doodle/pkg/doodle.go
Noah Petherbridge cc1e441232 Eraser Tool, Brush Sizes
* Implement Brush Sizes for drawtool.Stroke and add a UI to the tools panel
  to control the brush size.
  * Brush sizes: 1, 2, 4, 8, 16, 24, 32, 48, 64
* Add the Eraser Tool to editor mode. It uses a default brush size of 16
  and a max size of 32 due to some performance issues.
* The Undo/Redo system now remembers the original color of pixels when
  you change them, so that Undo will set them back how they were instead
  of deleting the pixel entirely. Due to performance issues, this only
  happens when your Brush Size is 0 (drawing single-pixel shapes).
* UI: Add an IntVariable option to ui.Label to bind showing the value of
  an int reference.

Aforementioned performance issues:

* When we try to remember whole rects of pixels for drawing thick
  shapes, it requires a ton of scanning for each step of the shape. Even
  de-duplicating pixel checks, tons of extra reads are constantly
  checked.
* The Eraser is the only tool that absolutely needs to be able to
  remember wiped pixels AND have large brush sizes. The performance
  sucks and lags a bit if you erase a lot all at once, but it's a
  trade-off for now.
* So pixels aren't remembered when drawing lines in your level with
  thick brushes, so the Undo action will simply delete your pixels and not
  reset them. Only the Eraser can bring back pixels.
2019-07-11 19:07:46 -07:00

261 lines
5.6 KiB
Go

package doodle
import (
"fmt"
"path/filepath"
"strings"
"time"
"git.kirsle.net/apps/doodle/lib/events"
"git.kirsle.net/apps/doodle/lib/render"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/branding"
"git.kirsle.net/apps/doodle/pkg/enum"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/apps/doodle/pkg/shmem"
"github.com/kirsle/golog"
)
const (
// TargetFPS is the frame rate to cap the game to.
TargetFPS = 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
Engine render.Engine
engineReady bool
// Easy access to the event state, for the debug overlay to use.
// Might not be thread safe.
event *events.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
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 {
if err := d.Engine.Setup(); err != nil {
return err
}
d.engineReady = true
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(&GUITestScene{})
// d.NewMap()
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()
shmem.Cursor = render.NewPoint(ev.CursorX.Now, ev.CursorY.Now)
if ev.EnterKey.Now {
log.Info("MainLoop sees enter key now")
}
if ev.KeyName.Now != "" {
log.Info("MainLoop sees key %s", ev.KeyName.Now)
}
if err != nil {
log.Error("event poll error: %s", err)
d.running = false
break
}
d.event = ev
// Command line shell.
if d.shell.Open {
} else if ev.EnterKey.Read() {
log.Debug("Shell: opening shell")
d.shell.Open = true
} else {
// Global event handlers.
if ev.EscapeKey.Read() {
log.Error("Escape key pressed, shutting down")
d.running = false
break
}
if ev.KeyName.Now == "F3" {
DebugOverlay = !DebugOverlay
ev.KeyName.Read()
} else if ev.KeyName.Now == "F4" {
DebugCollision = !DebugCollision
ev.KeyName.Read()
}
// 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 shell.
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()
// 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 TargetFPS-int(tmp) > 0 { // make sure it won't roll under
delay = uint32(TargetFPS - 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.KeyName.Read()
}
log.Warn("Main Loop Exited! Shutting down...")
return nil
}
// 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.
func (d *Doodle) NewDoodad(size int) {
if balance.FreeVersion {
d.Flash("Doodad editor is not available in your version of the game.")
return
}
log.Info("Starting a new doodad")
scene := &EditorScene{
DrawingType: enum.DoodadDrawing,
DoodadSize: size,
}
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":
if balance.FreeVersion {
return fmt.Errorf("Doodad editor not supported in your version of the game")
}
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
}