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pull out a separate Transform class

main
Colin McMillen 11 months ago
parent
commit
82e9f59f5e
  1. 88
      Program.cs

88
Program.cs

@ -57,15 +57,54 @@ public enum ToolStatus {
}
public class Transform {
// FIXME: move scale and offset into Photo itself?
float activeScale;
Vector2i activeOffset;
Photo photo;
public Transform(float scale, Vector2i offset, Photo photo) {
activeScale = scale;
activeOffset = offset;
this.photo = photo;
}
public Vector2i ScreenToImageDelta(int x, int y) {
return new((int) (x / activeScale), (int) (y / activeScale));
}
public Vector2i ScreenToImage(int x, int y) {
int rx = (int) ((x - activeOffset.X) / activeScale);
int ry = (int) ((y - activeOffset.Y) / activeScale);
rx = Math.Clamp(rx, 0, photo.Size.X);
ry = Math.Clamp(ry, 0, photo.Size.Y);
return new(rx, ry);
}
public Vector2i ScreenToImage(Vector2i position) {
return ScreenToImage(position.X, position.Y);
}
public Vector2i ImageToScreen(int x, int y) {
int rx = (int) ((x * activeScale) + activeOffset.X);
int ry = (int) ((y * activeScale) + activeOffset.Y);
return new(rx, ry);
}
public Vector2i ImageToScreen(Vector2i position) {
return ImageToScreen(position.X, position.Y);
}
}
public interface ITool {
ToolStatus HandleInput(KeyboardState input, MouseState mouse, Game game);
ToolStatus HandleInput(KeyboardState input, MouseState mouse, Transform transform);
string Status();
void Draw(UiGeometry geometry, Game game);
}
public class ViewTool : ITool {
public ToolStatus HandleInput(KeyboardState input, MouseState mouse, Game game) {
public ToolStatus HandleInput(KeyboardState input, MouseState mouse, Transform transform) {
return ToolStatus.Active;
}
@ -78,7 +117,6 @@ public class ViewTool : ITool {
}
// FIXME: remove unneeded dependencies on "Game" or at least refactor them a bit.
public class CropTool : ITool {
Photo photo;
@ -93,9 +131,9 @@ public class CropTool : ITool {
mouseDragEnd = new(photo.CropRectangle.Right, photo.CropRectangle.Bottom);
}
public ToolStatus HandleInput(KeyboardState input, MouseState mouse, Game game) {
public ToolStatus HandleInput(KeyboardState input, MouseState mouse, Transform transform) {
Vector2i mousePosition = (Vector2i) mouse.Position;
Vector2i imagePosition = game.ScreenToImage(mousePosition);
Vector2i imagePosition = transform.ScreenToImage(mousePosition);
if (mouse.IsButtonPressed(MouseButton.Button1)) {
dragging = photo.CropRectangle.Contains(imagePosition.X, imagePosition.Y);
@ -118,7 +156,7 @@ public class CropTool : ITool {
} else {
if (mouse.IsButtonDown(MouseButton.Button1)) {
Vector2 delta = mouse.Delta;
Vector2i imageDelta = game.ScreenToImageDelta((int) delta.X, (int) delta.Y);
Vector2i imageDelta = transform.ScreenToImageDelta((int) delta.X, (int) delta.Y);
photo.CropRectangle.Offset(imageDelta.X, imageDelta.Y);
if (photo.CropRectangle.Left < 0) {
photo.CropRectangle.Offset(-photo.CropRectangle.Left, 0);
@ -406,6 +444,7 @@ public class Game : GameWindow {
Vector2i mousePosition;
float activeScale = 1f;
Vector2i activeOffset;
Transform transform = new(1f, Vector2i.Zero, null);
Shader shader = new();
Matrix4 projection;
float zoomLevel = 0f;
@ -574,7 +613,7 @@ public class Game : GameWindow {
}
// Delegate input to the active tool.
ToolStatus status = activeTool.HandleInput(KeyboardState, MouseState, this);
ToolStatus status = activeTool.HandleInput(KeyboardState, MouseState, transform);
// Change back to the default tool if the active tool is done.
if (status != ToolStatus.Active) {
@ -642,9 +681,9 @@ public class Game : GameWindow {
GL.VertexAttribPointer(texCoordLocation, 2, VertexAttribPointerType.Float, false, 5 * sizeof(float), 3 * sizeof(float));
// Load photos from a directory.
// string[] files = Directory.GetFiles(@"c:\users\colin\desktop\photos-test\");
string[] files = Directory.GetFiles(@"c:\users\colin\desktop\photos-test\");
// string[] files = Directory.GetFiles(@"c:\users\colin\pictures\photos\2023\07\14\");
string[] files = Directory.GetFiles(@"c:\users\colin\pictures\photos\2023\07\23\");
// string[] files = Directory.GetFiles(@"c:\users\colin\pictures\photos\2023\07\23\");
// string[] files = Directory.GetFiles(@"G:\DCIM\100EOSR6\");
// string[] files = Directory.GetFiles(@"c:\users\colin\desktop\totte-output\2023\07\31");
// string[] files = Directory.GetFiles(@"C:\Users\colin\Pictures\photos\2018\06\23");
@ -777,6 +816,7 @@ public class Game : GameWindow {
Vector2i center = (Vector2i) geometry.PhotoBox.Center;
Box2i photoBox = Util.MakeBox(center.X - renderSize.X / 2, center.Y - renderSize.Y / 2, renderSize.X, renderSize.Y);
activeOffset = new(photoBox.Min.X, photoBox.Min.Y);
transform = new Transform(activeScale, activeOffset, activePhoto);
DrawTexture(active, photoBox);
for (int i = 0; i < 5; i++) {
Texture star = (activePhoto.Rating > i) ? STAR_FILLED : STAR_EMPTY;
@ -827,8 +867,8 @@ public class Game : GameWindow {
return;
}
Vector2i leftTop = ImageToScreen(activePhoto.CropRectangle.Left, activePhoto.CropRectangle.Top);
Vector2i rightBottom = ImageToScreen(activePhoto.CropRectangle.Right, activePhoto.CropRectangle.Bottom);
Vector2i leftTop = transform.ImageToScreen(activePhoto.CropRectangle.Left, activePhoto.CropRectangle.Top);
Vector2i rightBottom = transform.ImageToScreen(activePhoto.CropRectangle.Right, activePhoto.CropRectangle.Bottom);
var (left, top) = leftTop;
var (right, bottom) = rightBottom;
@ -846,32 +886,6 @@ public class Game : GameWindow {
}
}
public Vector2i ScreenToImageDelta(int x, int y) {
return new((int) (x / activeScale), (int) (y / activeScale));
}
public Vector2i ScreenToImage(int x, int y) {
int rx = (int) ((x - activeOffset.X) / activeScale);
int ry = (int) ((y - activeOffset.Y) / activeScale);
rx = Math.Clamp(rx, 0, photos[photoIndex].Size.X);
ry = Math.Clamp(ry, 0, photos[photoIndex].Size.Y);
return new(rx, ry);
}
public Vector2i ScreenToImage(Vector2i position) {
return ScreenToImage(position.X, position.Y);
}
public Vector2i ImageToScreen(int x, int y) {
int rx = (int) ((x * activeScale) + activeOffset.X);
int ry = (int) ((y * activeScale) + activeOffset.Y);
return new(rx, ry);
}
public Vector2i ImageToScreen(Vector2i position) {
return ImageToScreen(position.X, position.Y);
}
public void DrawTexture(Texture texture, int x, int y) {
DrawTexture(texture, Util.MakeBox(x, y, texture.Size.X, texture.Size.Y));
}

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