Zooming and panning using matrices

This commit is contained in:
Emery Hemingway 2021-12-13 18:29:56 +00:00
parent 638950be49
commit 043c09da50
1 changed files with 67 additions and 61 deletions

View File

@ -1,16 +1,16 @@
# SPDX-FileCopyrightText: ☭ 2021 Emery Hemingway
# SPDX-License-Identifier: Unlicense
import std/[asyncdispatch, hashes, os, strutils, tables, xmlparser, xmltree]
import preserves, preserves/parse
import std/[asyncdispatch, hashes, os, tables]
import preserves
import syndicate,
syndicate/[actors, capabilities, dataspaces, patterns, relay],
syndicate/protocols/[simpleChatProtocol]
import nimsvg
import pixie, pixie/fileformats/svg
import bumpy, pixie, pixie/fileformats/svg
import math, sdl2, sdl2/gfx
import sdl2
import svui
@ -39,23 +39,20 @@ type
Pane = ref object
svg: string
texture: TexturePtr
rect: bumpy.Rect
type
App = ref object
screen: Image
# ctx: Context
window: WindowPtr
renderer: RendererPtr
# surface: SurfacePtr
# texture: TexturePtr
panes: Table[Hash, Pane]
viewPort: sdl2.Rect
viewPoint: Vec2
zoomFactor: float
proc newPane(app: App; svg: string): Pane =
result = Pane(svg: svg)
let (w, h) = app.window.getSize
result = Pane(svg: svg, rect: rect(0, 0, float w, float h))
try:
let (w, h) = app.window.getSize
var
image = decodeSvg(svg, w, h)
dataPtr = image.data[0].addr
@ -76,61 +73,70 @@ proc newPane(app: App; svg: string): Pane =
destroyTexture(result.texture)
stderr.writeLine "Failed to render SVG, ", e.msg
proc newApp(width, height: int): App =
proc newApp(length: cint): App =
## Create a new square plane of `length` pixels.
var wh = vec2(float length, float length)
result = App(zoomFactor: 1.0)
discard createWindowAndRenderer(
cint width, cint height,
SDL_WINDOW_RESIZABLE,
length, length,
SDL_WINDOW_SHOWN,
# SDL_WINDOW_RESIZABLE,
result.window, result.renderer)
var info: RendererInfo
check getRendererInfo(result.renderer, addr info)
echo "SDL Renderer: ", info.name
func toSdl(rect: bumpy.Rect): sdl2.Rect =
(result.x, result.y, result.w, result.h) =
(cint rect.x, cint rect.y, cint rect.w, cint rect.h)
proc viewPort(app: App; wh: Vec2): bumpy.Rect =
result.wh = wh / app.zoomFactor
result.xy = app.viewPoint - (result.wh * 0.5)
proc redraw(app: App) =
var srcRect, dstRect: sdl2.Rect
(srcRect.w, srcRect.h) = app.window.getSize
dstRect.w = cint(srcRect.w.float * app.zoomFactor)
dstRect.h = cint(srcRect.h.float * app.zoomFactor)
app.renderer.setDrawColor(128, 128, 128)
assert app.zoomFactor != 0.0
var
(w, h) = app.window.getSize
sdlViewPort = rect(-float(w shr 1), -float(h shr 1), float w, float h)
viewPort = app.viewPort(sdlViewPort.wh)
app.renderer.setDrawColor(0xff, 0xff, 0xff)
app.renderer.clear()
app.renderer.setViewport(addr app.viewPort)
for pane in app.panes.values:
app.renderer.copy(pane.texture, nil, addr dstRect)
if overlaps(viewPort, pane.rect):
var
overlap = viewPort and pane.rect
src = rect(overlap.xy - pane.rect.xy, overlap.wh)
dst: bumpy.Rect
dst.xy = (overlap.xy - viewPort.xy) * (sdlViewPort.w / viewPort.w)
dst.wh =
if app.zoomFactor == 1.0:
overlap.wh # correct
elif app.zoomFactor > 1.0:
sdlViewPort.wh - dst.xy # correct?
else:
overlap.wh * app.zoomFactor
var (sdlSrc, sdlDst) = (src.toSdl, dst.toSdl)
app.renderer.copy(pane.texture, addr sdlSrc, addr sdlDst)
app.renderer.present()
proc update(app: App) =
let (w, h) = app.window.getSize
if app.screen.isNil or app.screen.width != w or app.screen.height != h:
# app.screen = newImage(w, h)
check app.renderer.setLogicalSize(w, h)
app.viewPort = app.renderer.getViewport
#[
app.screen.fill(rgba(255, 255, 255, 255))
var dataPtr = app.screen.data[0].addr
var mainSurface = createRGBSurfaceFrom(
dataPtr, cint app.screen.width, cint app.screen.height, cint 32, cint 4*w,
rmask, gmask, bmask, amask)
destroy app.texture
app.texture = app.renderer.createTextureFromSurface(mainSurface)
]#
app.redraw()
proc zoom(app: App; change: float) =
# TODO: how does renderer scaling work?
app.zoomFactor = app.zoomFactor * (1.0 - (0.1 * change))
app.zoomFactor = app.zoomFactor * (1.0 + ((1 / 8) * change))
app.redraw()
proc pan(app: App; x, y: int) =
app.viewPort.x.inc x
app.viewPort.y.inc y
proc pan(app: App; xy: Vec2) =
app.viewPoint.xy = app.viewPoint.xy + (xy / app.zoomFactor)
app.redraw()
proc recenter(app: App) =
reset app.viewPoint
app.zoomFactor = 1.0
app.redraw()
proc main() =
discard sdl2.init(INIT_TIMER or INIT_VIDEO or INIT_EVENTS)
let app = newApp(1024, 768)
app.update()
let app = newApp(512)
app.redraw()
let cap = mint()
@ -142,7 +148,7 @@ proc main() =
onPublish(turn, ds, Svui ? {0: drop(), 1: grab()}) do (svg: string):
onRetract:
app.panes.del(hash svg)
app.update()
app.redraw()
# TODO: keep dead panes around until they are cleaned up.
# If something crashes then the last state should be visable.
var pane = app.panes.getOrDefault(hash svg)
@ -151,11 +157,7 @@ proc main() =
app.panes[hash svg] = pane
else:
pane.svg = svg
app.update() # TODO: wait til end of turn
var
svgHandle: Handle
groups: Table[Hash, Nodes]
app.redraw() # TODO: wait til end of turn
const
sdlTimeout = 500
@ -172,15 +174,11 @@ proc main() =
app.zoom(evt.wheel.y.float)
of WindowEvent:
if evt.window.event == WindowEvent_Resized:
app.update()
app.redraw()
of MouseMotion:
if mousePanning:
if (getModState() and (KMOD_LCTRL or KMOD_RCTRL)) == KMOD_NONE:
app.pan(-2 * evt.motion.xrel, -2 * evt.motion.yrel)
# TODO: panning accelation curve
# ../../../genode/repos/os/src/server/event_filter/accelerate_source.h
else:
app.pan(evt.motion.xrel, evt.motion.yrel)
var xy = vec2(evt.motion.xrel.float, evt.motion.yrel.float)
app.pan(xy * 2.0)
of MouseButtonDown:
case evt.button.button
of BUTTON_MIDDLE:
@ -191,7 +189,15 @@ proc main() =
of BUTTON_MIDDLE:
mousePanning = false
else: discard
of KeyUp: discard
of KeyUp:
try:
let code = evt.key.keysym.scancode.Scancode
echo "code: ", code
if code in {SDL_SCANCODE_SPACE, SDL_SCANCODE_ESCAPE}:
app.recenter()
except:
# invalid event.key.keysym.sym sometimes arrive
discard
of KeyDown: discard
of QuitEvent: quit(0)
else: