prepare using ebitenui and shader, adding assets and assetloaders

This commit is contained in:
2024-05-28 13:07:36 +02:00
parent c78a232ac1
commit ddd8d92a60
17 changed files with 241 additions and 0 deletions

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@@ -26,6 +26,7 @@ type Config struct {
StateGrid *Grid // a grid from a statefile
Wrap bool // wether wraparound mode is in place or not
ShowVersion bool
UseShader bool // to use a shader to render alife cells
// for internal profiling
ProfileFile string
@@ -178,6 +179,7 @@ func ParseCommandline() (*Config, error) {
pflag.BoolVarP(&config.Invert, "invert", "i", false, "invert colors (dead cell: black)")
pflag.BoolVarP(&config.ShowEvolution, "show-evolution", "s", false, "show evolution tracks")
pflag.BoolVarP(&config.Wrap, "wrap-around", "w", false, "wrap around grid mode")
pflag.BoolVarP(&config.UseShader, "use-shader", "k", false, "use shader for cell rendering")
pflag.StringVarP(&config.ProfileFile, "profile-file", "", "", "enable profiling")
pflag.BoolVarP(&config.ProfileDraw, "profile-draw", "", false, "profile draw method (default false)")