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proc.go
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proc.go
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// Copyright ©2020 The go-p5 Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
package p5
import (
"image"
"image/color"
"log"
"math"
"os"
"sync"
"time"
"gioui.org/app"
"gioui.org/f32"
"gioui.org/font/gofont"
"gioui.org/io/key"
"gioui.org/io/pointer"
"gioui.org/io/system"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/op/clip"
"gioui.org/op/paint"
"gioui.org/text"
"gioui.org/unit"
"gioui.org/widget/material"
"gonum.org/v1/gonum/spatial/r1"
)
const (
defaultWidth = 400
defaultHeight = 400
defaultFrameRate = 15 * time.Millisecond
)
var (
defaultBkgColor = color.Transparent
defaultFillColor = color.White
defaultStrokeColor = color.Black
defaultTextColor = color.Black
defaultTextSize = float32(12)
)
// Proc is a p5 processor.
//
// Proc runs the bound Setup function once before the event loop.
// Proc then runs the bound Draw function once per event loop iteration.
type Proc struct {
Setup Func
Draw Func
Mouse Func
ctl struct {
FrameRate time.Duration
mu sync.RWMutex
run bool
loop bool
}
cfg struct {
x r1.Interval
y r1.Interval
trX func(v float64) float64 // translate from user- to system coords
trY func(v float64) float64 // translate from user- to system coords
color struct {
bkg color.Color
fill color.Color
stroke color.Color
}
text struct {
color color.Color
align text.Alignment
size float32
}
th *material.Theme
linew float32
sty clip.StrokeStyle
}
ctx layout.Context
}
func newProc(w, h int) *Proc {
proc := &Proc{
ctx: layout.Context{
Ops: new(op.Ops),
Constraints: layout.Constraints{
Max: image.Pt(w, h),
},
},
}
proc.ctl.FrameRate = defaultFrameRate
proc.ctl.loop = true
proc.initCanvas(w, h)
proc.cfg.th = material.NewTheme(gofont.Collection())
proc.cfg.linew = 2
return proc
}
func (p *Proc) initCanvas(w, h int) {
p.cfg.x = r1.Interval{Min: 0, Max: float64(w)}
p.cfg.y = r1.Interval{Min: 0, Max: float64(h)}
p.cfg.trX = func(v float64) float64 {
return (v - p.cfg.x.Min) / (p.cfg.x.Max - p.cfg.x.Min) * float64(w)
}
p.cfg.trY = func(v float64) float64 {
return (v - p.cfg.y.Min) / (p.cfg.y.Max - p.cfg.y.Min) * float64(h)
}
p.cfg.color.bkg = defaultBkgColor
p.cfg.color.fill = defaultFillColor
p.cfg.color.stroke = defaultStrokeColor
p.cfg.text.color = defaultTextColor
p.cfg.text.align = text.Start
p.cfg.text.size = defaultTextSize
}
func (p *Proc) cnvSize() (w, h float64) {
w = math.Abs(proc.cfg.x.Max - proc.cfg.x.Min)
h = math.Abs(proc.cfg.y.Max - proc.cfg.y.Min)
return w, h
}
func (p *Proc) Run() {
go func() {
err := p.run()
if err != nil {
log.Fatalf("%+v", err)
}
os.Exit(0)
}()
app.Main()
}
func (p *Proc) run() error {
p.Setup()
width, height := p.cnvSize()
w := app.NewWindow(app.Title("p5"), app.Size(
unit.Px(float32(width)),
unit.Px(float32(height)),
))
p.ctl.mu.Lock()
p.ctl.run = true
p.ctl.mu.Unlock()
go func() {
tck := time.NewTicker(p.ctl.FrameRate)
defer tck.Stop()
for range tck.C {
w.Invalidate()
}
}()
for {
e := <-w.Events()
switch e := e.(type) {
case system.DestroyEvent:
return e.Err
case key.Event:
switch e.Name {
case key.NameEscape:
w.Close()
}
case pointer.Event:
switch e.Type {
case pointer.Press:
Event.Mouse.Pressed = true
case pointer.Release:
Event.Mouse.Pressed = false
case pointer.Move:
Event.Mouse.PrevPosition = Event.Mouse.Position
Event.Mouse.Position.X = float64(e.Position.X)
Event.Mouse.Position.Y = float64(e.Position.Y)
}
Event.Mouse.Buttons = Buttons(e.Buttons)
case system.FrameEvent:
if p.loop() {
p.draw(w, e)
}
}
}
}
func (p *Proc) loop() bool {
p.ctl.mu.RLock()
defer p.ctl.mu.RUnlock()
return p.ctl.loop
}
func (p *Proc) draw(win *app.Window, e system.FrameEvent) {
p.ctx = layout.NewContext(p.ctx.Ops, e)
ops := p.ctx.Ops
clr := rgba(p.cfg.color.bkg)
paint.Fill(ops, clr)
p.Draw()
e.Frame(ops)
}
func (p *Proc) pt(x, y float64) f32.Point {
return f32.Point{
X: float32(proc.cfg.trX(x)),
Y: float32(proc.cfg.trY(y)),
}
}
func rgba(c color.Color) color.RGBA {
r, g, b, a := c.RGBA()
return color.RGBA{R: uint8(r), G: uint8(g), B: uint8(b), A: uint8(a)}
}
// Canvas defines the dimensions of the painting area, in pixels.
func (p *Proc) Canvas(w, h int) {
p.initCanvas(w, h)
}
// Background defines the background color for the painting area.
// The default color is transparent.
func (p *Proc) Background(c color.Color) {
p.cfg.color.bkg = c
p.ctl.mu.RLock()
defer p.ctl.mu.RUnlock()
if !p.ctl.run {
return
}
paint.Fill(p.ctx.Ops, rgba(c))
}
func (p *Proc) doStroke() bool {
return p.cfg.color.stroke != nil && p.cfg.linew > 0
}
// Stroke sets the color of the strokes.
func (p *Proc) Stroke(c color.Color) {
p.cfg.color.stroke = c
}
// StrokeWidth sets the size of the strokes.
func (p *Proc) StrokeWidth(v float64) {
p.cfg.linew = float32(v)
}
func (p *Proc) doFill() bool {
return p.cfg.color.fill != nil
}
// Fill sets the color used to fill shapes.
func (p *Proc) Fill(c color.Color) {
p.cfg.color.fill = c
}
// TextSize sets the text size.
func (p *Proc) TextSize(size float64) {
p.cfg.text.size = float32(size)
}
// Text draws txt on the screen at (x,y).
func (p *Proc) Text(txt string, x, y float64) {
x = p.cfg.trX(x)
y = p.cfg.trY(y)
var (
offset = x
w, _ = p.cnvSize()
size = p.cfg.text.size
)
switch p.cfg.text.align {
case text.End:
offset = x - w
case text.Middle:
offset = x - 0.5*w
}
defer op.Push(p.ctx.Ops).Pop()
op.Offset(f32.Point{
X: float32(offset),
Y: float32(y) - size,
}).Add(p.ctx.Ops) // shift to use baseline
l := material.Label(p.cfg.th, unit.Px(size), txt)
l.Color = rgba(p.cfg.text.color)
l.Alignment = p.cfg.text.align
l.Layout(p.ctx)
}