisov/galaxy/client/world"
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)
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type Editor interface {
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BuildUI(fyne.Window)
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}
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type editor struct {
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world *world.World
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drawer *world.GGDrawer
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raster *canvas.Raster
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canvasScale float32
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canvas *interactiveRaster
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win fyne.Window
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// Coalescer for latest-wins refresh scheduling.
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co *RasterCoalescer[world.RenderParams]
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pan *PanController
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// Protected render params state. Stored as value to avoid aliasing issues.
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mu sync.RWMutex
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wp *world.RenderParams
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// Last viewport size we indexed the world for.
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lastViewportW int
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lastViewportH int
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// Optional: you can keep the last expanded canvas size to avoid reallocations.
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lastCanvasW int
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lastCanvasH int
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// Reusable viewport buffer to avoid per-frame allocations.
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viewportImg *image.RGBA
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viewportW int
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viewportH int
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}
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func (e *editor) CanvasScale() float32 { return e.canvasScale }
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func (e *editor) ForceFullRedraw() {
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e.world.ForceFullRedrawNext()
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}
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func (e *editor) buildUI() fyne.CanvasObject {
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return e.canvas
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}
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// здесь определяю, изменились ли границы raster, если да - обновляю размеры viewport, margin и корректирую zoom
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func (e *editor) updateSizes() {
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canvas := fyne.CurrentApp().Driver().CanvasForObject(e.raster)
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if canvas == nil {
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return
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}
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size := e.raster.Size()
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e.canvasScale = canvas.Scale()
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width := int(size.Width * e.canvasScale)
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height := int(size.Height * e.canvasScale)
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if width > 0 && height > 0 && (width != e.wp.ViewportWidthPx || height != e.wp.ViewportHeightPx) {
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e.wp.ViewportWidthPx = width
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e.wp.ViewportHeightPx = height
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e.wp.MarginXPx = e.wp.ViewportWidthPx / 4
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e.wp.MarginYPx = e.wp.ViewportHeightPx / 4
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e.wp.CameraZoom = e.world.CorrectCameraZoom(e.wp.CameraZoom, e.wp.ViewportWidthPx, e.wp.ViewportHeightPx)
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e.world.IndexOnViewportChange(e.wp.ViewportWidthPx, e.wp.ViewportHeightPx, e.wp.CameraZoom)
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e.co.Request(*e.wp)
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}
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}
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func (e *editor) onDragged(ev *fyne.DragEvent) {
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e.pan.Dragged(ev)
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}
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func (e *editor) onDradEnd() {
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e.pan.DragEnd()
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}
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func (e *editor) wheelZoom(stepDelta int) {}
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func (e *editor) InitImage() {
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s := fyne.NewSize(292, 292)
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e.canvas.SetMinSize(s)
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e.updateSizes()
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}
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func (e *editor) onMapLayout(s fyne.Size) {
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e.updateSizes()
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}
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func (e *editor) BuildUI(w fyne.Window) {
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e.win = w
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content := container.New(layout.NewStackLayout(), e.buildUI())
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w.CenterOnScreen()
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w.SetContent(content)
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}
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func NewEditor() *editor {
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w := world.NewWorld(300, 300)
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testWorldInit(w)
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e := &editor{
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world: w,
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wp: &world.RenderParams{
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CameraZoom: 1.0,
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CameraXWorldFp: 300 * world.SCALE,
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CameraYWorldFp: 300 * world.SCALE,
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// Viewport sizes and margins will be filled from draw(w,h).
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},
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canvasScale: 1.0,
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}
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// Create a drawer with some initial context; real size will be adjusted on first draw.
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e.drawer = &world.GGDrawer{DC: nil}
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// Create raster; its draw callback delegates to coalescer.
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e.raster = canvas.NewRaster(func(wPx, hPx int) image.Image {
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return e.draw(wPx, hPx)
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})
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e.canvas = newInteractiveRaster(e, e.raster, e.onMapLayout, e.onDragged, e.onDradEnd)
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e.pan = NewPanController(e)
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// Wire coalescer: it schedules raster.Refresh() on UI thread and renders once per draw call.
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exec := FyneExecutor{}
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e.co = NewRasterCoalescer(
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exec,
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e.raster, // Refresher
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func(wPx, hPx int, p world.RenderParams) image.Image {
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// This runs on UI thread (inside draw). It must return an image.
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return e.renderRasterImage(wPx, hPx, p)
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},
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)
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// Kick initial draw.
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e.RequestRefresh()
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e.InitImage()
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return e
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}
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func testWorldInit(w *world.World) {
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if _, err := w.AddCircle(150, 150, 50); err != nil {
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panic(err)
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}
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if _, err := w.AddCircle(150, 299, 30); err != nil {
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panic(err)
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}
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if _, err := w.AddCircle(299, 150, 30); err != nil {
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panic(err)
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}
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if _, err := w.AddLine(100, 20, 200, 30); err != nil {
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panic(err)
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}
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if _, err := w.AddLine(50, 50, 250, 100); err != nil {
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panic(err)
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}
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if _, err := w.AddPoint(10, 10); err != nil {
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panic(err)
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}
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if _, err := w.AddPoint(25, 255); err != nil {
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panic(err)
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}
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}
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