ludic/packages/ludic.photo/frame.ludic

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# frame.ludic - what the camera sees right now: the game offers each subject and tag, and the frame
# takes the best subject's grade - which is what a photographer would say about it
export function photo_frame_begin(photo_st: mut PhotoState) -> void {
photo_st.pht_pending_tags = ""
sb_clear(photo_st.pht_tag_sb)
photo_st.pht_pending_mask = 0
photo_st.pht_pending_legend = 0
photo_st.pht_pending_grade = 0
photo_st.pht_pending_why = PHOTO_WHY_NONE
photo_st.pht_pending_sign = -1
photo_st.pht_pending_stars = false
}
# A subject `sp` (0..31) named `name`, h metres tall, standing at (x, y, z) and doing something worth
# `moment`. True when the lens sees it within its range: it is tagged (once a kind, every legend) and
# scored, and the best score is the frame's.
export function photo_frame_subject(photo_st: mut PhotoState, sp: int, name: string, x: float, y: float, z: float, h: float, legend: bool, moment: int) -> bool {
if not photo_in_view(x, y + 0.8, z, PhotoLens.range()) { return false }
if (photo_st.pht_pending_mask & (1 << sp)) == 0 or legend { photo_frame_tag(photo_st, name) }
photo_st.pht_pending_mask = photo_st.pht_pending_mask | (1 << sp)
if legend { photo_st.pht_pending_legend = photo_st.pht_pending_legend | (1 << sp) }
let g = photo_score(photo_st, x, y, z, h, moment)
if g > photo_st.pht_pending_grade {
photo_st.pht_pending_grade = g
photo_st.pht_pending_why = photo_why_of_comp(photo_st)
}
return true
}
# anything else in the picture worth naming: a landmark, the water, a sign
# (a viewfinder composes every frame: the text is written into a kept buffer and interned)
export function photo_frame_tag(photo_st: mut PhotoState, text: string) -> void {
if len(text) == 0 { return }
let sb = photo_st.pht_tag_sb
if sb_len(sb) > 0 { sb_add(sb, ", ") }
sb_add(sb, text)
photo_st.pht_pending_tags = pht_tags_text(photo_st)
}
# past the table's most, a copy only when the text changed - never one a frame
@alloc_ok("a tag text past 4096 distinct ones: one copy per change")
function pht_tags_text(photo_st: PhotoState) -> string {
let sb = photo_st.pht_tag_sb
let tb = photo_st.pht_tag_tb
if strs_count(tb) < tb.most { return sb_intern(sb, tb) }
if pht_same(sb, photo_st.pht_pending_tags) { return photo_st.pht_pending_tags }
return keep(text_of(sb.b, sb_len(sb)))
}
function pht_same(sb: StrBuf, s: string) -> bool {
if len(s) != sb_len(sb) { return false }
for i in 0 .. sb_len(sb) { if s[i] != sb.b[i] { return false } }
return true
}
export function photo_frame_sign(photo_st: mut PhotoState, sign: int) -> void { photo_st.pht_pending_sign = sign }
export function photo_frame_stars(photo_st: mut PhotoState) -> void { photo_st.pht_pending_stars = true }