doodle/pkg/doodle.go
Noah Petherbridge 864156da53 Settings Window + Bugfix
* Added a Settings window for game options, such as enabling the
  horizontal toolbars in Edit Mode. The Settings window also has a
  Controls tab showing the gameplay buttons and keyboard shortcuts.
* The Settings window is available as a button on the home screen OR
  from the Edit->Settings menu in the EditScene.
* Bugfix: using WASD to move the player character now works better and
  is considered by the game to be identical to the arrow key inputs. Boy
  now updates his animation based on these keys, and they register as
  boolean on/off keys instead of affected by key-repeat.
* Refactor the boolProps: they are all part of usercfg now, and if you
  run e.g. "boolProp show-all-doodads true" and then cause the user
  settings to save to disk, that boolProp will be permanently enabled
  until turned off again.
2021-06-19 22:14:41 -07:00

300 lines
6.7 KiB
Go

package doodle
import (
"fmt"
"path/filepath"
"strings"
"time"
"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/keybind"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/apps/doodle/pkg/modal"
"git.kirsle.net/apps/doodle/pkg/native"
"git.kirsle.net/apps/doodle/pkg/pattern"
"git.kirsle.net/apps/doodle/pkg/shmem"
"git.kirsle.net/apps/doodle/pkg/usercfg"
"git.kirsle.net/apps/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 (
// 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 *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.Prompt = d.Prompt
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()
shmem.Cursor = render.NewPoint(ev.CursorX, ev.CursorY)
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 keybind.ShellKey(ev) {
log.Debug("Shell: opening shell")
d.shell.Open = true
} else {
// Global event handlers.
if keybind.Shutdown(ev) {
if d.Debug { // fast exit in -debug mode.
d.running = false
} else {
d.ConfirmExit()
}
continue
}
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
}
// Is a UI modal active?
if modal.Handled(ev) == false {
// Run the scene's logic.
err = d.Scene.Loop(d, ev)
if err != nil {
return err
}
}
}
// Draw the scene.
d.Scene.Draw(d)
// Draw modals on top of the game UI.
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()
// 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.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() {
},
// Boolean checkbox bindings
DebugOverlay: &DebugOverlay,
DebugCollision: &DebugCollision,
HorizontalToolbars: &usercfg.Current.HorizontalToolbars,
}
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.
func (d *Doodle) NewDoodad(size int) {
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":
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
}