ludic/packages/ludic.photo/roll.ludic

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# roll.ludic - the roll of kept frames, the frame being composed, what has ever been photographed,
# and the facts
export const PHOTO_WHY_NONE: int = -1 # no subject: nothing to say
export const PHOTO_WHY_SIZE: int = 0 # too far off - get closer, or more lens
export const PHOTO_WHY_FRAME: int = 1 # badly placed in the frame
export const PHOTO_WHY_LIGHT: int = 2 # the light was wrong
export const PHOTO_WHY_MOMENT: int = 3 # it was not doing anything
export const PHOTO_WHY_FINE: int = 4 # nothing to fault
export const PHOTO_KEPT: int = 0 # a frame went onto the roll
export const PHOTO_FULL: int = 1 # the card is full
export const PHOTO_DELETED: int = 2 # file: the picture to remove
export const PHOTO_SOLD: int = 3 # v: what it fetched
export property PhotoFact {
what: int = 0
index: int = -1
mask: int = 0 # subjects in it, a bit each
legend: int = 0 # which of them were legends
firsts: int = 0 # subjects never photographed before this frame
grade: int = 0
sign: int = -1 # a sign in the frame, or -1
stars: bool = false
file: string = ""
tags: string = ""
v: int = 0
}
export state PhotoState {
pht_sort: int = 0
pht_page: int = 0
pht_order: []int = null
pht_max: int = 40
pht_n: int = 0
pht_day: []int = null
pht_hour: []float = null
pht_mask: []int = null
pht_legend: []int = null
pht_sold: []int = null
pht_grade: []int = null
pht_why: []int = null
pht_tags: []string = null
pht_file: []string = null
pht_best: []int = null # the best grade yet, per subject
pht_species_shot: int = 0 # every subject ever photographed, sold or deleted
pht_legend_shot: int = 0
pht_cover: int = -1 # the one frame a game shows for the whole roll
pht_pending_tags: string = ""
pht_pending_mask: int = 0
pht_pending_legend: int = 0
pht_pending_grade: int = 0
pht_pending_why: int = -1
pht_pending_sign: int = -1
pht_pending_stars: bool = false
pht_comp: []float = null # size, framing, light, moment of the last subject scored
pht_comp_have: bool = false
pht_fact_q: Queue<PhotoFact> = pht_fact_q__new()
}
export function photo_facts(photo_st: PhotoState) -> Queue<PhotoFact> {
return photo_st.pht_fact_q
}
function pht_fact(photo_st: PhotoState, what: int, i: int) -> PhotoFact {
var f = q_rec(photo_facts(photo_st))
if f == null {
@alloc_ok("past the ring: more of these in a frame than its records, then kept in it")
f = new PhotoFact
q_ring_add(photo_facts(photo_st), f)
}
f.what = what
f.index = i
f.mask = 0
f.legend = 0
f.firsts = 0
f.grade = 0
f.sign = -1
f.stars = false
f.file = ""
f.tags = ""
f.v = 0
q_push(photo_facts(photo_st), f)
return f
}
function pht_ints(n: int) -> []int {
let out = new []int
for i in 0 .. n { push(out, 0) }
return out
}
function pht_floats(n: int) -> []float {
let out = new []float
for i in 0 .. n { push(out, 0.0) }
return out
}
# an empty roll of `max` frames
function pht_blank(photo_st: mut PhotoState) -> void {
photo_st.pht_n = 0
photo_st.pht_day = pht_ints(photo_st.pht_max)
photo_st.pht_hour = pht_floats(photo_st.pht_max)
photo_st.pht_mask = pht_ints(photo_st.pht_max)
photo_st.pht_legend = pht_ints(photo_st.pht_max)
photo_st.pht_sold = pht_ints(photo_st.pht_max)
photo_st.pht_grade = pht_ints(photo_st.pht_max)
photo_st.pht_why = pht_ints(photo_st.pht_max)
photo_st.pht_tags = new []string
photo_st.pht_file = new []string
photo_st.pht_best = pht_ints(32)
photo_st.pht_comp = pht_floats(4)
photo_st.pht_comp_have = false
}
function pht_fact_q__new() -> Queue<PhotoFact> { return queue_new("photo.facts") }