package gg import ( "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/inpututil" "github.com/di4f/gods/maps" //"fmt" "time" "slices" "sync" ) type GraphicsLibrary = ebiten.GraphicsLibrary type RunOptions = ebiten.RunGameOptions // The type represents order of drawing. // Higher values are drawn later. type Layer float64 func (l Layer) GetLayer() Layer { return l } // Window configuration type. type WindowConfig struct { DebugInfo ebiten.DebugInfo Options *RunOptions // The title of the window. Title string // Width and height of the window // in pixels. Width, Height int // Optional settings with // self describing names. FixedSize, Fullscreen, VSync bool } // The main structure that represents current state of [game] engine. type Engine struct { wcfg *WindowConfig // The main holder for objects. // Uses the map structure to quickly // delete and create new objects. Objects maps.Map[Objecter, struct{}] // The main camera to display in window. // If is set to nil then the engine will panic. Camera *Camera // The same delta time for all frames // and all objects. lastTime time.Time dt Float // Temporary stuff keys, prevKeys []Key buttons MouseButtonMap wheel Vector cursorPos Vector outerEvents, handleEvents EventChan wg sync.WaitGroup } type engine Engine // Get currently pressed keys. func (e *Engine) Keys() []Key { return e.keys } func (e *Engine) GraphicsLibrary() GraphicsLibrary { return e.wcfg.DebugInfo.GraphicsLibrary } // Returns currently pressed buttons. func (e *Engine) MouseButtons() []MouseButton { ret := make([]MouseButton, len(e.buttons)) i := 0 for v := range e.buttons { ret[i] = v i++ } slices.Sort(ret) return ret } // Returns new empty Engine. func NewEngine( cfg *WindowConfig, ) *Engine { /*w := Float(cfg.Width) h := Float(cfg.Height)*/ ret := &Engine{} ret.wcfg = cfg ret.Camera = ret.NewCamera() ret.outerEvents = make(EventChan) ret.handleEvents = make(EventChan) ret.Objects = maps.NewOrdered[Objecter, struct{}]() ret.buttons = MouseButtonMap{} return ret } // Get the real window size in the current context. func (c *Engine) RealWinSize() Vector { return V( Float(c.wcfg.Width), Float(c.wcfg.Height), ) } func (c *Engine) AbsWinSize() Vector { return c.RealWinSize().Div(c.Camera.Scale) } func (e *Engine) EventInput() EventChan { return e.outerEvents } // Add new object considering what // interfaces it implements. func (e *Engine) Spawn(b Objecter) error { if e.Objects.Has(b) { return ObjectExistErr } b.Start(&Context{Engine: e}) obj := b.GetObject() obj.input = make(chan *Context) go func() { for c := range obj.input { switch c.typ { case updateContext: b.Update(c) case eventContext: for _, event := range c.events { b.Event(&Context{ Engine: e, Event: event, }) } } e.wg.Done() } }() e.Objects.Set(b, struct{}{}) return nil } // Delete object from Engine. func (e *Engine) Del(b Objecter) error { if !e.Objects.Has(b) { return ObjectNotExistErr } b.Delete(&Context{Engine: e}) e.Objects.Del(b) return nil } var ( allButtons = []MouseButton{ MouseButton0, MouseButton1, MouseButton2, MouseButton3, MouseButton4, } ) func (e *Engine) IsPressed(k Key) bool { keys := e.Keys() for _, v := range keys { if v == k { return true } } return false } func (e *Engine) IsButtoned(b MouseButton) bool { _, ok := e.buttons[b] return ok } func (e *Engine) Wheel() Vector { return e.wheel } func (e *Engine) cursorPosition() Vector { x, y := ebiten.CursorPosition() return V(Float(x), Float(y)) } func (e *Engine) CursorPosition() Vector { return e.cursorPos } func (e *Engine) AbsCursorPosition() Vector { return e.CursorPosition().Apply(e.Camera.AbsMatrix()) } func (e *engine) Update() error { eng := (*Engine)(e) e.dt = time.Since(e.lastTime).Seconds() // Buffering the context for faster. c := &Context{Engine: eng, typ: updateContext} for object := range e.Objects.KeyChan() { e.wg.Add(1) object.Input() <- c } e.wg.Wait() e.prevKeys = e.keys e.keys = inpututil. AppendPressedKeys(e.keys[:0]) events := []any{} btns := e.buttons for _, btn := range allButtons { if inpututil.IsMouseButtonJustPressed(btn) { btns[btn] = struct{}{} events = append(events, &MouseButtonDown{ MouseButton: btn, }) } else if inpututil.IsMouseButtonJustReleased(btn) { delete(btns, btn) events = append(events, &MouseButtonUp{ MouseButton: btn, }) } } x, y := ebiten.Wheel() eng.wheel = V(x, y) if !(eng.wheel.Eq(ZV)) { events = append(events, &WheelChange{ Offset: eng.wheel, }) } keyDiff := diffEm(e.prevKeys, e.keys) for _, key := range keyDiff { var event any if eng.IsPressed(key) { event = &KeyDown{ Key: key, } } else { event = &KeyUp{ Key: key, } } events = append(events, event) } realPos := eng.cursorPosition() if !realPos.Eq(eng.cursorPos) { absM := eng.Camera.AbsMatrix() absPrevPos :=eng.cursorPos.Apply(absM) absPos := realPos.Apply(absM) events = append(events, &MouseMove{ Real: realPos.Sub(eng.cursorPos), Abs: absPos.Sub(absPrevPos), }) eng.cursorPos = realPos } // Providing the events to the objects. // Maybe should think of the better way, // but for it is simple enough. c = &Context{Engine: eng, typ: eventContext, events: events} for object := range e.Objects.KeyChan() { e.wg.Add(1) object.Input() <- c } e.wg.Wait() e.lastTime = time.Now() return nil } func (e *engine) Draw(i *ebiten.Image) { eng := (*Engine)(e) m := map[Layer][]Drawer{} for object := range eng.Objects.KeyChan() { // Skipping the ones we do not need to draw. if !object.IsVisible() { continue } l := object.GetLayer() layer, ok := m[l] // Create new if has no the layer if !ok { m[l] = []Drawer{object} continue } m[l] = append(layer, object) } // Drawing layers. layers := maps.NewSparse[Layer, []Drawer](nil, m) c := &Context{Engine: eng, typ: drawContext, Image: i} for layer := range layers.Chan() { for _, drawer := range layer { drawer.Draw(c) } } // Empty the buff to generate it again. eng.Camera.buf = nil } func (e *engine) Layout(ow, oh int) (int, int) { if e.wcfg.FixedSize { return e.wcfg.Width, e.wcfg.Height } return ow, oh } // Return the delta time duration value. func (e *Engine) DT() Float { return e.dt } func (e *Engine) FPS() float64 { return ebiten.ActualFPS() } func (e *Engine) TPS() float64 { return ebiten.ActualTPS() } func (e *Engine) Run() error { ebiten.ReadDebugInfo(&e.wcfg.DebugInfo) ebiten.SetWindowTitle(e.wcfg.Title) ebiten.SetWindowSize(e.wcfg.Width, e.wcfg.Height) ebiten.SetWindowSizeLimits(1, 1, e.wcfg.Width, e.wcfg.Height) ebiten.SetVsyncEnabled(e.wcfg.VSync) e.lastTime = time.Now() //fmt.Println(e.Objects) return ebiten.RunGameWithOptions((*engine)(e), e.wcfg.Options) }