doodle/pkg/doodle.go
Noah Petherbridge ba97c81b55 Loading Screen
* pkg/loadscreen implements a global Loading Screen for loading heavy
  levels for playing or editing.
* All chunks in a level are pre-rendered to bitmap before gameplay
  begins, which reduces stutter as chunks were being lazily rendered on
  first appearance before.
* The loading screen can be played with in the developer console:
  $ loadscreen.Show()
  $ loadscreen.Hide()
  Along with ShowWithProgress(), SetProgress(float64) and IsActive()
* Chunker: separate the concerns between Bitmaps an (SDL2) Textures.
* Chunker.Prerender() converts a chunk to a bitmap (a Go image.Image)
  and caches it, only re-rendering if marked as dirty.
* Chunker.Texture() will use the pre-cached bitmap if available to
  immediately produce the SDL2 texture.

Other miscellaneous changes:

* Added to the Colored Pencil palette: Sandstone
* Added "perlin noise" brush pattern
2021-07-18 20:04:24 -07:00

305 lines
6.9 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/modal/loadscreen"
"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
}
// Make sure no UI modals (alerts, confirms)
// or loadscreen are currently visible.
if !modal.Handled(ev) {
// 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.
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
}