package doodle import ( "fmt" "time" "git.kirsle.net/apps/doodle/events" "git.kirsle.net/apps/doodle/render" "github.com/kirsle/golog" "github.com/veandco/go-sdl2/sdl" "github.com/veandco/go-sdl2/ttf" ) const ( // Version number. Version = "0.0.0-alpha" // TargetFPS is the frame rate to cap the game to. TargetFPS = uint32(1000 / 60) // 60 FPS // Millisecond64 is a time.Millisecond casted to float64. Millisecond64 = float64(time.Millisecond) ) // Doodle is the game object. type Doodle struct { Debug bool startTime time.Time running bool events *events.State width int32 height int32 nextSecond time.Time canvas Grid window *sdl.Window renderer *sdl.Renderer } // New initializes the game object. func New(debug bool) *Doodle { d := &Doodle{ Debug: debug, startTime: time.Now(), events: events.New(), running: true, width: 800, height: 600, canvas: Grid{}, nextSecond: time.Now().Add(1 * time.Second), } if !debug { log.Config.Level = golog.InfoLevel } return d } // Run initializes SDL and starts the main loop. func (d *Doodle) Run() error { // Initialize SDL. log.Info("Initializing SDL") if err := sdl.Init(sdl.INIT_EVERYTHING); err != nil { return err } defer sdl.Quit() // Initialize SDL_TTF. log.Info("Initializing SDL_TTF") if err := ttf.Init(); err != nil { return err } // Create our window. log.Info("Creating the Main Window") window, err := sdl.CreateWindow( "Doodle v"+Version, sdl.WINDOWPOS_CENTERED, sdl.WINDOWPOS_CENTERED, d.width, d.height, sdl.WINDOW_SHOWN, ) if err != nil { return err } defer window.Destroy() d.window = window // Blank out the window in white. log.Info("Creating the SDL Renderer") renderer, err := sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED) if err != nil { panic(err) } d.renderer = renderer render.Renderer = renderer defer renderer.Destroy() log.Info("Enter Main Loop") for d.running { // Draw a frame and log how long it took. start := time.Now() err = d.Loop() elapsed := time.Now().Sub(start) tmp := elapsed / time.Millisecond delay := TargetFPS - uint32(tmp) sdl.Delay(delay) d.TrackFPS(delay) if err != nil { return err } } log.Warn("Main Loop Exited! Shutting down...") return nil } // TODO: not a global type Pixel struct { start bool x int32 y int32 dx int32 dy int32 } func (p Pixel) String() string { return fmt.Sprintf("(%d,%d) delta (%d,%d)", p.x, p.y, p.dx, p.dy, ) } // Grid is a 2D grid of pixels in X,Y notation. type Grid map[Pixel]interface{} var pixelHistory []Pixel // Loop runs one loop of the game engine. func (d *Doodle) Loop() error { // Poll for events. ev, err := d.events.Poll() if err != nil { log.Error("event poll error: %s", err) return err } // Clear the canvas and fill it with white. d.renderer.SetDrawColor(255, 255, 255, 255) d.renderer.Clear() // Clicking? Log all the pixels while doing so. if ev.Button1.Now { pixel := Pixel{ start: ev.Button1.Now && !ev.Button1.Last, x: ev.CursorX.Now, y: ev.CursorY.Now, dx: ev.CursorX.Last, dy: ev.CursorY.Last, } if len(pixelHistory) == 0 || pixelHistory[len(pixelHistory)-1] != pixel { pixelHistory = append(pixelHistory, pixel) } } d.renderer.SetDrawColor(0, 0, 0, 255) for i, pixel := range pixelHistory { if !pixel.start && i > 0 { prev := pixelHistory[i-1] if prev.x == pixel.x && prev.y == pixel.y { d.renderer.DrawPoint(pixel.x, pixel.y) } else { d.renderer.DrawLine( pixel.x, pixel.y, prev.x, prev.y, ) } } d.renderer.DrawPoint(pixel.x, pixel.y) } // Draw the FPS. d.DrawDebugOverlay() d.renderer.Present() return nil }