486 lines
8.9 KiB
Go
486 lines
8.9 KiB
Go
package gg
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import (
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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"surdeus.su/core/gods/maps"
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"time"
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"slices"
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)
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import "surdeus.su/core/gg/mx"
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const (
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MaxVertices = 1 << 16
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)
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type GraphicsLibrary = ebiten.GraphicsLibrary
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type RunOptions = ebiten.RunGameOptions
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// Window configuration type.
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type WindowConfig struct {
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DebugInfo ebiten.DebugInfo
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Options *RunOptions
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// The title of the window.
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Title string
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// Width and height of the window
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// in pixels.
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Width,
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Height int
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// Optional settings with
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// self describing names.
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FixedSize,
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Fullscreen,
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VSync bool
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}
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// The main structure that represents
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// current state of [game] engine.
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type Engine struct {
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wcfg WindowConfig
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// The main holder for objects.
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// Uses the map structure to quickly
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// delete and create new objects.
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objects *Objects
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// The main camera to display in window.
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// If is set to nil then the engine will panic.
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camera Camera
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drawLastTime time.Time
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drawdt Duration
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// Frame delta time.
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dt Duration
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lastTime time.Time
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// Temporary stuff
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keys, prevKeys []Key
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buttons MouseButtonMap
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wheel mx.Vector
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cursorPos mx.Vector
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outerEvents, handleEvents EventChan
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//bufs [LayerBufSize]*Image
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vertices map[Layer] []ebiten.Vertex
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//vindices []uint16
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// Draw frame.
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dframe uint
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// Frame.
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frame uint
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runes []rune
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}
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type engine Engine
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// Get currently pressed keys.
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func (e *Engine) GetKeyboardKeys() []Key {
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return e.keys
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}
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func (e *Engine) GraphicsLibrary() GraphicsLibrary {
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return e.wcfg.DebugInfo.GraphicsLibrary
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}
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// Returns currently pressed buttons.
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func (e *Engine) GetMouseButtons() []MouseButton {
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ret := make([]MouseButton, len(e.buttons))
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i := 0
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for v := range e.buttons {
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ret[i] = v
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i++
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}
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slices.Sort(ret)
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return ret
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}
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// Returns new empty Engine.
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func NewEngine(
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cfg WindowConfig,
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) *Engine {
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ret := &Engine{}
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ret.wcfg = cfg
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ret.outerEvents = make(EventChan)
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ret.handleEvents = make(EventChan)
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ret.objects = NewObjects()
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ret.buttons = MouseButtonMap{}
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return ret
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}
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func (e *Engine) Camera() Camera {
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return e.camera
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}
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func (e *Engine) SetCamera(c Camera) *Engine {
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e.camera = c
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return e
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}
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func (e *Engine) EventInput() EventChan {
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return e.outerEvents
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}
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func (e *Engine) Exist(object Object) bool {
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return e.objects.has(object)
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}
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// Add new objects to the Engine's view.
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func (e *Engine) Spawn(object Object) bool {
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ctx := Context{
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engine: e,
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}
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object.OnStart(ctx)
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ok := e.objects.add(object)
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return ok
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}
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// Delete object from Engine.
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func (e *Engine) Delete(object Object) bool {
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ctx := Context{
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engine: e,
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}
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object.OnDelete(ctx)
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ok := e.objects.remove(object)
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return ok
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}
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var (
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allButtons = []MouseButton{
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MouseButton0,
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MouseButton1,
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MouseButton2,
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MouseButton3,
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MouseButton4,
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}
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)
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func (e *Engine) IsPressed(k Key) bool {
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keys := e.GetKeyboardKeys()
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for _, v := range keys {
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if v == k {
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return true
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}
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}
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return false
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}
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func (e *Engine) IsButtoned(b MouseButton) bool {
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_, ok := e.buttons[b]
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return ok
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}
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func (e *Engine) GetMouseWheel() mx.Vector {
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return e.wheel
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}
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func (e *Engine) cursorPosition() mx.Vector {
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x, y := ebiten.CursorPosition()
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return mx.Vector{mx.Float(x), mx.Float(y)}
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}
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// Get the real cursor position.
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func (e *Engine) GetRealCursorPosition() mx.Vector {
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return e.cursorPos
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}
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// Get the absolute cursor position in the world
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// of the engine.
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func (e *Engine) GetAbsCursorPosition(
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) mx.Vector {
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return e.GetRealCursorPosition().
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Apply(e.camera.GetAbsMatrice(Context{
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engine: e,
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}))
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}
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// Get the real window size in the current context.
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func (e *Engine) GetRealWinSize() mx.Vector {
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var w, h int
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if e.wcfg.Fullscreen {
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w, h = ebiten.ScreenSizeInFullscreen()
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} else {
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w, h = e.wcfg.Width, e.wcfg.Height
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}
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return mx.Vector{
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mx.Float(w),
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mx.Float(h),
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}
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}
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func (e *Engine) GetAbsWinSize() mx.Vector {
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return e.camera.GetAbsWinSize(Context{
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engine: e,
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})
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}
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func (e *Engine) Runes() []rune {
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return e.runes
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}
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func (e *engine) updateEvents() Events {
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eng := (*Engine)(e)
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e.prevKeys = e.keys
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e.keys = inpututil.
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AppendPressedKeys(e.keys[:0])
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events := Events{}
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// Mouse buttons.
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btns := e.buttons
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for _, btn := range allButtons {
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if inpututil.IsMouseButtonJustPressed(btn) {
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btns[btn] = struct{}{}
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events.Mouse.ButtonDowns = append(
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events.Mouse.ButtonDowns,
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MouseButtonDown{
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MouseButton: btn,
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},
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)
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} else if inpututil.IsMouseButtonJustReleased(btn) {
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delete(btns, btn)
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events.Mouse.ButtonUps = append(
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events.Mouse.ButtonUps,
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MouseButtonUp{
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MouseButton: btn,
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},
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)
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}
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}
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// Mouse wheel.
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x, y := ebiten.Wheel()
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e.wheel = mx.Vector{x, y}
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if !(e.wheel.Eq(mx.ZV)) {
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events.Mouse.WheelChange = &WheelChange{
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Offset: e.wheel,
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}
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}
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// Cursor position.
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realPos := eng.cursorPosition()
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if !realPos.Eq(e.cursorPos) {
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absM := eng.camera.GetAbsMatrice(Context{
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engine: eng,
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})
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absPrevPos := e.cursorPos.Apply(absM)
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absPos := realPos.Apply(absM)
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events.Mouse.Move = &MouseMove{
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RealDelta: realPos.Sub(e.cursorPos),
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AbsDelta: absPos.Sub(absPrevPos),
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}
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e.cursorPos = realPos
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}
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// Keyboard.
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keyDiff := diffEm(e.prevKeys, e.keys)
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for _, key := range keyDiff {
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if eng.IsPressed(key) {
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events.Keyboard.KeyDowns = append(
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events.Keyboard.KeyDowns,
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KeyDown{
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Key: key,
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},
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)
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} else {
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events.Keyboard.KeyUps = append(
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events.Keyboard.KeyUps,
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KeyUp{
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Key: key,
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},
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)
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}
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}
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return events
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}
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func (e *engine) Update() error {
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eng := (*Engine)(e)
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e.dt = time.Since(e.lastTime)
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e.runes = ebiten.AppendInputChars(e.runes[:0])
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//fmt.Println("runes:", e.runes)
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// Buffering the context for faster.
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// Providing the events to the objects.
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// Maybe should think of the better way,
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// but for it is simple enough.
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events := e.updateEvents()
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c := Context{
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engine: eng,
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events: events,
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}
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for _, object := range e.objects.store {
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if object == nil {
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continue
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}
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object.OnUpdate(c)
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}
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e.lastTime = time.Now()
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e.frame++
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return nil
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}
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var (
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fullPageIndexes = func() [MaxVertices]uint16 {
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ret := [MaxVertices]uint16{}
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for i:=0 ; i<len(ret) ; i++ {
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ret[i] = uint16(i)
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}
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return ret
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}()
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defaultPageImg = func() *Image {
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img := NewImage(1, 1)
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img.Set(0, 0, RGBA(1, 1, 1, 1))
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return img
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}()
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defaultTriOptions = &ebiten.DrawTrianglesOptions{}
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)
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func (e *engine) Draw(img *ebiten.Image) {
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e.drawdt = time.Since(e.drawLastTime)
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eng := (*Engine)(e)
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m := map[Layer][]Drawer{}
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for _, object := range eng.objects.store {
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// Skipping the ones we do not need to draw.
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if object == nil || !object.IsVisible() {
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continue
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}
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l := object.GetLayer()
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layer, ok := m[l]
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// Create new if has no the layer
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if !ok {
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m[l] = []Drawer{object}
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continue
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}
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m[l] = append(layer, object)
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}
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// Drawing layers via the sparse array.
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// First drawing via the inside function
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// and then the returned []EVertex.
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layers := maps.NewSparse[Layer, []Drawer](nil, m)
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c := Context{engine: eng, image: img}
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for layer := range layers.Chan() {
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vertices := Vertices{}
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for _, drawer := range layer {
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drawing := drawer.Draw(c)
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if drawing != nil {
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vertices = append(
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vertices,
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drawing.Vertices...,
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)
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}
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}
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pn := len(vertices) / MaxVertices
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mod := len(vertices) % MaxVertices
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for i := 0 ; i<pn ; i++ {
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cur := i*MaxVertices
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img.DrawTriangles(
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vertices[cur:cur+MaxVertices].ToAPI(),
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fullPageIndexes[:],
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defaultPageImg,
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defaultTriOptions,
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)
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}
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st := pn*MaxVertices
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img.DrawTriangles(
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vertices[st:].ToAPI(),
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fullPageIndexes[:mod],
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defaultPageImg,
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defaultTriOptions,
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)
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}
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// Empty the buff to generate it again.
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e.drawLastTime = time.Now()
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e.dframe++
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}
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func (e *engine) Layout(ow, oh int) (int, int) {
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if e.wcfg.FixedSize {
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return e.wcfg.Width, e.wcfg.Height
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}
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return ow, oh
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}
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// Return the delta time between Draw calls.
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func (e *Engine) DrawDT() Duration {
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return e.drawdt
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}
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// Current Drawing frame.
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func (e *Engine) Dframe() uint {
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return e.dframe
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}
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// Return the real delta time.
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// Please, prefer the DT().
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func (e *Engine) RealDT() Duration {
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return e.dt
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}
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// Returns the current delta time. (btw frames)
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// (By the Ebiten community convention
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// currently it is a fixed value)
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func (e *Engine) DT() Duration {
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return time.Second/60
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}
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// Current frame
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func (e *Engine) Frame() uint {
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return e.frame
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}
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// Current FPS.
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func (e *Engine) FPS() float64 {
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return ebiten.ActualFPS()
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}
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// Current TPS.
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func (e *Engine) TPS() float64 {
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return ebiten.ActualTPS()
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}
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// Run the engine.
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func (e *Engine) Run() error {
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ebiten.ReadDebugInfo(&e.wcfg.DebugInfo)
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ebiten.SetWindowTitle(e.wcfg.Title)
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ebiten.SetWindowSize(e.wcfg.Width, e.wcfg.Height)
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ebiten.SetWindowSizeLimits(1, 1, e.wcfg.Width, e.wcfg.Height)
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ebiten.SetFullscreen(e.wcfg.Fullscreen)
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ebiten.SetVsyncEnabled(e.wcfg.VSync)
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e.lastTime = time.Now()
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//fmt.Println(e.Objects)
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return ebiten.RunGameWithOptions((*engine)(e), e.wcfg.Options)
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}
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func (e *Engine) GetWindowConfig() WindowConfig {
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return e.wcfg
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}
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