package gg import ( "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/inpututil" "surdeus.su/core/gods/maps" "time" "slices" ) import "surdeus.su/core/gg/mx" const ( MaxVertices = 1 << 16 ) type GraphicsLibrary = ebiten.GraphicsLibrary type RunOptions = ebiten.RunGameOptions // 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 *Objects // The main camera to display in window. // If is set to nil then the engine will panic. camera Camera drawLastTime time.Time drawdt Duration // Frame delta time. dt Duration lastTime time.Time // Temporary stuff keys, prevKeys []Key buttons MouseButtonMap wheel mx.Vector cursorPos mx.Vector outerEvents, handleEvents EventChan //bufs [LayerBufSize]*Image vertices map[Layer] []ebiten.Vertex //vindices []uint16 // Draw frame. dframe uint // Frame. frame uint runes []rune } type engine Engine // Get currently pressed keys. func (e *Engine) GetKeyboardKeys() []Key { return e.keys } func (e *Engine) GraphicsLibrary() GraphicsLibrary { return e.wcfg.DebugInfo.GraphicsLibrary } // Returns currently pressed buttons. func (e *Engine) GetMouseButtons() []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 { ret := &Engine{} ret.wcfg = cfg ret.outerEvents = make(EventChan) ret.handleEvents = make(EventChan) ret.objects = NewObjects() ret.buttons = MouseButtonMap{} return ret } func (e *Engine) Camera() Camera { return e.camera } func (e *Engine) SetCamera(c Camera) *Engine { e.camera = c return e } func (e *Engine) EventInput() EventChan { return e.outerEvents } func (e *Engine) Exist(object Object) bool { return e.objects.has(object) } // Add new objects to the Engine's view. func (e *Engine) Spawn(object Object) bool { ctx := Context{ engine: e, } object.OnStart(ctx) ok := e.objects.add(object) return ok } // Delete object from Engine. func (e *Engine) Delete(object Object) bool { ctx := Context{ engine: e, } object.OnDelete(ctx) ok := e.objects.remove(object) return ok } var ( allButtons = []MouseButton{ MouseButton0, MouseButton1, MouseButton2, MouseButton3, MouseButton4, } ) func (e *Engine) IsPressed(k Key) bool { keys := e.GetKeyboardKeys() 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) GetMouseWheel() mx.Vector { return e.wheel } func (e *Engine) cursorPosition() mx.Vector { x, y := ebiten.CursorPosition() return mx.Vector{mx.Float(x), mx.Float(y)} } // Get the real cursor position. func (e *Engine) GetRealCursorPosition() mx.Vector { return e.cursorPos } // Get the absolute cursor position in the world // of the engine. func (e *Engine) GetAbsCursorPosition( ) mx.Vector { return e.GetRealCursorPosition(). Apply(e.camera.GetAbsMatrice(Context{ engine: e, })) } // Get the real window size in the current context. func (e *Engine) GetRealWinSize() mx.Vector { var w, h int if e.wcfg.Fullscreen { w, h = ebiten.ScreenSizeInFullscreen() } else { w, h = e.wcfg.Width, e.wcfg.Height } return mx.Vector{ mx.Float(w), mx.Float(h), } } func (e *Engine) GetAbsWinSize() mx.Vector { return e.camera.GetAbsWinSize(Context{ engine: e, }) } func (e *Engine) Runes() []rune { return e.runes } func (e *engine) updateEvents() Events { eng := (*Engine)(e) events := Events{} // Mouse buttons. btns := e.buttons for _, btn := range allButtons { if inpututil.IsMouseButtonJustPressed(btn) { btns[btn] = struct{}{} events.Mouse.Downs = append( events.Mouse.Downs, MouseButtonDown{ MouseButton: btn, }, ) } else if inpututil.IsMouseButtonJustReleased(btn) { delete(btns, btn) events.Mouse.Ups = append( events.Mouse.Ups, MouseButtonUp{ MouseButton: btn, }, ) } } // Mouse wheel. x, y := ebiten.Wheel() e.wheel = mx.Vector{x, y} if !(e.wheel.Eq(mx.ZV)) { events.Mouse.Wheel = &WheelChange{ Offset: e.wheel, } } // Cursor position. realPos := eng.cursorPosition() if !realPos.Eq(e.cursorPos) { absM := eng.camera.GetAbsMatrice(Context{ engine: eng, }) absPrevPos := e.cursorPos.Apply(absM) absPos := realPos.Apply(absM) events.Mouse.Move = &MouseMove{ RealDelta: realPos.Sub(e.cursorPos), AbsDelta: absPos.Sub(absPrevPos), } e.cursorPos = realPos } e.prevKeys = e.keys //newKeys := []Key{e.keys[0]} e.keys = nil e.keys = inpututil. AppendPressedKeys(e.keys[:0]) // Keyboard. keyDiff := diffEm(e.prevKeys, e.keys) for _, key := range keyDiff { if eng.IsPressed(key) { events.Keyboard.Downs = append( events.Keyboard.Downs, KeyDown{ Key: key, }, ) } else { events.Keyboard.Ups = append( events.Keyboard.Ups, KeyUp{ Key: key, }, ) } } return events } func (e *engine) Update() error { eng := (*Engine)(e) e.dt = time.Since(e.lastTime) e.runes = ebiten.AppendInputChars(e.runes[:0]) //fmt.Println("runes:", e.runes) // Buffering the context for faster. // Providing the events to the objects. // Maybe should think of the better way, // but for it is simple enough. events := e.updateEvents() c := Context{ engine: eng, events: events, } // Should think of the order? e.objects.updateTags(c) e.objects.updateObjects(c) e.lastTime = time.Now() e.frame++ return nil } func (e *Engine) Objects() *Objects { return e.objects } var ( fullPageIndexes = func() [MaxVertices]uint16 { ret := [MaxVertices]uint16{} for i:=0 ; i