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|
--[[
NPaintPro
By NitrogenFingers
]]--
--The screen size
local w,h = term.getSize()
--Whether or not the program is currently waiting on user input
local inMenu = false
--Whether or not a drop down menu is active
local inDropDown = false
--Whether or not animation tools are enabled (use -a to turn them on)
local animated = false
--Whether or not the text tools are enabled (use -t to turn them on)
local textual = false
--Whether or not "blueprint" display mode is on
local blueprint = false
--Whether or not the "layer" display is on
local layerDisplay = false
--Whether or not the interface is presently hidden
local interfaceHidden = false
--Whether or not the "direction" display is on
local printDirection = false
--The tool/mode npaintpro is currently in. Default is "paint"
--For a list of modes, check out the help file
local state = "paint"
--Whether or not the program is presently running
local isRunning = true
--The rednet address of the 3D printer, if one has been attached
local printer = nil
--The list of every frame, containing every image in the picture/animation
--Note: nfp files always have the picture at frame 1
local frames = { }
--How many frames are currently in the given animation.
local frameCount = 1
--The Colour Picker column
local column = {}
--The offset of visible colours in the picker column, if the screen cannot fit all 16
local columnoffset = 0
--The currently selected left and right colours
local lSel,rSel = colours.white,nil
--The amount of scrolling on the X and Y axis
local sx,sy = 0,0
--The alpha channel colour
--Change this to change default canvas colour
local alphaC = colours.black
--The currently selected frame. Default is 1
local sFrame = 1
--The contents of the image buffer- contains contents, width and height
local buffer = nil
--The position, width and height of the selection rectangle
local selectrect = nil
--Whether or not text tools are enabled for this document
local textEnabled = false
--The X and Y positions of the text cursor
local textCurX, textCurY = 1,1
--The currently calculated required materials
local requiredMaterials = {}
--Whether or not required materials are being displayed in the pallette
local requirementsDisplayed = false
--A list of the rednet ID's all in-range printers located
local printerList = { }
--A list of the names of all in-range printers located. Same as the printerList in reference
local printerNames = { }
--The selected printer
local selectedPrinter = 1
--The X,Y,Z and facing of the printer
local px,py,pz,pfx,pfz = 0,0,0,0,0
--The form of layering used
local layering = "up"
--The animation state of the selection rectangle and image buffer
local rectblink = 0
--The ID for the timer
local recttimer = nil
--The radius of the brush tool
local brushsize = 3
--Whether or not "record" mode is activated (animation mode only)
local record = false
--The time between each frame when in play mode (animation mode only)
local animtime = 0.3
--The current "cursor position" in text mode
local cursorTexX,cursorTexY = 1,1
--A list of hexidecimal conversions from numbers to hex digits
local hexnums = { [10] = "a", [11] = "b", [12] = "c", [13] = "d", [14] = "e" , [15] = "f" }
--The NPaintPro logo (divine, isn't it?)
local logo = {
"fcc 3 339";
" fcc 9333 33";
" fcc 933 333 33";
" fcc 933 33 33";
" fcc 933 33 33";
" c88 333 93333";
" 888 333 9333";
" 333 3 333 939";
}
--The Layer Up and Layer Forward printing icons
local layerUpIcon = {
"0000000";
"0088880";
"0888870";
"07777f0";
"0ffff00";
"0000000";
}
local layerForwardIcon = {
"0000000";
"000fff0";
"00777f0";
"0888700";
"0888000";
"0000000";
}
--The available menu options in the ctrl menu
local mChoices = {"Save","Exit"}
--The available modes from the dropdown menu- tables indicate submenus (include a name!)
local ddModes = { { "paint", "brush", "pippette", "flood", "move", "clear", "select", name = "painting" }, { "alpha to left", "alpha to right", "hide interface", name = "display" }, "help", { "print", "save", "exit", name = "file" }, name = "menu" }
--The available modes from the selection right-click menu
local srModes = { "cut", "copy", "paste", "clear", "hide", name = "selection" }
--The list of available help topics for each mode 127
local helpTopics = {
[1] = {
name = "Paint Mode",
key = nil,
animonly = false,
textonly = false,
message = "The default mode for NPaintPro, for painting pixels."
.." Controls here that are not overridden will apply for all other modes. Leaving a mode by selecting that mode "
.." again will always send the user back to paint mode.",
controls = {
{ "Arrow keys", "Scroll the canvas" },
{ "Left Click", "Paint/select left colour" },
{ "Right Click", "Paint/select right colour" },
{ "Z Key", "Clear image on screen" },
{ "Tab Key", "Hide selection rectangle if visible" },
{ "Q Key", "Set alpha mask to left colour" },
{ "W Key", "Set alpha mask to right colour" },
{ "Number Keys", "Swich between frames 1-9" },
{ "</> keys", "Move to the next/last frame" },
{ "R Key", "Removes every frame after the current frame"}
}
},
[2] = {
name = "Brush Mode",
key = "b",
animonly = false,
textonly = false,
message = "Brush mode allows painting a circular area of variable diameter rather than a single pixel, working in "..
"the exact same way as paint mode in all other regards.",
controls = {
{ "Left Click", "Paints a brush blob with the left colour" },
{ "Right Click", "Paints a brush blob with the right colour" },
{ "Number Keys", "Changes the radius of the brush blob from 2-9" }
}
},
[3] = {
name = "Pippette Mode",
key = "p",
animonly = false,
textonly = false,
message = "Pippette mode allows the user to click the canvas and set the colour clicked to the left or right "..
"selected colour, for later painting.",
controls = {
{ "Left Click", "Sets clicked colour to the left selected colour" },
{ "Right Click", "Sets clicked colour to the right selected colour" }
}
},
[4] = {
name = "Move Mode",
key = "m",
animonly = false,
textonly = false,
message = "Mode mode allows the moving of the entire image on the screen. This is especially useful for justifying"..
" the image to the top-left for animations or game assets.",
controls = {
{ "Left/Right Click", "Moves top-left corner of image to selected square" },
{ "Arrow keys", "Moves image one pixel in any direction" }
}
},
[5] = {
name = "Flood Mode",
key = "f",
animonly = false,
textonly = false,
message = "Flood mode allows the changing of an area of a given colour to that of the selected colour. "..
"The tool uses a flood4 algorithm and will not fill diagonally. Transparency cannot be flood filled.",
controls = {
{ "Left Click", "Flood fills selected area to left colour" },
{ "Right Click", "Flood fills selected area to right colour" }
}
},
[6] = {
name = "Select Mode",
key = "s",
animonly = false,
textonly = false,
message = "Select mode allows the creation and use of the selection rectangle, to highlight specific areas on "..
"the screen and perform operations on the selected area of the image. The selection rectangle can contain an "..
"image on the clipboard- if it does, the image will flash inside the rectangle, and the rectangle edges will "..
"be light grey instead of dark grey.",
controls = {
{ "C Key", "Copy: Moves selection into the clipboard" },
{ "X Key", "Cut: Clears canvas under the rectangle, and moves it into the clipboard" },
{ "V Key", "Paste: Copys clipboard to the canvas" },
{ "Z Key", "Clears clipboard" },
{ "Left Click", "Moves top-left corner of rectangle to selected pixel" },
{ "Right Click", "Opens selection menu" },
{ "Arrow Keys", "Moves rectangle one pixel in any direction" }
}
},
[7] = {
name = "Corner Select Mode",
key = nil,
animonly = false,
textonly = false,
message = "If a selection rectangle isn't visible, this mode is selected automatically. It allows the "..
"defining of the corners of the rectangle- one the top-left and bottom-right corners have been defined, "..
"NPaintPro switches to selection mode. Note rectangle must be at least 2 pixels wide and high.",
controls = {
{ "Left/Right Click", "Defines a corner of the selection rectangle" }
}
},
[8] = {
name = "Play Mode",
key = "space",
animonly = true,
textonly = false,
message = "Play mode will loop through each frame in your animation at a constant rate. Editing tools are "..
"locked in this mode, and the coordinate display will turn green to indicate it is on.",
controls = {
{ "</> Keys", "Increases/Decreases speed of the animation" },
{ "Space Bar", "Returns to paint mode" }
}
},
[9] = {
name = "Record Mode",
key = "\\",
animonly = true,
textonly = false,
message = "Record mode is not a true mode, but influences how other modes work. Changes made that modify the "..
"canvas in record mode will affect ALL frames in the animation. The coordinates will turn red to indicate that "..
"record mode is on.",
controls = {
{ "", "Affects:" },
{ "- Paint Mode", "" },
{ "- Brush Mode", "" },
{ "- Cut and Paste in Select Mode", ""},
{ "- Move Mode", ""}
}
},
[10] = {
name = "Hide Interface",
key = "~",
animonly = false,
textonly = false,
message = "Hides the sidebar and colour picker so only the image is visible."..
" The program can be started with the interface hidden using the -d command line option."..
" When hidden, if a file is animated it will automatically go to play mode.\n"..
"Note that all other input is locked until the display is revealed again in this"..
" mode.",
controls = {
{ "</> Keys", "Increases/Decreases speed of the animation" },
{ "~ Key", "Shows interface"}
}
},
[11] = {
name = "Help Mode",
key = "h",
animonly = false,
textonly = false,
message = "Displays this help screen. Clicking on options will display help on that topic. Clicking out of the screen"..
" will leave this mode.",
controls = {
{ "Left/Right Click", "Displays a topic/Leaves the mode" }
}
},
[12] = {
name = "File Mode",
key = nil,
animonly = false,
textonly = false,
message = "Clicking on the mode display at the bottom of the screen will open the options menu. Here you can"..
" activate all of the modes in the program with a simple mouse click. Pressing left control will open up the"..
" file menu automatically.",
controls = {
{ "leftCtrl", "Opens the file menu" },
{ "leftAlt", "Opens the paint menu" }
}
},
[13] = {
name = "Text Mode",
key = "t",
animonly = false,
textonly = true,
message = "In this mode, the user is able to type letters onto the document for display. The left colour "..
"pallette value determines what colour the text will be, and the right determines what colour the background "..
"will be (set either to nil to keep the same colours as already there).",
controls = {
{ "Backspace", "Deletes the character on the previous line" },
{ "Arrow Keys", "Moves the cursor in any direction" },
{ "Left Click", "Moves the cursor to beneath the mouse cursor" }
}
},
[14] = {
name = "Textpaint Mode",
key = "y",
animonly = false,
textonly = true,
message = "Allows the user to paint any text on screen to the desired colour with the mouse. If affects the text colour"..
" values rather than the background values, but operates identically to paint mode in all other regards.",
controls = {
{ "Left Click", "Paints the text with the left colour" },
{ "Right Click", "Paints the text with the right colour" }
}
},
[15] = {
name = "About NPaintPro",
keys = nil,
animonly = false,
textonly = false,
message = "NPaintPro: The feature-bloated paint program for ComputerCraft by Nitrogen Fingers.",
controls = {
{ "Testers:", " "},
{ " ", "Faubiguy"},
{ " ", "TheOriginalBIT"}
}
}
}
--The "bounds" of the image- the first/last point on both axes where a pixel appears
local toplim,botlim,leflim,riglim = nil,nil,nil,nil
--The selected path
local sPath = nil
--Screen Size Parameters- decided dynamically further down the program
--Whether or not the help screen is available
local helpAvailable = true
--Whether or not the main menu is available
local mainAvailable = true
--Whether or not selection box dropdowns are available
local boxdropAvailable = true
--Whether or not a manual file descriptor option is available (part of the title)
local filemakerAvailable = true
--[[
Section: Helpers
]]--
--[[Converts a colour parameter into a single-digit hex coordinate for the colour
Params: colour:int = The colour to be converted
Returns:string A string conversion of the colour
]]--
local function getHexOf(colour)
if not colour or not tonumber(colour) then
return " "
end
local value = math.log(colour)/math.log(2)
if value > 9 then
value = hexnums[value]
end
return value
end
--[[Converts a hex digit into a colour value
Params: hex:?string = the hex digit to be converted
Returns:string A colour value corresponding to the hex, or nil if the character is invalid
]]--
local function getColourOf(hex)
local value = tonumber(hex, 16)
if not value then return nil end
value = math.pow(2,value)
return value
end
--[[Finds the largest width and height of the text in a given menu. Should conform to the format
of all standard menus (number indexed values and a 'name' field).
This is done recursively. It's just easier that way.
Params: menu:table = the table being tested for the max width and height
Returns:number,number = the max width and height of the text or names of any menu or submenu.
]]--
local function findMaxWH(menu)
local wmax,hmax = #menu.name, #menu
for _,entry in pairs(menu) do
if type(entry) == "table" then
local nw,nh = findMaxWH(entry)
wmax = math.max(wmax,nw)
hmax = math.max(hmax,nh)
else
wmax = math.max(wmax,#entry)
end
end
return wmax,hmax
end
--[[Determines what services are available depending on the size of the screen. Certain features
may be disabled with screen real estate does not allow for it.
Params: none
Returns:nil
]]--
local function determineAvailableServices()
--Help files were designed to fit a 'standard' CC screen, of 51 x 19. The height of the screen
--needs to match the number of available options plus white space, but for consistency with
--the files themselves, a natural size of 51 is required for the screen width as well.
if w < 51 or h < #helpTopics+3 then helpAvailable = false end
if not helpAvailable then table.remove(ddModes,3) end
--These hard-coded values mirror the drawLogo values, with extra consideration for the
--additional menu options
if h < 14 or w < 24 then filemakerAvailable = false end
--Menus can't cover the picker and need 2 spaces for branches. 4 whitespace on X total.
--Menus need a title and can't eclipse the footer. 2 whitespace on Y total.
local wmin,hmin = findMaxWH(ddModes)
if w < wmin+4 or h < hmin+2 then mainAvailable = false end
wmin,hmin = findMaxWH(srModes)
if w < wmin+4 or h < hmin+2 then boxdropAvailable = false end
end
--[[Finds the biggest and smallest bounds of the image- the outside points beyond which pixels do not appear
These values are assigned to the "lim" parameters for access by other methods
Params: forAllFrames:bool = True if all frames should be used to find bounds, otherwise false or nil
Returns:nil
]]--
local function updateImageLims(forAllFrames)
local f,l = sFrame,sFrame
if forAllFrames == true then f,l = 1,framecount end
toplim,botlim,leflim,riglim = nil,nil,nil,nil
for locf = f,l do
for y,_ in pairs(frames[locf]) do
if type(y) == "number" then
for x,_ in pairs(frames[locf][y]) do
if frames[locf][y][x] ~= nil then
if leflim == nil or x < leflim then leflim = x end
if toplim == nil or y < toplim then toplim = y end
if riglim == nil or x > riglim then riglim = x end
if botlim == nil or y > botlim then botlim = y end
end
end
end
end
end
--There is just... no easier way to do this. It's horrible, but necessary
if textEnabled then
for locf = f,l do
for y,_ in pairs(frames[locf].text) do
for x,_ in pairs(frames[locf].text[y]) do
if frames[locf].text[y][x] ~= nil then
if leflim == nil or x < leflim then leflim = x end
if toplim == nil or y < toplim then toplim = y end
if riglim == nil or x > riglim then riglim = x end
if botlim == nil or y > botlim then botlim = y end
end
end
end
for y,_ in pairs(frames[locf].textcol) do
for x,_ in pairs(frames[locf].textcol[y]) do
if frames[locf].textcol[y][x] ~= nil then
if leflim == nil or x < leflim then leflim = x end
if toplim == nil or y < toplim then toplim = y end
if riglim == nil or x > riglim then riglim = x end
if botlim == nil or y > botlim then botlim = y end
end
end
end
end
end
end
--[[Determines how much of each material is required for a print. Done each time printing is called.
Params: none
Returns:table A complete list of how much of each material is required.
]]--
function calculateMaterials()
updateImageLims(animated)
requiredMaterials = {}
for i=1,16 do
requiredMaterials[i] = 0
end
if not toplim then return end
for i=1,#frames do
for y = toplim, botlim do
for x = leflim, riglim do
if type(frames[i][y][x]) == "number" then
requiredMaterials[math.log10(frames[i][y][x])/math.log10(2) + 1] =
requiredMaterials[math.log10(frames[i][y][x])/math.log10(2) + 1] + 1
end
end
end
end
end
--[[Updates the rectangle blink timer. Should be called anywhere events are captured, along with a timer capture.
Params: nil
Returns:nil
]]--
local function updateTimer(id)
if id == recttimer then
recttimer = os.startTimer(0.5)
rectblink = (rectblink % 2) + 1
end
end
--[[Constructs a message based on the state currently selected
Params: nil
Returns:string A message regarding the state of the application
]]--
local function getStateMessage()
local msg = " "..string.upper(string.sub(state, 1, 1))..string.sub(state, 2, #state).." mode"
if state == "brush" then msg = msg..", size="..brushsize end
return msg
end
--[[Calls the rednet_message event, but also looks for timer events to keep then
system timer ticking.
Params: timeout:number how long before the event times out
Returns:number the id of the sender
:number the message send
]]--
local function rsTimeReceive(timeout)
local timerID
if timeout then timerID = os.startTimer(timeout) end
local id,key,msg = nil,nil
while true do
id,key,msg = os.pullEvent()
if id == "timer" then
if key == timerID then return
else updateTimer(key) end
end
if id == "rednet_message" then
return key,msg
end
end
end
--[[Draws a picture, in paint table format on the screen
Params: image:table = the image to display
xinit:number = the x position of the top-left corner of the image
yinit:number = the y position of the top-left corner of the image
alpha:number = the color to display for the alpha channel. Default is white.
Returns:nil
]]--
local function drawPictureTable(image, xinit, yinit, alpha)
if not alpha then alpha = 1 end
for y=1,#image do
for x=1,#image[y] do
term.setCursorPos(xinit + x-1, yinit + y-1)
local col = getColourOf(string.sub(image[y], x, x))
if not col then col = alpha end
term.setBackgroundColour(col)
term.write(" ")
end
end
end
--[[
Section: Loading
]]--
--[[Loads a non-animted paint file into the program
Params: path:string = The path in which the file is located
Returns:nil
]]--
local function loadNFP(path)
sFrame = 1
frames[sFrame] = { }
if fs.exists(path) then
local file = io.open(path, "r" )
local sLine = file:read()
local num = 1
while sLine do
table.insert(frames[sFrame], num, {})
for i=1,#sLine do
frames[sFrame][num][i] = getColourOf(string.sub(sLine,i,i))
end
num = num+1
sLine = file:read()
end
file:close()
end
end
--[[Loads a text-paint file into the program
Params: path:string = The path in which the file is located
Returns:nil
]]--
local function loadNFT(path)
sFrame = 1
frames[sFrame] = { }
frames[sFrame].text = { }
frames[sFrame].textcol = { }
if fs.exists(path) then
local file = io.open(path, "r")
local sLine = file:read()
local num = 1
while sLine do
table.insert(frames[sFrame], num, {})
table.insert(frames[sFrame].text, num, {})
table.insert(frames[sFrame].textcol, num, {})
--As we're no longer 1-1, we keep track of what index to write to
local writeIndex = 1
--Tells us if we've hit a 30 or 31 (BG and FG respectively)- next char specifies the curr colour
local bgNext, fgNext = false, false
--The current background and foreground colours
local currBG, currFG = nil,nil
term.setCursorPos(1,1)
for i=1,#sLine do
local nextChar = string.sub(sLine, i, i)
if nextChar:byte() == 30 then
bgNext = true
elseif nextChar:byte() == 31 then
fgNext = true
elseif bgNext then
currBG = getColourOf(nextChar)
bgNext = false
elseif fgNext then
currFG = getColourOf(nextChar)
fgNext = false
else
if nextChar ~= " " and currFG == nil then
currFG = colours.white
end
frames[sFrame][num][writeIndex] = currBG
frames[sFrame].textcol[num][writeIndex] = currFG
frames[sFrame].text[num][writeIndex] = nextChar
writeIndex = writeIndex + 1
end
end
num = num+1
sLine = file:read()
end
file:close()
end
end
--[[Loads an animated paint file into the program
Params: path:string = The path in which the file is located
Returns:nil
]]--
local function loadNFA(path)
frames[sFrame] = { }
if fs.exists(path) then
local file = io.open(path, "r" )
local sLine = file:read()
local num = 1
while sLine do
table.insert(frames[sFrame], num, {})
if sLine == "~" then
sFrame = sFrame + 1
frames[sFrame] = { }
num = 1
else
for i=1,#sLine do
frames[sFrame][num][i] = getColourOf(string.sub(sLine,i,i))
end
num = num+1
end
sLine = file:read()
end
file:close()
end
framecount = sFrame
sFrame = 1
end
--[[Saves a non-animated paint file to the specified path
Params: path:string = The path to save the file to
Returns:nil
]]--
local function saveNFP(path)
local sDir = string.sub(sPath, 1, #sPath - #fs.getName(sPath))
if not fs.exists(sDir) then
fs.makeDir(sDir)
end
local file = io.open(path, "w")
updateImageLims(false)
if not toplim then
file:close()
return
end
for y=1,botlim do
local line = ""
if frames[sFrame][y] then
for x=1,riglim do
line = line..getHexOf(frames[sFrame][y][x])
end
end
file:write(line.."\n")
end
file:close()
end
--[[Saves a text-paint file to the specified path
Params: path:string = The path to save the file to
Returns:nil
]]--
local function saveNFT(path)
local sDir = string.sub(sPath, 1, #sPath - #fs.getName(sPath))
if not fs.exists(sDir) then
fs.makeDir(sDir)
end
local file = io.open(path, "w")
updateImageLims(false)
if not toplim then
file:close()
return
end
for y=1,botlim do
local line = ""
local currBG, currFG = nil,nil
for x=1,riglim do
if frames[sFrame][y] and frames[sFrame][y][x] ~= currBG then
line = line..string.char(30)..getHexOf(frames[sFrame][y][x])
currBG = frames[sFrame][y][x]
end
if frames[sFrame].textcol[y] and frames[sFrame].textcol[y][x] ~= currFG then
line = line..string.char(31)..getHexOf(frames[sFrame].textcol[y][x])
currFG = frames[sFrame].textcol[y][x]
end
if frames[sFrame].text[y] then
local char = frames[sFrame].text[y][x]
if not char then char = " " end
line = line..char
end
end
file:write(line.."\n")
end
file:close()
end
--[[Saves a animated paint file to the specified path
Params: path:string = The path to save the file to
Returns:nil
]]--
local function saveNFA(path)
local sDir = string.sub(sPath, 1, #sPath - #fs.getName(sPath))
if not fs.exists(sDir) then
fs.makeDir(sDir)
end
local file = io.open(path, "w")
updateImageLims(true)
if not toplim then
file:close()
return
end
for i=1,#frames do
for y=1,botlim do
local line = ""
if frames[i][y] then
for x=1,riglim do
line = line..getHexOf(frames[i][y][x])
end
end
file:write(line.."\n")
end
if i < #frames then file:write("~\n") end
end
file:close()
end
--[[Runs a special pre-program dialogue to determine the filename and filepath. Done if
there's room, and a file name hasn't been specified
Params: none
Returns:bool= true if file is created; false otherwise
]]--
local function runFileMaker()
local newFName = ""
local fileType = 1
if animated then fileType = 2
elseif textEnabled then fileType = 3 end
local tlx,tly = math.floor(w/2 - #logo[1]/2), math.floor(h/2 + #logo/2 + 1)
--This is done on top of the logo, so it backpedals a bit.
term.setCursorPos(tlx, tly)
term.clearLine()
term.write("Name: ")
term.setCursorPos(tlx, tly + 1)
term.clearLine()
term.write("Filetype: Sprite")
term.setCursorPos(tlx + 12, tly + 2)
term.write("Animation")
term.setCursorPos(tlx + 12, tly + 3)
term.write("Text")
while true do
term.setCursorPos(tlx + 6, tly)
term.setBackgroundColour(colours.lightGrey)
term.setTextColour(colours.grey)
term.write(newFName..string.rep(" ", 15-#newFName))
term.setBackgroundColour(colours.white)
term.setTextColour(colours.black)
local extension = ".nfp"
if fileType == 2 then extension = ".nfa"
elseif fileType == 3 then extension = ".nft" end
term.write(extension)
term.setBackgroundColour(colours.lightGrey)
term.setTextColour(colours.grey)
for i=1,3 do
term.setCursorPos(tlx + 24, tly + i)
if i==fileType then term.write("X")
else term.write(" ") end
end
local fPath = shell.resolve(newFName..extension)
term.setCursorPos(tlx, tly + 3)
local fileValid = true
if (fs.exists(fPath) and fs.isDir(fPath)) or newFName == "" then
term.setBackgroundColour(colours.white)
term.setTextColour(colours.red)
term.write("Invalid ")
fileValid = false
elseif fs.exists(fPath) then
term.setBackgroundColour(colours.grey)
term.setTextColour(colours.lightGrey)
term.write(" Edit ")
else
term.setBackgroundColour(colours.grey)
term.setTextColour(colours.lightGrey)
term.write(" Create ")
end
term.setTextColour(colours.grey)
term.setCursorPos(tlx + 6 + #newFName, tly)
term.setCursorBlink(true)
local id,p1,p2,p3 = os.pullEvent()
if id == "key" then
if p1 == keys.backspace and #newFName > 0 then
newFName = string.sub(newFName, 1, #newFName-1)
elseif p1 == keys.enter and fileValid then
sPath = fPath
return true
end
elseif id == "char" and p1 ~= "." and p1 ~= " " and #newFName < 15 then
newFName = newFName..p1
elseif id == "mouse_click" then
--The option boxes. Man, hardcoding is ugly...
if p2 == tlx + 24 then
for i=1,3 do
if p3 == tly+i then fileType = i end
end
end
if p3 == tly + 3 and p2 >= tlx and p2 <= tlx + 8 and fileValid then
sPath = fPath
return true
end
end
end
end
--[[Initializes the program, by loading in the paint file. Called at the start of each program.
Params: none
Returns:nil
]]--
local function init()
if textEnabled then
loadNFT(sPath)
table.insert(ddModes, 2, { "text", "textpaint", name = "text"})
elseif animated then
loadNFA(sPath)
table.insert(ddModes, #ddModes, { "record", "play", name = "anim" })
table.insert(ddModes, #ddModes, { "go to", "remove", name = "frames"})
table.insert(ddModes[2], #ddModes[2], "blueprint on")
table.insert(ddModes[2], #ddModes[2], "layers on")
else
loadNFP(sPath)
table.insert(ddModes[2], #ddModes[2], "blueprint on")
end
for i=0,15 do
table.insert(column, math.pow(2,i))
end
end
--[[
Section: Drawing
]]--
--[[Draws the rather superflous logo. Takes about 1 second, before user is able to move to the
actual program.
Params: none
Returns:bool= true if the file select ran successfully; false otherwise.
]]--
local function drawLogo()
term.setBackgroundColour(colours.white)
term.clear()
if h >= 12 and w >= 24 then
drawPictureTable(logo, w/2 - #logo[1]/2, h/2 - #logo/2, colours.white)
term.setBackgroundColour(colours.white)
term.setTextColour(colours.black)
local msg = "NPaintPro"
term.setCursorPos(w/2 - #msg/2, h/2 + #logo/2 + 1)
term.write(msg)
msg = "By NitrogenFingers"
term.setCursorPos(w/2 - #msg/2, h/2 + #logo/2 + 2)
term.write(msg)
elseif w >= 15 then
local msg = "NPaintPro"
term.setCursorPos(math.ceil(w/2 - #msg/2), h/2)
term.setTextColour(colours.cyan)
term.write(msg)
msg = "NitrogenFingers"
term.setCursorPos(math.ceil(w/2 - #msg/2), h/2 + 1)
term.setTextColour(colours.black)
term.write(msg)
else
local msg = "NPP"
term.setCursorPos(math.ceil(w/2 - #msg/2), math.floor(h/2))
term.setTextColour(colours.cyan)
term.write(msg)
msg = "By NF"
term.setCursorPos(math.ceil(w/2 - #msg/2), math.ceil(h/2))
term.setTextColour(colours.black)
term.write(msg)
end
os.pullEvent()
end
--[[Clears the display to the alpha channel colour, draws the canvas, the image buffer and the selection
rectanlge if any of these things are present.
Params: none
Returns:nil
]]--
local function drawCanvas()
--We have to readjust the position of the canvas if we're printing
turtlechar = "@"
if state == "active print" then
if layering == "up" then
if py >= 1 and py <= #frames then
sFrame = py
end
if pz < sy then sy = pz
elseif pz > sy + h - 1 then sy = pz + h - 1 end
if px < sx then sx = px
elseif px > sx + w - 2 then sx = px + w - 2 end
else
if pz >= 1 and pz <= #frames then
sFrame = pz
end
if py < sy then sy = py
elseif py > sy + h - 1 then sy = py + h - 1 end
if px < sx then sx = px
elseif px > sx + w - 2 then sx = px + w - 2 end
end
if pfx == 1 then turtlechar = ">"
elseif pfx == -1 then turtlechar = "<"
elseif pfz == 1 then turtlechar = "V"
elseif pfz == -1 then turtlechar = "^"
end
end
--Picture next
local topLayer, botLayer
if layerDisplay then
topLayer = sFrame
botLayer = 1
else
topLayer,botLayer = sFrame,sFrame
end
--How far the canvas draws. If the interface is visible, it stops short of that.
local wlim,hlim = 0,0
if not interfaceHidden then
wlim = 2
hlim = 1
end
for currframe = botLayer,topLayer,1 do
for y=sy+1,sy+h-hlim do
if frames[currframe][y] then
for x=sx+1,sx+w-wlim do
term.setCursorPos(x-sx,y-sy)
if frames[currframe][y][x] then
term.setBackgroundColour(frames[currframe][y][x])
if textEnabled and frames[currframe].textcol[y][x] and frames[currframe].text[y][x] then
term.setTextColour(frames[currframe].textcol[y][x])
term.write(frames[currframe].text[y][x])
else
term.write(" ")
end
else
tileExists = false
for i=currframe-1,botLayer,-1 do
if frames[i][y][x] then
tileExists = true
break
end
end
if not tileExists then
if blueprint then
term.setBackgroundColour(colours.blue)
term.setTextColour(colours.white)
if x == sx+1 and y % 4 == 1 then
term.write(""..((y/4) % 10))
elseif y == sy + 1 and x % 4 == 1 then
term.write(""..((x/4) % 10))
elseif x % 2 == 1 and y % 2 == 1 then
term.write("+")
elseif x % 2 == 1 then
term.write("|")
elseif y % 2 == 1 then
term.write("-")
else
term.write(" ")
end
else
term.setBackgroundColour(alphaC)
if textEnabled and frames[currframe].textcol[y][x] and frames[currframe].text[y][x] then
term.setTextColour(frames[currframe].textcol[y][x])
term.write(frames[currframe].text[y][x])
else
term.write(" ")
end
end
end
end
end
else
for x=sx+1,sx+w-wlim do
term.setCursorPos(x-sx,y-sy)
tileExists = false
for i=currframe-1,botLayer,-1 do
if frames[i][y] and frames[i][y][x] then
tileExists = true
break
end
end
if not tileExists then
if blueprint then
term.setBackgroundColour(colours.blue)
term.setTextColour(colours.white)
if x == sx+1 and y % 4 == 1 then
term.write(""..((y/4) % 10))
elseif y == sy + 1 and x % 4 == 1 then
term.write(""..((x/4) % 10))
elseif x % 2 == 1 and y % 2 == 1 then
term.write("+")
elseif x % 2 == 1 then
term.write("|")
elseif y % 2 == 1 then
term.write("-")
else
term.write(" ")
end
else
term.setBackgroundColour(alphaC)
term.write(" ")
end
end
end
end
end
end
--Then the printer, if he's on
if state == "active print" then
local bgColour = alphaC
if layering == "up" then
term.setCursorPos(px-sx,pz-sy)
if frames[sFrame] and frames[sFrame][pz-sy] and frames[sFrame][pz-sy][px-sx] then
bgColour = frames[sFrame][pz-sy][px-sx]
elseif blueprint then bgColour = colours.blue end
else
term.setCursorPos(px-sx,py-sy)
if frames[sFrame] and frames[sFrame][py-sy] and frames[sFrame][py-sy][px-sx] then
bgColour = frames[sFrame][py-sy][px-sx]
elseif blueprint then bgColour = colours.blue end
end
term.setBackgroundColour(bgColour)
if bgColour == colours.black then term.setTextColour(colours.white)
else term.setTextColour(colours.black) end
term.write(turtlechar)
end
--Then the buffer
if selectrect then
if buffer and rectblink == 1 then
for y=selectrect.y1, math.min(selectrect.y2, selectrect.y1 + buffer.height-1) do
for x=selectrect.x1, math.min(selectrect.x2, selectrect.x1 + buffer.width-1) do
if buffer.contents[y-selectrect.y1+1][x-selectrect.x1+1] then
term.setCursorPos(x+sx,y+sy)
term.setBackgroundColour(buffer.contents[y-selectrect.y1+1][x-selectrect.x1+1])
term.write(" ")
end
end
end
end
--This draws the "selection" box
local add = nil
if buffer then
term.setBackgroundColour(colours.lightGrey)
else
term.setBackgroundColour(colours.grey)
end
for i=selectrect.x1, selectrect.x2 do
add = (i + selectrect.y1 + rectblink) % 2 == 0
term.setCursorPos(i-sx,selectrect.y1-sy)
if add then term.write(" ") end
add = (i + selectrect.y2 + rectblink) % 2 == 0
term.setCursorPos(i-sx,selectrect.y2-sy)
if add then term.write(" ") end
end
for i=selectrect.y1 + 1, selectrect.y2 - 1 do
add = (i + selectrect.x1 + rectblink) % 2 == 0
term.setCursorPos(selectrect.x1-sx,i-sy)
if add then term.write(" ") end
add = (i + selectrect.x2 + rectblink) % 2 == 0
term.setCursorPos(selectrect.x2-sx,i-sy)
if add then term.write(" ") end
end
end
end
--[[Draws the colour picker on the right side of the screen, the colour pallette and the footer with any
messages currently being displayed
Params: none
Returns:nil
]]--
local function drawInterface()
--Picker
local coffset,ioffset = 0,0
local maxcsize = h-2
if h < #column + 2 then
maxcsize = h-4
coffset = columnoffset
ioffset = 1
term.setBackgroundColour(colours.lightGrey)
term.setTextColour(colours.grey)
term.setCursorPos(w-1,1)
term.write("^^")
term.setCursorPos(w-1,h-2)
term.write("VV")
end
for i=1,math.min(#column+1,maxcsize) do
term.setCursorPos(w-1, i + ioffset)
local ci = i+coffset
if ci == #column+1 then
term.setBackgroundColour(colours.black)
term.setTextColour(colours.red)
term.write("XX")
elseif state == "print" then
term.setBackgroundColour(column[ci])
if column[ci] == colours.black then
term.setTextColour(colours.white)
else term.setTextColour(colours.black) end
if requirementsDisplayed then
if requiredMaterials[i] < 10 then term.write(" ") end
term.setCursorPos(w-#tostring(requiredMaterials[i])+1, i)
term.write(requiredMaterials[i])
else
if i+coffset < 10 then term.write(" ") end
term.write(i+coffset)
end
else
term.setBackgroundColour(column[ci])
term.write(" ")
end
end
--Filling the whitespace with... 'greyspace' *shudder*
if h > #column+3 then
term.setTextColour(colours.grey)
term.setBackgroundColour(colours.lightGrey)
for y=#column+2,h-2 do
term.setCursorPos(w-1,y)
term.write("| ")
end
end
--Pallette
term.setCursorPos(w-1,h-1)
if not lSel then
term.setBackgroundColour(colours.black)
term.setTextColour(colours.red)
term.write("X")
else
term.setBackgroundColour(lSel)
term.setTextColour(lSel)
term.write(" ")
end
if not rSel then
term.setBackgroundColour(colours.black)
term.setTextColour(colours.red)
term.write("X")
else
term.setBackgroundColour(rSel)
term.setTextColour(rSel)
term.write(" ")
end
--Footer
if inMenu then return end
term.setCursorPos(1, h)
term.setBackgroundColour(colours.lightGrey)
term.setTextColour(colours.grey)
term.clearLine()
if mainAvailable then
if inDropDown then
term.write(string.rep(" ", #ddModes.name + 2))
else
term.setBackgroundColour(colours.grey)
term.setTextColour(colours.lightGrey)
term.write(ddModes.name.." ")
end
end
term.setBackgroundColour(colours.lightGrey)
term.setTextColour(colours.grey)
term.write(getStateMessage())
local coords="X:"..sx.." Y:"..sy
if animated then coords = coords.." Frame:"..sFrame.."/"..framecount.." " end
term.setCursorPos(w-#coords+1,h)
if state == "play" then term.setBackgroundColour(colours.lime)
elseif record then term.setBackgroundColour(colours.red) end
term.write(coords)
if animated then
term.setCursorPos(w-1,h)
term.setBackgroundColour(colours.grey)
term.setTextColour(colours.lightGrey)
term.write("<>")
end
end
--[[Runs an interface where users can select topics of help. Will return once the user quits the help screen.
Params: none
Returns:nil
]]--
local function drawHelpScreen()
local selectedHelp = nil
while true do
term.setBackgroundColour(colours.lightGrey)
term.clear()
if not selectedHelp then
term.setCursorPos(4, 1)
term.setTextColour(colours.brown)
term.write("Available modes (click for info):")
for i=1,#helpTopics do
term.setCursorPos(2, 2 + i)
term.setTextColour(colours.black)
term.write(helpTopics[i].name)
if helpTopics[i].key then
term.setTextColour(colours.red)
term.write(" ("..helpTopics[i].key..")")
end
end
term.setCursorPos(4,h)
term.setTextColour(colours.black)
term.write("Press any key to exit")
else
term.setCursorPos(4,1)
term.setTextColour(colours.brown)
term.write(helpTopics[selectedHelp].name)
if helpTopics[selectedHelp].key then
term.setTextColour(colours.red)
term.write(" ("..helpTopics[selectedHelp].key..")")
end
term.setCursorPos(1,3)
term.setTextColour(colours.black)
print(helpTopics[selectedHelp].message.."\n")
for i=1,#helpTopics[selectedHelp].controls do
term.setTextColour(colours.brown)
term.write(helpTopics[selectedHelp].controls[i][1].." ")
term.setTextColour(colours.black)
print(helpTopics[selectedHelp].controls[i][2])
end
end
local id,p1,p2,p3 = os.pullEvent()
if id == "timer" then updateTimer(p1)
elseif id == "key" then
if selectedHelp then selectedHelp = nil
else break end
elseif id == "mouse_click" then
if not selectedHelp then
if p3 >=3 and p3 <= 2+#helpTopics then
selectedHelp = p3-2
else break end
else
selectedHelp = nil
end
end
end
end
--[[Draws a message in the footer bar. A helper for DrawInterface, but can be called for custom messages, if the
inMenu paramter is set to true while this is being done (remember to set it back when done!)
Params: message:string = The message to be drawn
Returns:nil
]]--
local function drawMessage(message)
term.setCursorPos(1,h)
term.setBackgroundColour(colours.lightGrey)
term.setTextColour(colours.grey)
term.clearLine()
term.write(message)
end
--[[
Section: Generic Interfaces
]]--
--[[One of my generic text printing methods, printing a message at a specified position with width and offset.
No colour materials included.
Params: msg:string = The message to print off-center
height:number = The starting height of the message
width:number = The limit as to how many characters long each line may be
offset:number = The starting width offset of the message
Returns:number the number of lines used in printing the message
]]--
local function wprintOffCenter(msg, height, width, offset)
local inc = 0
local ops = 1
while #msg - ops > width do
local nextspace = 0
while string.find(msg, " ", ops + nextspace) and
string.find(msg, " ", ops + nextspace) - ops < width do
nextspace = string.find(msg, " ", nextspace + ops) + 1 - ops
end
local ox,oy = term.getCursorPos()
term.setCursorPos(width/2 - (nextspace)/2 + offset, height + inc)
inc = inc + 1
term.write(string.sub(msg, ops, nextspace + ops - 1))
ops = ops + nextspace
end
term.setCursorPos(width/2 - #string.sub(msg, ops)/2 + offset, height + inc)
term.write(string.sub(msg, ops))
return inc + 1
end
--[[Draws a message that must be clicked on or a key struck to be cleared. No options, so used for displaying
generic information.
Params: ctitle:string = The title of the confirm dialogue
msg:string = The message displayed in the dialogue
Returns:nil
]]--
local function displayConfirmDialogue(ctitle, msg)
local dialogoffset = 8
--We actually print twice- once to get the lines, second time to print proper. Easier this way.
local lines = wprintOffCenter(msg, 5, w - (dialogoffset+2) * 2, dialogoffset + 2)
term.setCursorPos(dialogoffset, 3)
term.setBackgroundColour(colours.grey)
term.setTextColour(colours.lightGrey)
term.write(string.rep(" ", w - dialogoffset * 2))
term.setCursorPos(dialogoffset + (w - dialogoffset * 2)/2 - #ctitle/2, 3)
term.write(ctitle)
term.setTextColour(colours.grey)
term.setBackgroundColour(colours.lightGrey)
term.setCursorPos(dialogoffset, 4)
term.write(string.rep(" ", w - dialogoffset * 2))
for i=5,5+lines do
term.setCursorPos(dialogoffset, i)
term.write(" "..string.rep(" ", w - (dialogoffset) * 2 - 2).." ")
end
wprintOffCenter(msg, 5, w - (dialogoffset+2) * 2, dialogoffset + 2)
--In the event of a message, the player hits anything to continue
while true do
local id,key = os.pullEvent()
if id == "timer" then updateTimer(key);
elseif id == "key" or id == "mouse_click" or id == "mouse_drag" then break end
end
end
--[[Produces a nice dropdown menu based on a table of strings. Depending on the position, this will auto-adjust the position
of the menu drawn, and allows nesting of menus and sub menus. Clicking anywhere outside the menu will cancel and return nothing
Params: x:int = the x position the menu should be displayed at
y:int = the y position the menu should be displayed at
options:table = the list of options available to the user, as strings or submenus (tables of strings, with a name parameter)
Returns:string the selected menu option.
]]--
local function displayDropDown(x, y, options)
inDropDown = true
--Figures out the dimensions of our thing
local longestX = #options.name
for i=1,#options do
local currVal = options[i]
if type(currVal) == "table" then currVal = currVal.name end
longestX = math.max(longestX, #currVal)
end
local xOffset = math.max(0, longestX - ((w-2) - x) + 1)
local yOffset = math.max(0, #options - ((h-1) - y))
local clickTimes = 0
local tid = nil
local selection = nil
while clickTimes < 2 do
drawCanvas()
drawInterface()
term.setCursorPos(x-xOffset,y-yOffset)
term.setBackgroundColour(colours.grey)
term.setTextColour(colours.lightGrey)
term.write(options.name..string.rep(" ", longestX-#options.name + 2))
for i=1,#options do
term.setCursorPos(x-xOffset, y-yOffset+i)
if i==selection and clickTimes % 2 == 0 then
term.setBackgroundColour(colours.grey)
term.setTextColour(colours.lightGrey)
else
term.setBackgroundColour(colours.lightGrey)
term.setTextColour(colours.grey)
end
local currVal = options[i]
if type(currVal) == "table" then
term.write(currVal.name..string.rep(" ", longestX-#currVal.name + 1))
term.setBackgroundColour(colours.grey)
term.setTextColour(colours.lightGrey)
term.write(">")
else
term.write(currVal..string.rep(" ", longestX-#currVal + 2))
end
end
local id, p1, p2, p3 = os.pullEvent()
if id == "timer" then
if p1 == tid then
clickTimes = clickTimes + 1
if clickTimes > 2 then
break
else
tid = os.startTimer(0.1)
end
else
updateTimer(p1)
drawCanvas()
drawInterface()
end
elseif id == "mouse_click" then
if p2 >=x-xOffset and p2 <= x-xOffset + longestX + 1 and p3 >= y-yOffset+1 and p3 <= y-yOffset+#options then
selection = p3-(y-yOffset)
tid = os.startTimer(0.1)
else
selection = ""
break
end
end
end
if type(selection) == "number" then
selection = options[selection]
end
if type(selection) == "string" then
inDropDown = false
return selection
elseif type(selection) == "table" then
return displayDropDown(x, y, selection)
end
end
--[[A custom io.read() function with a few differences- it limits the number of characters being printed,
waits a 1/100th of a second so any keys still in the event library are removed before input is read and
the timer for the selectionrectangle is continuously updated during the process.
Params: lim:int = the number of characters input is allowed
Returns:string the inputted string, trimmed of leading and tailing whitespace
]]--
local function readInput(lim)
term.setCursorBlink(true)
local inputString = ""
if not lim or type(lim) ~= "number" or lim < 1 then lim = w - ox end
local ox,oy = term.getCursorPos()
--We only get input from the footer, so this is safe. Change if recycling
term.setBackgroundColour(colours.lightGrey)
term.setTextColour(colours.grey)
term.write(string.rep(" ", lim))
term.setCursorPos(ox, oy)
--As events queue immediately, we may get an unwanted key... this will solve that problem
local inputTimer = os.startTimer(0.01)
local keysAllowed = false
while true do
local id,key = os.pullEvent()
if keysAllowed then
if id == "key" and key == 14 and #inputString > 0 then
inputString = string.sub(inputString, 1, #inputString-1)
term.setCursorPos(ox + #inputString,oy)
term.write(" ")
elseif id == "key" and key == 28 and inputString ~= string.rep(" ", #inputString) then
break
elseif id == "key" and key == keys.leftCtrl then
return ""
elseif id == "char" and #inputString < lim then
inputString = inputString..key
end
end
if id == "timer" then
if key == inputTimer then
keysAllowed = true
else
updateTimer(key)
drawCanvas()
drawInterface()
term.setBackgroundColour(colours.lightGrey)
term.setTextColour(colours.grey)
end
end
term.setCursorPos(ox,oy)
term.write(inputString)
term.setCursorPos(ox + #inputString, oy)
end
while string.sub(inputString, 1, 1) == " " do
inputString = string.sub(inputString, 2, #inputString)
end
while string.sub(inputString, #inputString, #inputString) == " " do
inputString = string.sub(inputString, 1, #inputString-1)
end
term.setCursorBlink(false)
return inputString
end
--[[
Section: Image tools
]]--
--[[Copies all pixels beneath the selection rectangle into the image buffer. Empty buffers are converted to nil.
Params: removeImage:bool = true if the image is to be erased after copying, false otherwise
Returns:nil
]]--
local function copyToBuffer(removeImage)
buffer = { width = selectrect.x2 - selectrect.x1 + 1, height = selectrect.y2 - selectrect.y1 + 1, contents = { } }
local containsSomething = false
for y=1,buffer.height do
buffer.contents[y] = { }
local f,l = sFrame,sFrame
if record then f,l = 1, framecount end
for fra = f,l do
if frames[fra][selectrect.y1 + y - 1] then
for x=1,buffer.width do
buffer.contents[y][x] = frames[sFrame][selectrect.y1 + y - 1][selectrect.x1 + x - 1]
if removeImage then frames[fra][selectrect.y1 + y - 1][selectrect.x1 + x - 1] = nil end
if buffer.contents[y][x] then containsSomething = true end
end
end
end
end
--I don't classify an empty buffer as a real buffer- confusing to the user.
if not containsSomething then buffer = nil end
end
--[[Replaces all pixels under the selection rectangle with the image buffer (or what can be seen of it). Record-dependent.
Params: removeBuffer:bool = true if the buffer is to be emptied after copying, false otherwise
Returns:nil
]]--
local function copyFromBuffer(removeBuffer)
if not buffer then return end
for y = 1, math.min(buffer.height,selectrect.y2-selectrect.y1+1) do
local f,l = sFrame, sFrame
if record then f,l = 1, framecount end
for fra = f,l do
if not frames[fra][selectrect.y1+y-1] then frames[fra][selectrect.y1+y-1] = { } end
for x = 1, math.min(buffer.width,selectrect.x2-selectrect.x1+1) do
frames[fra][selectrect.y1+y-1][selectrect.x1+x-1] = buffer.contents[y][x]
end
end
end
if removeBuffer then buffer = nil end
end
--[[Moves the entire image (or entire animation) to the specified coordinates. Record-dependent.
Params: newx:int = the X coordinate to move the image to
newy:int = the Y coordinate to move the image to
Returns:nil
]]--
local function moveImage(newx,newy)
if not leflim or not toplim then return end
if newx <=0 or newy <=0 then return end
local f,l = sFrame,sFrame
if record then f,l = 1,framecount end
for i=f,l do
local newlines = { }
for y=toplim,botlim do
local line = frames[i][y]
if line then
newlines[y-toplim+newy] = { }
for x,char in pairs(line) do
newlines[y-toplim+newy][x-leflim+newx] = char
end
end
end
--Exceptions that allow us to move the text as well
if textEnabled then
newlines.text = { }
for y=toplim,botlim do
local line = frames[i].text[y]
if line then
newlines.text[y-toplim+newy] = { }
for x,char in pairs(line) do
newlines.text[y-toplim+newy][x-leflim+newx] = char
end
end
end
newlines.textcol = { }
for y=toplim,botlim do
local line = frames[i].textcol[y]
if line then
newlines.textcol[y-toplim+newy] = { }
for x,char in pairs(line) do
newlines.textcol[y-toplim+newy][x-leflim+newx] = char
end
end
end
end
frames[i] = newlines
end
end
--[[Prompts the user to clear the current frame or all frames. Record-dependent.,
Params: none
Returns:nil
]]--
local function clearImage()
inMenu = true
if not animated then
drawMessage("Clear image? Y/N: ")
elseif record then
drawMessage("Clear ALL frames? Y/N: ")
else
drawMessage("Clear current frame? Y/N :")
end
if string.find(string.upper(readInput(1)), "Y") then
local f,l = sFrame,sFrame
if record then f,l = 1,framecount end
for i=f,l do
frames[i] = { }
end
end
inMenu = false
end
--[[A recursively called method (watch out for big calls!) in which every pixel of a set colour is
changed to another colour. Does not work on the nil colour, for obvious reasons.
Params: x:int = The X coordinate of the colour to flood-fill
y:int = The Y coordinate of the colour to flood-fill
targetColour:colour = the colour that is being flood-filled
newColour:colour = the colour with which to replace the target colour
Returns:nil
]]--
local function floodFill(x, y, targetColour, newColour)
if not newColour or not targetColour then return end
local nodeList = { }
table.insert(nodeList, {x = x, y = y})
while #nodeList > 0 do
local node = nodeList[1]
if frames[sFrame][node.y] and frames[sFrame][node.y][node.x] == targetColour then
frames[sFrame][node.y][node.x] = newColour
table.insert(nodeList, { x = node.x + 1, y = node.y})
table.insert(nodeList, { x = node.x, y = node.y + 1})
if x > 1 then table.insert(nodeList, { x = node.x - 1, y = node.y}) end
if y > 1 then table.insert(nodeList, { x = node.x, y = node.y - 1}) end
end
table.remove(nodeList, 1)
end
end
--[[
Section: Animation Tools
]]--
--[[Enters play mode, allowing the animation to play through. Interface is restricted to allow this,
and method only leaves once the player leaves play mode.
Params: none
Returns:nil
]]--
local function playAnimation()
state = "play"
selectedrect = nil
local animt = os.startTimer(animtime)
repeat
drawCanvas()
drawInterface()
local id,key,_,y = os.pullEvent()
if id=="timer" then
if key == animt then
animt = os.startTimer(animtime)
sFrame = (sFrame % framecount) + 1
else
updateTimer(key)
end
elseif id=="key" then
if key == keys.comma and animtime > 0.1 then animtime = animtime - 0.05
elseif key == keys.period and animtime < 0.5 then animtime = animtime + 0.05
elseif key == keys.space then state = "paint" end
elseif id=="mouse_click" and y == h then
state = "paint"
end
until state ~= "play"
os.startTimer(0.5)
end
--[[Changes the selected frame (sFrame) to the chosen frame. If this frame is above the framecount,
additional frames are created with a copy of the image on the selected frame.
Params: newframe:int = the new frame to move to
Returns:nil
]]--
local function changeFrame(newframe)
inMenu = true
if not tonumber(newframe) then
term.setCursorPos(1,h)
term.setBackgroundColour(colours.lightGrey)
term.setTextColour(colours.grey)
term.clearLine()
term.write("Go to frame: ")
newframe = tonumber(readInput(2))
if not newframe or newframe <= 0 then
inMenu = false
return
end
elseif newframe <= 0 then return end
if newframe > framecount then
for i=framecount+1,newframe do
frames[i] = {}
for y,line in pairs(frames[sFrame]) do
frames[i][y] = { }
for x,v in pairs(line) do
frames[i][y][x] = v
end
end
end
framecount = newframe
end
sFrame = newframe
inMenu = false
end
--[[Removes every frame leading after the frame passed in
Params: frame:int the non-inclusive lower bounds of the delete
Returns:nil
]]--
local function removeFramesAfter(frame)
inMenu = true
if frame==framecount then return end
drawMessage("Remove frames "..(frame+1).."/"..framecount.."? Y/N :")
local answer = string.upper(readInput(1))
if string.find(answer, string.upper("Y")) ~= 1 then
inMenu = false
return
end
for i=frame+1, framecount do
frames[i] = nil
end
framecount = frame
inMenu = false
end
--[[
Section: Printing Tools
]]--
--[[Constructs a new facing to the left of the current facing
Params: curx:number = The facing on the X axis
curz:number = The facing on the Z axis
hand:string = The hand of the axis ("right" or "left")
Returns:number,number = the new facing on the X and Z axis after a left turn
]]--
local function getLeft(curx, curz)
local hand = "left"
if layering == "up" then hand = "right" end
if hand == "right" then
if curx == 1 then return 0,-1 end
if curx == -1 then return 0,1 end
if curz == 1 then return 1,0 end
if curz == -1 then return -1,0 end
else
if curx == 1 then return 0,1 end
if curx == -1 then return 0,-1 end
if curz == 1 then return -1,0 end
if curz == -1 then return 1,0 end
end
end
--[[Constructs a new facing to the right of the current facing
Params: curx:number = The facing on the X axis
curz:number = The facing on the Z axis
hand:string = The hand of the axis ("right" or "left")
Returns:number,number = the new facing on the X and Z axis after a right turn
]]--
local function getRight(curx, curz)
local hand = "left"
if layering == "up" then hand = "right" end
if hand == "right" then
if curx == 1 then return 0,1 end
if curx == -1 then return 0,-1 end
if curz == 1 then return -1,0 end
if curz == -1 then return 1,0 end
else
if curx == 1 then return 0,-1 end
if curx == -1 then return 0,1 end
if curz == 1 then return 1,0 end
if curz == -1 then return -1,0 end
end
end
--[[Sends out a rednet signal requesting local printers, and will listen for any responses. Printers found are added to the
printerList (for ID's) and printerNames (for names)
Params: nil
Returns:nil
]]--
local function locatePrinters()
printerList = { }
printerNames = { name = "Printers" }
local oldState = state
state = "Locating printers, please wait... "
drawCanvas()
drawInterface()
state = oldState
local modemOpened = false
for k,v in pairs(rs.getSides()) do
if peripheral.isPresent(v) and peripheral.getType(v) == "modem" then
rednet.open(v)
modemOpened = true
break
end
end
if not modemOpened then
displayConfirmDialogue("Modem not found!", "No modem peripheral. Must have network modem to locate printers.")
return false
end
rednet.broadcast("$3DPRINT IDENTIFY")
while true do
local id, msg = rsTimeReceive(1)
if not id then break end
if string.find(msg, "$3DPRINT IDACK") == 1 then
msg = string.gsub(msg, "$3DPRINT IDACK ", "")
table.insert(printerList, id)
table.insert(printerNames, msg)
end
end
if #printerList == 0 then
displayConfirmDialogue("Printers not found!", "No active printers found in proximity of this computer.")
return false
else
return true
end
end
--[[Sends a request to the printer. Waits on a response and updates the state of the application accordingly.
Params: command:string the command to send
param:string a parameter to send, if any
Returns:nil
]]--
local function sendPC(command,param)
local msg = "$PC "..command
if param then msg = msg.." "..param end
rednet.send(printerList[selectedPrinter], msg)
while true do
local id,key = rsTimeReceive()
if id == printerList[selectedPrinter] then
if key == "$3DPRINT ACK" then
break
elseif key == "$3DPRINT DEP" then
displayConfirmDialogue("Printer Empty", "The printer has exhasted a material. Please refill slot "..param..
", and click this message when ready to continue.")
rednet.send(printerList[selectedPrinter], msg)
elseif key == "$3DPRINT OOF" then
displayConfirmDialogue("Printer Out of Fuel", "The printer has no fuel. Please replace the material "..
"in slot 1 with a fuel source, then click this message.")
rednet.send(printerList[selectedPrinter], "$PC SS 1")
id,key = rsTimeReceive()
rednet.send(printerList[selectedPrinter], "$PC RF")
id,key = rsTimeReceive()
rednet.send(printerList[selectedPrinter], msg)
end
end
end
--Changes to position are handled after the event has been successfully completed
if command == "FW" then
px = px + pfx
pz = pz + pfz
elseif command == "BK" then
px = px - pfx
pz = pz - pfz
elseif command == "UP" then
if layering == "up" then
py = py + 1
else
py = py - 1
end
elseif command == "DW" then
if layering == "up" then
py = py - 1
else
py = py + 1
end
elseif command == "TL" then
pfx,pfz = getLeft(pfx,pfz)
elseif command == "TR" then
pfx,pfz = getRight(pfx,pfz)
elseif command == "TU" then
pfx = -pfx
pfz = -pfz
end
drawCanvas()
drawInterface()
end
--[[A printing function that commands the printer to turn to face the desired direction, if it is not already doing so
Params: desx:number = the normalized x direction to face
desz:number = the normalized z direction to face
Returns:nil
]]--
local function turnToFace(desx,desz)
if desx ~= 0 then
if pfx ~= desx then
local temppfx,_ = getLeft(pfx,pfz)
if temppfx == desx then
sendPC("TL")
elseif temppfx == -desx then
sendPC("TR")
else
sendPC("TU")
end
end
else
print("on the z axis")
if pfz ~= desz then
local _,temppfz = getLeft(pfx,pfz)
if temppfz == desz then
sendPC("TL")
elseif temppfz == -desz then
sendPC("TR")
else
sendPC("TU")
end
end
end
end
--[[Performs the print
Params: nil
Returns:nil
]]--
local function performPrint()
state = "active print"
if layering == "up" then
--An up layering starts our builder bot on the bottom left corner of our build
px,py,pz = leflim, 0, botlim + 1
pfx,pfz = 0,-1
--We move him forward and up a bit from his original position.
sendPC("FW")
sendPC("UP")
--For each layer that needs to be completed, we go up by one each time
for layers=1,#frames do
--We first decide if we're going forwards or back, depending on what side we're on
local rowbot,rowtop,rowinc = nil,nil,nil
if pz == botlim then
rowbot,rowtop,rowinc = botlim,toplim,-1
else
rowbot,rowtop,rowinc = toplim,botlim,1
end
for rows = rowbot,rowtop,rowinc do
--Then we decide if we're going left or right, depending on what side we're on
local linebot,linetop,lineinc = nil,nil,nil
if px == leflim then
--Facing from the left side has to be easterly- it's changed here
turnToFace(1,0)
linebot,linetop,lineinc = leflim,riglim,1
else
--Facing from the right side has to be westerly- it's changed here
turnToFace(-1,0)
linebot,linetop,lineinc = riglim,leflim,-1
end
for lines = linebot,linetop,lineinc do
--We move our turtle forward, placing the right material at each step
local material = frames[py][pz][px]
if material then
material = math.log10(frames[py][pz][px])/math.log10(2) + 1
sendPC("SS", material)
sendPC("PD")
end
if lines ~= linetop then
sendPC("FW")
end
end
--The printer then has to do a U-turn, depending on which way he's facing and
--which way he needs to go
local temppfx,temppfz = getLeft(pfx,pfz)
if temppfz == rowinc and rows ~= rowtop then
sendPC("TL")
sendPC("FW")
sendPC("TL")
elseif temppfz == -rowinc and rows ~= rowtop then
sendPC("TR")
sendPC("FW")
sendPC("TR")
end
end
--Now at the end of a run he does a 180 and moves up to begin the next part of the print
sendPC("TU")
if layers ~= #frames then
sendPC("UP")
end
end
--All done- now we head back to where we started.
if px ~= leflim then
turnToFace(-1,0)
while px ~= leflim do
sendPC("FW")
end
end
if pz ~= botlim then
turnToFace(0,-1)
while pz ~= botlim do
sendPC("BK")
end
end
turnToFace(0,-1)
sendPC("BK")
while py > 0 do
sendPC("DW")
end
else
--The front facing is at the top-left corner, facing south not north
px,py,pz = leflim, botlim, 1
pfx,pfz = 0,1
--We move the printer to the last layer- he prints from the back forwards
while pz < #frames do
sendPC("FW")
end
--For each layer in the frame we build our wall, the move back
for layers = 1,#frames do
--We first decide if we're going left or right based on our position
local rowbot,rowtop,rowinc = nil,nil,nil
if px == leflim then
rowbot,rowtop,rowinc = leflim,riglim,1
else
rowbot,rowtop,rowinc = riglim,leflim,-1
end
for rows = rowbot,rowtop,rowinc do
--Then we decide if we're going up or down, depending on our given altitude
local linebot,linetop,lineinc = nil,nil,nil
if py == botlim then
linebot,linetop,lineinc = botlim,toplim,-1
else
linebot,linetop,lineinc = toplim,botlim,1
end
for lines = linebot,linetop,lineinc do
--We move our turtle up/down, placing the right material at each step
local material = frames[pz][py][px]
if material then
material = math.log10(frames[pz][py][px])/math.log10(2) + 1
sendPC("SS", material)
sendPC("PF")
end
if lines ~= linetop then
if lineinc == 1 then sendPC("DW")
else sendPC("UP") end
end
end
if rows ~= rowtop then
turnToFace(rowinc,0)
sendPC("FW")
turnToFace(0,1)
end
end
if layers ~= #frames then
sendPC("TU")
sendPC("FW")
sendPC("TU")
end
end
--He's easy to reset
while px ~= leflim do
turnToFace(-1,0)
sendPC("FW")
end
turnToFace(0,1)
end
sendPC("DE")
displayConfirmDialogue("Print complete", "The 3D print was successful.")
end
--[[
Section: Interface
]]--
--[[Runs the printing interface. Allows users to find/select a printer, the style of printing to perform and to begin the operation
Params: none
Returns:boolean true if printing was started, false otherwse
]]--
local function runPrintInterface()
calculateMaterials()
--There's nothing on canvas yet!
if not botlim then
displayConfirmDialogue("Cannot Print Empty Canvas", "There is nothing on canvas that "..
"can be printed, and the operation cannot be completed.")
return false
end
--No printers nearby
if not locatePrinters() then
return false
end
layering = "up"
requirementsDisplayed = false
selectedPrinter = 1
while true do
drawCanvas()
term.setBackgroundColour(colours.lightGrey)
for i=1,10 do
term.setCursorPos(1,i)
term.clearLine()
end
drawInterface()
term.setBackgroundColour(colours.lightGrey)
term.setTextColour(colours.black)
local msg = "3D Printing"
term.setCursorPos(w/2-#msg/2 - 2, 1)
term.write(msg)
term.setBackgroundColour(colours.grey)
term.setTextColour(colours.lightGrey)
if(requirementsDisplayed) then
msg = "Count:"
else
msg = " Slot:"
end
term.setCursorPos(w-3-#msg, 1)
term.write(msg)
term.setBackgroundColour(colours.lightGrey)
term.setTextColour(colours.black)
term.setCursorPos(7, 2)
term.write("Layering")
drawPictureTable(layerUpIcon, 3, 3, colours.white)
drawPictureTable(layerForwardIcon, 12, 3, colours.white)
if layering == "up" then
term.setBackgroundColour(colours.red)
else
term.setBackgroundColour(colours.lightGrey)
end
term.setCursorPos(3, 9)
term.write("Upwards")
if layering == "forward" then
term.setBackgroundColour(colours.red)
else
term.setBackgroundColour(colours.lightGrey)
end
term.setCursorPos(12, 9)
term.write("Forward")
term.setBackgroundColour(colours.lightGrey)
term.setTextColour(colours.black)
term.setCursorPos(31, 2)
term.write("Printer ID")
term.setCursorPos(33, 3)
if #printerList > 1 then
term.setBackgroundColour(colours.grey)
term.setTextColour(colours.lightGrey)
else
term.setTextColour(colours.red)
end
term.write(" "..printerNames[selectedPrinter].." ")
term.setBackgroundColour(colours.grey)
term.setTextColour(colours.lightGrey)
term.setCursorPos(25, 10)
term.write(" Cancel ")
term.setCursorPos(40, 10)
term.write(" Print ")
local id, p1, p2, p3 = os.pullEvent()
if id == "timer" then
updateTimer(p1)
elseif id == "mouse_click" then
--Layering Buttons
if p2 >= 3 and p2 <= 9 and p3 >= 3 and p3 <= 9 then
layering = "up"
elseif p2 >= 12 and p2 <= 18 and p3 >= 3 and p3 <= 9 then
layering = "forward"
--Count/Slot
elseif p2 >= w - #msg - 3 and p2 <= w - 3 and p3 == 1 then
requirementsDisplayed = not requirementsDisplayed
--Printer ID
elseif p2 >= 33 and p2 <= 33 + #printerNames[selectedPrinter] and p3 == 3 and #printerList > 1 then
local chosenName = displayDropDown(33, 3, printerNames)
for i=1,#printerNames do
if printerNames[i] == chosenName then
selectedPrinter = i
break;
end
end
--Print and Cancel
elseif p2 >= 25 and p2 <= 32 and p3 == 10 then
break
elseif p2 >= 40 and p2 <= 46 and p3 == 10 then
rednet.send(printerList[selectedPrinter], "$3DPRINT ACTIVATE")
ready = false
while true do
local id,msg = rsTimeReceive(10)
if id == printerList[selectedPrinter] and msg == "$3DPRINT ACTACK" then
ready = true
break
end
end
if ready then
performPrint()
break
else
displayConfirmDialogue("Printer Didn't Respond", "The printer didn't respond to the activation command. Check to see if it's online")
end
end
end
end
state = "paint"
end
--[[Performs a legacy save. When the dropdown menu is unavailable, it requests the user to save
or exit using keyboard shortcuts rather than selecting a menu option from the dropdown.
Pressing the control key again will cancel the save operation.
Params: none
Returns:string = the selection made
]]--
local function performLegacySaveExit()
local saveMsg = "(S)ave/(E)xit?"
if w < #saveMsg then saveMsg = "S/E?" end
term.setCursorPos(1,h)
term.setBackgroundColour(colours.lightGrey)
term.setTextColour(colours.grey)
term.clearLine()
term.write(saveMsg)
while true do
local id,val = os.pullEvent()
if id == "timer" then updateTimer(val)
elseif id == "key" then
if val == keys.s then return "save"
elseif val == keys.e then
--Get rid of the extra event
os.pullEvent("char")
return "exit"
elseif val == keys.leftCtrl then return nil
end
end
end
end
--[[This function changes the current paint program to another tool or mode, depending on user input. Handles
any necessary changes in logic involved in that.
Params: mode:string = the name of the mode to change to
Returns:nil
]]--
local function performSelection(mode)
if not mode or mode == "" then return
elseif mode == "help" and helpAvailable then
drawHelpScreen()
elseif mode == "blueprint on" then
blueprint = true
for i=1,#ddModes[2] do if ddModes[2][i] == "blueprint on" then
ddModes[2][i] = "blueprint off"
end end
elseif mode == "blueprint off" then
blueprint = false
for i=1,#ddModes[2] do if ddModes[2][i] == "blueprint off" then
ddModes[2][i] = "blueprint on"
end end
elseif mode == "layers on" then
layerDisplay = true
for i=1,#ddModes[2] do if ddModes[2][i] == "layers on" then
ddModes[2][i] = "layers off"
end end
elseif mode == "layers off" then
layerDisplay = false
for i=1,#ddModes[2] do if ddModes[2][i] == "layers off" then
ddModes[2][i] = "layers on"
end end
elseif mode == "direction on" then
printDirection = true
for i=1,#ddModes[2] do if ddModes[2][i] == "direction on" then
ddModes[2][i] = "direction off"
end end
elseif mode == "direction off" then
printDirection = false
for i=1,#ddModes[2] do if ddModes[2][i] == "direction off" then
ddModes[2][i] = "direction on"
end end
elseif mode == "hide interface" then
interfaceHidden = true
elseif mode == "show interface" then
interfaceHidden = false
elseif mode == "go to" then
changeFrame()
elseif mode == "remove" then
removeFramesAfter(sFrame)
elseif mode == "play" then
playAnimation()
elseif mode == "copy" then
if selectrect and selectrect.x1 ~= selectrect.x2 then
copyToBuffer(false)
end
elseif mode == "cut" then
if selectrect and selectrect.x1 ~= selectrect.x2 then
copyToBuffer(true)
end
elseif mode == "paste" then
if selectrect and selectrect.x1 ~= selectrect.x2 then
copyFromBuffer(false)
end
elseif mode == "hide" then
selectrect = nil
if state == "select" then state = "corner select" end
elseif mode == "alpha to left" then
if lSel then alphaC = lSel end
elseif mode == "alpha to right" then
if rSel then alphaC = rSel end
elseif mode == "record" then
record = not record
elseif mode == "clear" then
if state=="select" then buffer = nil
else clearImage() end
elseif mode == "select" then
if state=="corner select" or state=="select" then
state = "paint"
elseif selectrect and selectrect.x1 ~= selectrect.x2 then
state = "select"
else
state = "corner select"
end
elseif mode == "print" then
state = "print"
runPrintInterface()
state = "paint"
elseif mode == "save" then
if animated then saveNFA(sPath)
elseif textEnabled then saveNFT(sPath)
else saveNFP(sPath) end
elseif mode == "exit" then
isRunning = false
elseif mode ~= state then state = mode
else state = "paint"
end
end
--[[The main function of the program, reads and handles all events and updates them accordingly. Mode changes,
painting to the canvas and general selections are done here.
Params: none
Returns:nil
]]--
local function handleEvents()
recttimer = os.startTimer(0.5)
while isRunning do
drawCanvas()
if not interfaceHidden then drawInterface() end
if state == "text" then
term.setCursorPos(textCurX - sx, textCurY - sy)
term.setCursorBlink(true)
end
local id,p1,p2,p3 = os.pullEvent()
term.setCursorBlink(false)
if id=="timer" then
updateTimer(p1)
elseif (id=="mouse_click" or id=="mouse_drag") and not interfaceHidden then
if p2 >=w-1 and p3 < #column+1 then
local off = 0
local cansel = true
if h < #column + 2 then
if p3 == 1 then
if columnoffset > 0 then columnoffset = columnoffset-1 end
cansel = false
elseif p3 == h-2 then
if columnoffset < #column-(h-4)+1 then columnoffset = columnoffset+1 end
cansel = false
else
off = columnoffset - 1
end
end
--This rather handily accounts for the nil case (p3+off=#column+1)
if p1==1 and cansel then lSel = column[p3+off]
elseif p1==2 and cansel then rSel = column[p3+off] end
elseif p2 >=w-1 and p3==#column+1 then
if p1==1 then lSel = nil
else rSel = nil end
elseif p2==w-1 and p3==h and animated then
changeFrame(sFrame-1)
elseif p2==w and p3==h and animated then
changeFrame(sFrame+1)
elseif p2 <= #ddModes.name + 2 and p3==h and mainAvailable then
local sel = displayDropDown(1, h-1, ddModes)
performSelection(sel)
elseif p2 < w-1 and p3 <= h-1 then
if state=="pippette" then
if p1==1 then
if frames[sFrame][p3+sy] and frames[sFrame][p3+sy][p2+sx] then
lSel = frames[sFrame][p3+sy][p2+sx]
end
elseif p1==2 then
if frames[sFrame][p3+sy] and frames[sFrame][p3+sy][p2+sx] then
rSel = frames[sFrame][p3+sy][p2+sx]
end
end
elseif state=="move" then
updateImageLims(record)
moveImage(p2,p3)
elseif state=="flood" then
if p1 == 1 and lSel and frames[sFrame][p3+sy] then
floodFill(p2,p3,frames[sFrame][p3+sy][p2+sx],lSel)
elseif p1 == 2 and rSel and frames[sFrame][p3+sy] then
floodFill(p2,p3,frames[sFrame][p3+sy][p2+sx],rSel)
end
elseif state=="corner select" then
if not selectrect then
selectrect = { x1=p2+sx, x2=p2+sx, y1=p3+sy, y2=p3+sy }
elseif selectrect.x1 ~= p2+sx and selectrect.y1 ~= p3+sy then
if p2+sx<selectrect.x1 then selectrect.x1 = p2+sx
else selectrect.x2 = p2+sx end
if p3+sy<selectrect.y1 then selectrect.y1 = p3+sy
else selectrect.y2 = p3+sy end
state = "select"
end
elseif state=="textpaint" then
local paintCol = lSel
if p1 == 2 then paintCol = rSel end
if frames[sFrame].textcol[p3+sy] then
frames[sFrame].textcol[p3+sy][p2+sx] = paintCol
end
elseif state=="text" then
textCurX = p2 + sx
textCurY = p3 + sy
elseif state=="select" then
if p1 == 1 then
local swidth = selectrect.x2 - selectrect.x1
local sheight = selectrect.y2 - selectrect.y1
selectrect.x1 = p2 + sx
selectrect.y1 = p3 + sy
selectrect.x2 = p2 + swidth + sx
selectrect.y2 = p3 + sheight + sy
elseif p1 == 2 and p2 < w-2 and p3 < h-1 and boxdropAvailable then
inMenu = true
local sel = displayDropDown(p2, p3, srModes)
inMenu = false
performSelection(sel)
end
else
local f,l = sFrame,sFrame
if record then f,l = 1,framecount end
local bwidth = 0
if state == "brush" then bwidth = brushsize-1 end
for i=f,l do
for x = math.max(1,p2+sx-bwidth),p2+sx+bwidth do
for y = math.max(1,p3+sy-bwidth), p3+sy+bwidth do
if math.abs(x - (p2+sx)) + math.abs(y - (p3+sy)) <= bwidth then
if not frames[i][y] then frames[i][y] = {} end
if p1==1 then frames[i][y][x] = lSel
else frames[i][y][x] = rSel end
if textEnabled then
if not frames[i].text[y] then frames[i].text[y] = { } end
if not frames[i].textcol[y] then frames[i].textcol[y] = { } end
end
end
end
end
end
end
end
elseif id=="char" then
if state=="text" then
if not frames[sFrame][textCurY] then frames[sFrame][textCurY] = { } end
if not frames[sFrame].text[textCurY] then frames[sFrame].text[textCurY] = { } end
if not frames[sFrame].textcol[textCurY] then frames[sFrame].textcol[textCurY] = { } end
if rSel then frames[sFrame][textCurY][textCurX] = rSel end
if lSel then
frames[sFrame].text[textCurY][textCurX] = p1
frames[sFrame].textcol[textCurY][textCurX] = lSel
else
frames[sFrame].text[textCurY][textCurX] = " "
frames[sFrame].textcol[textCurY][textCurX] = rSel
end
textCurX = textCurX+1
if textCurX > w + sx - 2 then sx = textCurX - w + 2 end
elseif tonumber(p1) then
if state=="brush" and tonumber(p1) > 1 then
brushsize = tonumber(p1)
elseif animated and tonumber(p1) > 0 then
changeFrame(tonumber(p1))
end
end
elseif id=="key" then
--All standard interface methods are locked when the interface is hidden
if interfaceHidden then
if p1==keys.grave then
performSelection("show interface")
end
--Text needs special handlers (all other keyboard shortcuts are of course reserved for typing)
elseif state=="text" then
if p1==keys.backspace and textCurX > 1 then
textCurX = textCurX-1
if frames[sFrame].text[textCurY] then
frames[sFrame].text[textCurY][textCurX] = nil
frames[sFrame].textcol[textCurY][textCurX] = nil
end
if textCurX < sx then sx = textCurX end
elseif p1==keys.left and textCurX > 1 then
textCurX = textCurX-1
if textCurX-1 < sx then sx = textCurX-1 end
elseif p1==keys.right then
textCurX = textCurX+1
if textCurX > w + sx - 2 then sx = textCurX - w + 2 end
elseif p1==keys.up and textCurY > 1 then
textCurY = textCurY-1
if textCurY-1 < sy then sy = textCurY-1 end
elseif p1==keys.down then
textCurY = textCurY+1
if textCurY > h + sy - 1 then sy = textCurY - h + 1 end
end
elseif p1==keys.leftCtrl then
local sel = nil
if mainAvailable then
sel = displayDropDown(1, h-1, ddModes[#ddModes])
else sel = performLegacySaveExit() end
performSelection(sel)
elseif p1==keys.leftAlt then
local sel = displayDropDown(1, h-1, ddModes[1])
performSelection(sel)
elseif p1==keys.h then
performSelection("help")
elseif p1==keys.x then
performSelection("cut")
elseif p1==keys.c then
performSelection("copy")
elseif p1==keys.v then
performSelection("paste")
elseif p1==keys.z then
performSelection("clear")
elseif p1==keys.s then
performSelection("select")
elseif p1==keys.tab then
performSelection("hide")
elseif p1==keys.q then
performSelection("alpha to left")
elseif p1==keys.w then
performSelection("alpha to right")
elseif p1==keys.f then
performSelection("flood")
elseif p1==keys.b then
performSelection("brush")
elseif p1==keys.m then
performSelection("move")
elseif p1==keys.backslash and animated then
performSelection("record")
elseif p1==keys.p then
performSelection("pippette")
elseif p1==keys.g and animated then
performSelection("go to")
elseif p1==keys.grave then
performSelection("hide interface")
elseif p1==keys.period and animated then
changeFrame(sFrame+1)
elseif p1==keys.comma and animated then
changeFrame(sFrame-1)
elseif p1==keys.r and animated then
performSelection("remove")
elseif p1==keys.space and animated then
performSelection("play")
elseif p1==keys.t and textEnabled then
performSelection("text")
sleep(0.01)
elseif p1==keys.y and textEnabled then
performSelection("textpaint")
elseif p1==keys.left then
if state == "move" and toplim then
updateImageLims(record)
if toplim and leflim then
moveImage(leflim-1,toplim)
end
elseif state=="select" and selectrect.x1 > 1 then
selectrect.x1 = selectrect.x1-1
selectrect.x2 = selectrect.x2-1
elseif sx > 0 then sx=sx-1 end
elseif p1==keys.right then
if state == "move" then
updateImageLims(record)
if toplim and leflim then
moveImage(leflim+1,toplim)
end
elseif state=="select" then
selectrect.x1 = selectrect.x1+1
selectrect.x2 = selectrect.x2+1
else sx=sx+1 end
elseif p1==keys.up then
if state == "move" then
updateImageLims(record)
if toplim and leflim then
moveImage(leflim,toplim-1)
end
elseif state=="select" and selectrect.y1 > 1 then
selectrect.y1 = selectrect.y1-1
selectrect.y2 = selectrect.y2-1
elseif sy > 0 then sy=sy-1 end
elseif p1==keys.down then
if state == "move" then
updateImageLims(record)
if toplim and leflim then
moveImage(leflim,toplim+1)
end
elseif state=="select" then
selectrect.y1 = selectrect.y1+1
selectrect.y2 = selectrect.y2+1
else sy=sy+1 end
end
end
end
end
--[[
Section: Main
]]--
--The first thing done is deciding what features we actually have, given the screen size
if w < 7 or h < 4 then
--NPaintPro simply doesn't work at certain configurations
shell.run("clear")
print("Screen too small")
os.pullEvent("key")
return
end
--And reduces the number of features in others.
determineAvailableServices()
--There is no b&w support for NPP.
if not term.isColour() then
shell.run("clear")
print("NPaintPro\nBy NitrogenFingers\n\nNPaintPro can only be run on advanced "..
"computers. Please reinstall on an advanced computer.")
return
end
--Taken almost directly from edit (for consistency)
local tArgs = {...}
--Command line options can appear before the file path to specify the file format
local ca = 1
while ca <= #tArgs do
if tArgs[ca] == "-a" then animated = true
elseif tArgs[ca] == "-t" then textEnabled = true
elseif tArgs[ca] == "-d" then interfaceHidden = true
elseif string.sub(tArgs[ca], 1, 1) == "-" then
print("Unrecognized option: "..tArgs[ca])
return
else break end
ca = ca + 1
end
--Presently, animations and text files are not supported
if animated and textEnabled then
print("No support for animated text files- cannot have both -a and -t")
return
end
--Filepaths must be added if the screen is too small
if #tArgs < ca then
if not filemakerAvailable then
print("Usage: npaintpro [-a,-t,-d] <path>")
return
else
--Otherwise do the logo draw early, to determine the file.
drawLogo()
if not runFileMaker() then return end
end
else
if not interfaceHidden then drawLogo() end
sPath = shell.resolve(tArgs[ca])
end
if fs.exists(sPath) then
if fs.isDir(sPath) then
print("Cannot edit a directory.")
return
elseif string.find(sPath, ".nfp") ~= #sPath-3 and string.find(sPath, ".nfa") ~= #sPath-3 and
string.find(sPath, ".nft") ~= #sPath-3 then
print("Can only edit .nfp, .nft and .nfa files:",string.find(sPath, ".nfp"),#sPath-3)
return
end
if string.find(sPath, ".nfa") == #sPath-3 then
animated = true
end
if string.find(sPath, ".nft") == #sPath-3 then
textEnabled = true
end
if string.find(sPath, ".nfp") == #sPath-3 and animated then
print("Convert to nfa? Y/N")
if string.find(string.lower(io.read()), "y") then
local nsPath = string.sub(sPath, 1, #sPath-1).."a"
fs.move(sPath, nsPath)
sPath = nsPath
else
animated = false
end
end
--Again this is possible, I just haven't done it. Maybe I will?
if textEnabled and (string.find(sPath, ".nfp") == #sPath-3 or string.find(sPath, ".nfa") == #sPath-3) then
print("Cannot convert to nft")
end
else
if not animated and not textEnabled and string.find(sPath, ".nfp") ~= #sPath-3 then
sPath = sPath..".nfp"
elseif animated and string.find(sPath, ".nfa") ~= #sPath-3 then
sPath = sPath..".nfa"
elseif textEnabled and string.find(sPath, ".nft") ~= #sPath-3 then
sPath = sPath..".nft"
end
end
init()
handleEvents()
term.setBackgroundColour(colours.black)
shell.run("clear")
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