package doodle import ( "fmt" "path/filepath" "strings" "time" "git.kirsle.net/SketchyMaze/doodle/pkg/balance" "git.kirsle.net/SketchyMaze/doodle/pkg/branding" "git.kirsle.net/SketchyMaze/doodle/pkg/cursor" "git.kirsle.net/SketchyMaze/doodle/pkg/enum" "git.kirsle.net/SketchyMaze/doodle/pkg/gamepad" "git.kirsle.net/SketchyMaze/doodle/pkg/keybind" "git.kirsle.net/SketchyMaze/doodle/pkg/levelpack" "git.kirsle.net/SketchyMaze/doodle/pkg/log" "git.kirsle.net/SketchyMaze/doodle/pkg/modal" "git.kirsle.net/SketchyMaze/doodle/pkg/modal/loadscreen" "git.kirsle.net/SketchyMaze/doodle/pkg/native" "git.kirsle.net/SketchyMaze/doodle/pkg/pattern" "git.kirsle.net/SketchyMaze/doodle/pkg/scripting/exceptions" "git.kirsle.net/SketchyMaze/doodle/pkg/shmem" "git.kirsle.net/SketchyMaze/doodle/pkg/usercfg" "git.kirsle.net/SketchyMaze/doodle/pkg/windows" golog "git.kirsle.net/go/log" "git.kirsle.net/go/render" "git.kirsle.net/go/render/event" "git.kirsle.net/go/ui" ) const ( // Millisecond64 is a time.Millisecond casted to float64. Millisecond64 = float64(time.Millisecond) ) // Doodle is the game object. type Doodle struct { Debug bool Engine render.Engine engineReady bool // Easy access to the event state, for the debug overlay to use. // Might not be thread safe. event *event.State startTime time.Time running bool width int height int // Command line shell options. shell Shell Scene Scene } // New initializes the game object. func New(debug bool, engine render.Engine) *Doodle { d := &Doodle{ Debug: debug, Engine: engine, startTime: time.Now(), running: true, width: balance.Width, height: balance.Height, } d.shell = NewShell(d) // Make the render engine globally available. TODO: for wasm/ToBitmap shmem.CurrentRenderEngine = engine shmem.Flash = d.Flash shmem.FlashError = d.FlashError shmem.Prompt = d.Prompt shmem.PromptPre = d.PromptPre if debug { log.Logger.Config.Level = golog.DebugLevel // DebugOverlay = true // on by default in debug mode, F3 to disable } return d } // SetWindowSize sets the size of the Doodle window. func (d *Doodle) SetWindowSize(width, height int) { d.width = width d.height = height } // Title returns the game's preferred window title. func (d *Doodle) Title() string { return fmt.Sprintf("%s v%s", branding.AppName, branding.Version) } // SetupEngine sets up the rendering engine. func (d *Doodle) SetupEngine() error { // Set up the rendering engine (SDL2, etc.) if err := d.Engine.Setup(); err != nil { return err } d.engineReady = true // Initialize the UI modal manager. modal.Initialize(d.Engine) // Preload the builtin brush patterns. pattern.LoadBuiltins(d.Engine) return nil } // Run initializes SDL and starts the main loop. func (d *Doodle) Run() error { if !d.engineReady { if err := d.SetupEngine(); err != nil { return err } } // Set up the default scene. if d.Scene == nil { d.Goto(&MainScene{}) } log.Info("Enter Main Loop") for d.running { // d.Engine.Clear(render.White) start := time.Now() // Record how long this frame took. shmem.Tick++ // Poll for events. ev, err := d.Engine.Poll() if err != nil { log.Error("event poll error: %s", err) d.running = false break } d.event = ev // Always have an accurate idea of the window size. if ev.WindowResized { d.width, d.height = d.Engine.WindowSize() } // Update touch screen control (mainly whether to show the mouse cursor). native.UpdateTouchScreenMode(ev) // Let the gamepad controller check for events, if it's in MouseMode // it will fake the mouse cursor. gamepad.Loop(ev) // Globally store the cursor position. shmem.Cursor = render.NewPoint(ev.CursorX, ev.CursorY) // Command line shell. if d.shell.Open { } else if keybind.ShellKey(ev) { log.Debug("Shell: opening shell") d.shell.Open = true } else { if keybind.Help(ev) { // Launch the local guidebook native.OpenLocalURL(balance.GuidebookPath) } else if keybind.DebugOverlay(ev) { DebugOverlay = !DebugOverlay } else if keybind.DebugCollision(ev) { DebugCollision = !DebugCollision } // Make sure no UI modals (alerts, confirms) // or loadscreen are currently visible. if !modal.Handled(ev) && !exceptions.Handled(ev) { // Global event handlers. if keybind.Shutdown(ev) { if d.Debug { // fast exit in -debug mode. d.running = false } else { d.ConfirmExit() } continue } // Run the scene's logic. err = d.Scene.Loop(d, ev) if err != nil { return err } } } // Draw the scene. d.Scene.Draw(d) // Draw the loadscreen if it is active. loadscreen.Loop(render.NewRect(d.width, d.height), d.Engine) // Draw modals on top of the game UI. exceptions.Draw(d.Engine) modal.Draw() // Draw the shell, always on top of UI and modals. err = d.shell.Draw(d, ev) if err != nil { log.Error("shell error: %s", err) d.running = false break } // Draw the debug overlay over all scenes. d.DrawDebugOverlay() // Draw our custom mouse cursor to the screen. cursor.Draw(d.Engine) // Render the pixels to the screen. err = d.Engine.Present() if err != nil { log.Error("draw error: %s", err) d.running = false break } // Delay to maintain the target frames per second. var delay uint32 if !fpsDoNotCap { elapsed := time.Now().Sub(start) tmp := elapsed / time.Millisecond if balance.TargetClockRate-int(tmp) > 0 { // make sure it won't roll under delay = uint32(balance.TargetClockRate - int(tmp)) } d.Engine.Delay(delay) } // Track how long this frame took to measure FPS over time. d.TrackFPS(delay) // Consume any lingering key sym. // ev.ResetKeyDown() } log.Warn("Main Loop Exited! Shutting down...") return nil } // MakeSettingsWindow initializes the windows/settings.go window // from anywhere you need it, binding all the variables in. func (d *Doodle) MakeSettingsWindow(supervisor *ui.Supervisor) *ui.Window { cfg := windows.Settings{ Supervisor: supervisor, Engine: d.Engine, SceneName: d.Scene.Name(), OnApply: func() { }, OnOpenCheatsWindow: func() *ui.Window { return d.MakeCheatsWindow(supervisor) }, // Boolean checkbox bindings DebugOverlay: &DebugOverlay, DebugCollision: &DebugCollision, HorizontalToolbars: &usercfg.Current.HorizontalToolbars, EnableFeatures: &usercfg.Current.EnableFeatures, CrosshairSize: &usercfg.Current.CrosshairSize, CrosshairColor: &usercfg.Current.CrosshairColor, HideTouchHints: &usercfg.Current.HideTouchHints, DisableAutosave: &usercfg.Current.DisableAutosave, ControllerStyle: &usercfg.Current.ControllerStyle, } return windows.MakeSettingsWindow(d.width, d.height, cfg) } // ConfirmExit may shut down Doodle gracefully after showing the user a // confirmation modal. func (d *Doodle) ConfirmExit() { modal.Confirm("Are you sure you want to quit %s?", branding.AppName). WithTitle("Confirm Quit").Then(func() { d.running = false }) } // NewMap loads a new map in Edit Mode. func (d *Doodle) NewMap() { log.Info("Starting a new map") scene := &EditorScene{} d.Goto(scene) } // NewDoodad loads a new Doodad in Edit Mode. // If size is zero, it prompts the user to select a size or accept the default size. func (d *Doodle) NewDoodad(width, height int) { if width+height == 0 { width = balance.DoodadSize height = width } log.Info("Starting a new doodad") scene := &EditorScene{ DrawingType: enum.DoodadDrawing, DoodadSize: render.NewRect(width, height), } d.Goto(scene) } // EditDrawing loads a drawing (Level or Doodad) in Edit Mode. func (d *Doodle) EditDrawing(filename string) error { log.Info("Loading drawing from file: %s", filename) ext := strings.ToLower(filepath.Ext(filename)) scene := &EditorScene{ Filename: filename, OpenFile: true, } switch ext { case ".level": case ".map": log.Info("is a Level type") scene.DrawingType = enum.LevelDrawing case ".doodad": scene.DrawingType = enum.DoodadDrawing default: return fmt.Errorf("file extension '%s' doesn't indicate its drawing type", ext) } d.Goto(scene) return nil } // PlayLevel loads a map from JSON into the PlayScene. func (d *Doodle) PlayLevel(filename string) error { log.Info("Loading level from file: %s", filename) scene := &PlayScene{ Filename: filename, } d.Goto(scene) return nil } // PlayFromLevelpack initializes the Play Scene from a level as part of // a levelpack. func (d *Doodle) PlayFromLevelpack(pack *levelpack.LevelPack, which levelpack.Level) error { log.Info("Loading level %s from levelpack %s", which.Filename, pack.Title) scene := &PlayScene{ Filename: which.Filename, LevelPack: pack, } d.Goto(scene) return nil }