move to codeberg (#10)

This commit is contained in:
T. von Dein
2025-11-13 21:30:44 +01:00
parent a115db60f6
commit fee8aaeed9
34 changed files with 220 additions and 147 deletions

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cmd/assets/shaders/row.kg Normal file
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//kage:unit pixels
package main
var Alife int
func Fragment(_ vec4, pos vec2, _ vec4) vec4 {
if Alife == 1 {
return vec4(0.0)
}
return vec4(1.0)
}

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cmd/camera.go Normal file
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// this comes from the camera example but I enhanced it a little bit
package cmd
import (
"fmt"
"math"
"github.com/hajimehoshi/ebiten/v2"
"golang.org/x/image/math/f64"
)
type Camera struct {
ViewPort f64.Vec2
Position f64.Vec2
ZoomFactor int
InitialZoomFactor int
InitialPosition f64.Vec2
ZoomOutFactor int
}
func (c *Camera) String() string {
return fmt.Sprintf(
"T: %.1f, S: %d",
c.Position, c.ZoomFactor,
)
}
func (c *Camera) viewportCenter() f64.Vec2 {
return f64.Vec2{
c.ViewPort[0] * 0.5,
c.ViewPort[1] * 0.5,
}
}
func (c *Camera) worldMatrix() ebiten.GeoM {
m := ebiten.GeoM{}
m.Translate(-c.Position[0], -c.Position[1])
viewportCenter := c.viewportCenter()
// We want to scale and rotate around center of image / screen
m.Translate(-viewportCenter[0], -viewportCenter[1])
m.Scale(
math.Pow(1.01, float64(c.ZoomFactor)),
math.Pow(1.01, float64(c.ZoomFactor)),
)
m.Translate(viewportCenter[0], viewportCenter[1])
return m
}
func (c *Camera) Render(world, screen *ebiten.Image) {
screen.DrawImage(world, &ebiten.DrawImageOptions{
GeoM: c.worldMatrix(),
})
}
func (c *Camera) ScreenToWorld(posX, posY int) (float64, float64) {
inverseMatrix := c.worldMatrix()
if inverseMatrix.IsInvertible() {
inverseMatrix.Invert()
return inverseMatrix.Apply(float64(posX), float64(posY))
} else {
// When scaling it can happened that matrix is not invertable
return math.NaN(), math.NaN()
}
}
func (c *Camera) Setup() {
c.Position[0] = c.InitialPosition[0]
c.Position[1] = c.InitialPosition[1]
c.ZoomFactor = c.InitialZoomFactor
}
func (c *Camera) Reset() {
c.Position[0] = c.InitialPosition[0]
c.Position[1] = c.InitialPosition[1]
c.ZoomFactor = c.ZoomOutFactor
}

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cmd/config.go Normal file
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package cmd
import (
"errors"
"fmt"
"math"
"os"
"runtime/pprof"
"strconv"
"strings"
"github.com/spf13/pflag"
"codeberg.org/scip/golsky/rle"
)
// all the settings comming from commandline, but maybe tweaked later from the UI
type Config struct {
Width, Height, Cellsize, Density int // measurements
ScreenWidth, ScreenHeight int
TPG int // ticks per generation/game speed, 1==max
Debug, Empty, Paused, Markmode, Drawmode bool // game modi
ShowEvolution, ShowGrid, RunOneStep bool // flags
Rule *Rule // which rule to use, default: B3/S23
RLE *rle.RLE // loaded GOL pattern from RLE file
Statefile string // load game state from it if non-nil
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
Restart, RestartGrid, RestartCache bool
StartWithMenu bool
Zoomfactor int
ZoomOutFactor int
InitialCamPos []float64
DelayedStart bool // if true game, we wait. like pause but program induced
Theme string
ThemeManager ThemeManager
// for internal profiling
ProfileFile string
ProfileDraw bool
ProfileMaxLoops int64
}
const (
VERSION = "v0.0.9"
Alive = 1
Dead = 0
DEFAULT_GRID_WIDTH = 600
DEFAULT_GRID_HEIGHT = 400
DEFAULT_CELLSIZE = 4
DEFAULT_ZOOMFACTOR = 400
DEFAULT_GEOM = "640x384"
DEFAULT_THEME = "standard"
)
const KEYBINDINGS string = `
- SPACE: pause or resume the game
- N: while game is paused: forward one step
- PAGE UP: speed up
- PAGE DOWN: slow down
- MOUSE WHEEL: zoom in or out
- LEFT MOUSE BUTTON: use to drag canvas, keep clicked and move mouse
- I: enter "insert" (draw) mode: use left mouse to toggle a cells alife state.
Leave with insert mode with "space". While in insert mode, use middle mouse
button to drag the grid.
- R: reset to 1:1 zoom
- ESCAPE: open menu, o: open options menu
- S: save game state to file (can be loaded with -l)
- C: enter mark mode. Mark a rectangle with the mouse, when you
release the mouse buttonx it is being saved to an RLE file
- D: toggle debug output
- Q: quit game
`
func (config *Config) SetupCamera() {
config.Zoomfactor = DEFAULT_ZOOMFACTOR / config.Cellsize
// calculate the initial cam pos. It is negative if the total grid
// size is smaller than the screen in a centered position, but
// it's zero if it's equal or larger than the screen.
config.InitialCamPos = make([]float64, 2)
config.InitialCamPos[0] = float64(((config.ScreenWidth - (config.Width * config.Cellsize)) / 2) * -1)
if config.Width*config.Cellsize >= config.ScreenWidth {
// must be positive if world wider than screen
config.InitialCamPos[0] = math.Abs(config.InitialCamPos[0])
}
// same for Y
config.InitialCamPos[1] = float64(((config.ScreenHeight - (config.Height * config.Cellsize)) / 2) * -1)
if config.Height*config.Cellsize > config.ScreenHeight {
config.InitialCamPos[1] = math.Abs(config.InitialCamPos[1])
}
// Calculate zoom out factor, which shows 100% of the world. We
// need to reverse math.Pow(1.01, $zoomfactor) to get the correct
// percentage of the world to show. I.e: with a ScreenHeight of
// 384px and a world of 800px the factor to show 100% of the world
// is -75: math.Log(384/800) / math.Log(1.01). The 1.01 constant
// is being used in camera.go:worldMatrix().
// FIXME: determine if the diff is larger on width, then calc with
// width instead of height
config.ZoomOutFactor = int(
math.Log(float64(config.ScreenHeight)/(float64(config.Height)*float64(config.Cellsize))) /
math.Log(1.01))
}
// parse given window geometry and adjust game settings according to it
func (config *Config) ParseGeom(geom string) error {
// force a geom
geometry := strings.Split(geom, "x")
if len(geometry) != 2 {
return errors.New("failed to parse -g parameters, expecting WIDTHxHEIGHT")
}
width, err := strconv.Atoi(geometry[0])
if err != nil {
return errors.New("failed to parse width, expecting integer")
}
height, err := strconv.Atoi(geometry[1])
if err != nil {
return errors.New("failed to parse height, expecting integer")
}
config.ScreenWidth = width
config.ScreenHeight = height
//config.Cellsize = DEFAULT_CELLSIZE
return nil
}
// check if we have been given an RLE or LIF file to load, then load
// it and adjust game settings accordingly
func (config *Config) ParseRLE(rlefile string) error {
if rlefile == "" {
return nil
}
var rleobj *rle.RLE
if strings.HasSuffix(rlefile, ".lif") {
lifobj, err := LoadLIF(rlefile)
if err != nil {
return err
}
rleobj = lifobj
} else {
rleobject, err := rle.GetRLE(rlefile)
if err != nil {
return err
}
rleobj = rleobject
}
if rleobj == nil {
return errors.New("failed to load pattern file (uncatched module error)")
}
config.RLE = rleobj
// adjust geometry if needed
if config.RLE.Width > config.Width || config.RLE.Height > config.Height {
config.Width = config.RLE.Width * 2
config.Height = config.RLE.Height * 2
config.Cellsize = config.ScreenWidth / config.Width
}
fmt.Printf("width: %d, screenwidth: %d, rlewidth: %d, cellsize: %d\n",
config.Width, config.ScreenWidth, config.RLE.Width, config.Cellsize)
// RLE needs an empty grid
config.Empty = true
// it may come with its own rule
if config.RLE.Rule != "" {
config.Rule = ParseGameRule(config.RLE.Rule)
}
return nil
}
func (config *Config) EnableCPUProfiling(filename string) error {
if filename == "" {
return nil
}
fd, err := os.Create(filename)
if err != nil {
return err
}
pprof.StartCPUProfile(fd)
defer pprof.StopCPUProfile()
return nil
}
func ParseCommandline() (*Config, error) {
config := Config{}
var (
rule, rlefile, geom string
)
// commandline params, most configure directly config flags
pflag.IntVarP(&config.Width, "width", "W", DEFAULT_GRID_WIDTH, "grid width in cells")
pflag.IntVarP(&config.Height, "height", "H", DEFAULT_GRID_HEIGHT, "grid height in cells")
pflag.IntVarP(&config.Cellsize, "cellsize", "c", 8, "cell size in pixels")
pflag.StringVarP(&geom, "geom", "G", DEFAULT_GEOM, "window geometry in WxH in pixels, overturns -c")
pflag.IntVarP(&config.Density, "density", "D", 10, "density of random cells")
pflag.IntVarP(&config.TPG, "ticks-per-generation", "t", 10,
"game speed: the higher the slower (default: 10)")
pflag.StringVarP(&rule, "rule", "r", "B3/S23", "game rule")
pflag.StringVarP(&rlefile, "pattern-file", "f", "", "RLE or LIF pattern file")
pflag.BoolVarP(&config.ShowVersion, "version", "v", false, "show version")
pflag.BoolVarP(&config.ShowGrid, "show-grid", "g", false, "draw grid lines")
pflag.BoolVarP(&config.ShowEvolution, "show-evolution", "s", false, "show evolution traces")
pflag.BoolVarP(&config.Paused, "paused", "p", false, "do not start simulation (use space to start)")
pflag.BoolVarP(&config.Debug, "debug", "d", false, "show debug info")
pflag.BoolVarP(&config.Empty, "empty", "e", false, "start with an empty screen")
// style
pflag.StringVarP(&config.Theme, "theme", "T", DEFAULT_THEME, "color theme: standard, dark, light (default: standard)")
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.Parse()
err := config.ParseGeom(geom)
if err != nil {
return nil, err
}
err = config.ParseRLE(rlefile)
if err != nil {
return nil, err
}
// load rule from commandline when no rule came from RLE file,
// default is B3/S23, aka conways game of life
if config.Rule == nil {
config.Rule = ParseGameRule(rule)
}
config.SetupCamera()
config.ThemeManager = NewThemeManager(config.Theme, config.Cellsize)
//repr.Println(config)
return &config, nil
}
func (config *Config) TogglePaused() {
config.Paused = !config.Paused
}
func (config *Config) ToggleDebugging() {
config.Debug = !config.Debug
}
func (config *Config) SwitchTheme(theme string) {
config.ThemeManager.SetCurrentTheme(theme)
config.RestartCache = true
}
func (config *Config) ToggleGridlines() {
config.ShowGrid = !config.ShowGrid
config.RestartCache = true
}
func (config *Config) ToggleEvolution() {
config.ShowEvolution = !config.ShowEvolution
}
func (config *Config) ToggleWrap() {
config.Wrap = !config.Wrap
}

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cmd/game.go Normal file
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package cmd
import (
"github.com/hajimehoshi/ebiten/v2"
)
type Game struct {
ScreenWidth, ScreenHeight, ReadlWidth, Cellsize int
Scenes map[SceneName]Scene
CurrentScene SceneName
Config *Config
Scale float32
}
func NewGame(config *Config, startscene SceneName) *Game {
game := &Game{
Config: config,
Scenes: map[SceneName]Scene{},
ScreenWidth: config.ScreenWidth,
ScreenHeight: config.ScreenHeight,
}
// setup scene[s]
game.CurrentScene = startscene
game.Scenes[Play] = NewPlayScene(game, config)
game.Scenes[Menu] = NewMenuScene(game, config)
game.Scenes[Options] = NewOptionsScene(game, config)
game.Scenes[Keybindings] = NewKeybindingsScene(game, config)
// setup environment
ebiten.SetWindowSize(game.ScreenWidth, game.ScreenHeight)
ebiten.SetWindowTitle("golsky - conway's game of life")
ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
ebiten.SetScreenClearedEveryFrame(true)
return game
}
func (game *Game) GetCurrentScene() Scene {
return game.Scenes[game.CurrentScene]
}
func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
game.ReadlWidth = outsideWidth
game.Scale = float32(game.ScreenWidth) / float32(outsideWidth)
return game.ScreenWidth, game.ScreenHeight
}
func (game *Game) Update() error {
scene := game.GetCurrentScene()
if quit := scene.Update(); quit != nil {
return quit
}
next := scene.GetNext()
if next != game.CurrentScene {
game.Scenes[next].SetPrevious(game.CurrentScene)
scene.ResetNext()
game.CurrentScene = next
}
return nil
}
func (game *Game) Draw(screen *ebiten.Image) {
// first draw primary scene[s], although there are only 1
for current, scene := range game.Scenes {
if scene.IsPrimary() {
// primary scenes always draw
scene.Draw(screen)
if current == game.CurrentScene {
// avoid to redraw it in the next step
return
}
}
}
scene := game.GetCurrentScene()
scene.Draw(screen)
}

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cmd/generics.go Normal file
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package cmd
// find an item in a list, generic variant
func Contains[E comparable](s []E, v E) bool {
for _, vs := range s {
if v == vs {
return true
}
}
return false
}
func Exists[K comparable, V any](m map[K]V, v K) bool {
if _, ok := m[v]; ok {
return true
}
return false
}

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cmd/grid.go Normal file
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package cmd
import (
"bufio"
"errors"
"fmt"
"math/rand"
"os"
"strings"
"time"
"codeberg.org/scip/golsky/rle"
)
// equals grid height, is being used to access grid elements and must be global
var STRIDE int
type Neighbor struct {
X, Y int
}
type Grid struct {
Data []uint8
NeighborCount []int
Neighbors [][]Neighbor
Empty bool
Config *Config
Counter func(x, y int) uint8
}
// Create new empty grid and allocate Data according to provided dimensions
func NewGrid(config *Config) *Grid {
STRIDE = config.Height
if config.Width > config.Height {
STRIDE = config.Width
}
size := STRIDE * STRIDE
grid := &Grid{
Data: make([]uint8, size),
NeighborCount: make([]int, size),
Neighbors: make([][]Neighbor, size),
Empty: config.Empty,
Config: config,
}
// first setup the cells
for y := 0; y < config.Height; y++ {
for x := 0; x < config.Width; x++ {
grid.Data[y+STRIDE*x] = 0
}
}
// in a second pass, collect positions to the neighbors of each cell
for y := 0; y < config.Height; y++ {
for x := 0; x < config.Width; x++ {
grid.SetupNeighbors(x, y)
}
}
if grid.Config.Wrap {
grid.Counter = grid.CountNeighborsWrap
} else {
grid.Counter = grid.CountNeighbors
}
return grid
}
func (grid *Grid) SetupNeighbors(x, y int) {
idx := 0
var neighbors []Neighbor
for nbgY := -1; nbgY < 2; nbgY++ {
for nbgX := -1; nbgX < 2; nbgX++ {
var col, row int
if grid.Config.Wrap {
// In wrap mode we look at all the 8 neighbors surrounding us.
// In case we are on an edge we'll look at the neighbor on the
// other side of the grid, thus wrapping lookahead around
// using the mod() function.
col = (x + nbgX + grid.Config.Width) % grid.Config.Width
row = (y + nbgY + grid.Config.Height) % grid.Config.Height
} else {
// In traditional grid mode the edges are deadly
if x+nbgX < 0 || x+nbgX >= grid.Config.Width || y+nbgY < 0 || y+nbgY >= grid.Config.Height {
continue
}
col = x + nbgX
row = y + nbgY
}
if col == x && row == y {
continue
}
neighbors = append(neighbors, Neighbor{X: col, Y: row})
grid.NeighborCount[y+STRIDE*x]++
idx++
}
}
grid.Neighbors[y+STRIDE*x] = neighbors
}
func (grid *Grid) CountNeighborsWrap(x, y int) uint8 {
var sum uint8
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
// In wrap mode we look at all the 8 neighbors surrounding us.
// In case we are on an edge we'll look at the neighbor on the
// other side of the grid, thus wrapping lookahead around
// using the mod() function.
col = (x + nbgX + grid.Config.Width) % grid.Config.Width
row = (y + nbgY + grid.Config.Height) % grid.Config.Height
sum += grid.Data[row+STRIDE*col]
}
}
// don't count ourselfes though
sum -= grid.Data[y+STRIDE*x]
return sum
}
func (grid *Grid) CountNeighbors(x, y int) uint8 {
var sum uint8
width := grid.Config.Width
height := grid.Config.Height
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
xnbgX := x + nbgX
ynbgY := y + nbgY
// In traditional grid mode the edges are deadly
if xnbgX < 0 || xnbgX >= width || ynbgY < 0 || ynbgY >= height {
continue
}
col = xnbgX
row = ynbgY
sum += grid.Data[row+STRIDE*col]
}
}
// don't count ourselfes though
sum -= grid.Data[y+STRIDE*x]
return sum
}
// count the living neighbors of a cell
func (grid *Grid) _CountNeighbors(x, y int) uint8 {
var count uint8
pos := y + STRIDE*x
neighbors := grid.Neighbors[pos]
neighborCount := grid.NeighborCount[pos]
for idx := 0; idx < neighborCount; idx++ {
neighbor := neighbors[idx]
count += grid.Data[neighbor.Y+STRIDE*neighbor.X]
}
return count
}
// Create a new 1:1 instance
func (grid *Grid) Clone() *Grid {
newgrid := &Grid{}
newgrid.Config = grid.Config
newgrid.Data = grid.Data
return newgrid
}
// copy data
// func (grid *Grid) Copy(other *Grid) {
// for y := range grid.Data {
// for x := range grid.Data[y] {
// other.Data[y+STRIDE*x] = grid.Data[y+STRIDE*x]
// }
// }
// }
// delete all contents
// func (grid *Grid) Clear() {
// for y := range grid.Data {
// for x := range grid.Data[y] {
// grid.Data[y+STRIDE*x] = 0
// }
// }
// }
// initialize with random life cells using the given density
func (grid *Grid) FillRandom() {
if !grid.Empty {
for y := 0; y < grid.Config.Height; y++ {
for x := 0; x < grid.Config.Width; x++ {
if rand.Intn(grid.Config.Density) == 1 {
grid.Data[y+STRIDE*x] = 1
}
}
}
}
}
func (grid *Grid) Dump() {
for y := 0; y < grid.Config.Height; y++ {
for x := 0; x < grid.Config.Width; x++ {
if grid.Data[y+STRIDE*x] == 1 {
fmt.Print("XX")
} else {
fmt.Print(" ")
}
}
fmt.Println()
}
}
// initialize using a given RLE pattern
func (grid *Grid) LoadRLE(pattern *rle.RLE) {
if pattern != nil {
startX := (grid.Config.Width / 2) - (pattern.Width / 2)
startY := (grid.Config.Height / 2) - (pattern.Height / 2)
var y, x int
for rowIndex, patternRow := range pattern.Pattern {
for colIndex := range patternRow {
if pattern.Pattern[rowIndex][colIndex] > 0 {
x = colIndex + startX
y = rowIndex + startY
grid.Data[y+STRIDE*x] = 1
}
}
}
//grid.Dump()
}
}
// load a lif file parameters like R and P are not supported yet
func LoadLIF(filename string) (*rle.RLE, error) {
fd, err := os.Open(filename)
if err != nil {
return nil, err
}
scanner := bufio.NewScanner(fd)
scanner.Split(bufio.ScanLines)
gothead := false
grid := &rle.RLE{}
for scanner.Scan() {
line := scanner.Text()
items := strings.Split(line, "")
if len(items) < 0 {
continue
}
if strings.Contains(line, "# r") {
parts := strings.Split(line, " ")
if len(parts) == 2 {
grid.Rule = parts[1]
}
continue
}
if items[0] == "#" {
if gothead {
break
}
continue
}
gothead = true
row := make([]int, len(items))
for idx, item := range items {
switch item {
case ".":
row[idx] = 0
case "o":
fallthrough
case "*":
row[idx] = 1
default:
return nil, errors.New("cells must be . or o")
}
}
grid.Pattern = append(grid.Pattern, row)
}
// sanity check the grid
explen := 0
rows := 0
first := true
for _, row := range grid.Pattern {
length := len(row)
if first {
explen = length
first = false
}
if explen != length {
return nil, fmt.Errorf(
fmt.Sprintf("all rows must be in the same length, got: %d, expected: %d",
length, explen))
}
rows++
}
grid.Width = explen
grid.Height = rows
return grid, nil
}
// save the contents of the whole grid as a simple lif alike
// file. One line per row, 0 for dead and 1 for life cell.
// file format: https://conwaylife.com/wiki/Life_1.05
func (grid *Grid) SaveState(filename, rule string) error {
file, err := os.Create(filename)
if err != nil {
return fmt.Errorf("failed to open state file: %w", err)
}
defer file.Close()
fmt.Fprintf(file, "#Life 1.05\n#R %s\n#D golsky state file\n#P -1 -1\n", rule)
for y := 0; y < grid.Config.Height; y++ {
for x := 0; x < grid.Config.Width; x++ {
row := "."
if grid.Data[y+STRIDE*x] == 1 {
row = "o"
}
_, err := file.WriteString(row)
if err != nil {
return fmt.Errorf("failed to write to state file: %w", err)
}
}
file.WriteString("\n")
}
return nil
}
// generate filenames for dumps
func GetFilename(generations int64) string {
now := time.Now()
return fmt.Sprintf("dump-%s-%d.lif", now.Format("20060102150405"), generations)
}
func GetFilenameRLE(generations int64) string {
now := time.Now()
return fmt.Sprintf("rect-%s-%d.rle", now.Format("20060102150405"), generations)
}

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cmd/keybindings.go Normal file
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package cmd
import (
"image/color"
"github.com/ebitenui/ebitenui"
"github.com/ebitenui/ebitenui/widget"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
type SceneKeybindings struct {
Game *Game
Config *Config
Next SceneName
Prev SceneName
Whoami SceneName
Ui *ebitenui.UI
FontColor color.RGBA
First bool
}
func NewKeybindingsScene(game *Game, config *Config) Scene {
scene := &SceneKeybindings{
Whoami: Keybindings,
Game: game,
Next: Keybindings,
Config: config,
FontColor: color.RGBA{255, 30, 30, 0xff},
}
scene.Init()
return scene
}
func (scene *SceneKeybindings) GetNext() SceneName {
return scene.Next
}
func (scene *SceneKeybindings) SetPrevious(prev SceneName) {
scene.Prev = prev
}
func (scene *SceneKeybindings) ResetNext() {
scene.Next = scene.Whoami
}
func (scene *SceneKeybindings) SetNext(next SceneName) {
scene.Next = next
}
func (scene *SceneKeybindings) Update() error {
scene.Ui.Update()
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) || inpututil.IsKeyJustPressed(ebiten.KeyQ) {
scene.Config.DelayedStart = false
scene.Leave()
}
return nil
}
func (scene *SceneKeybindings) IsPrimary() bool {
return false
}
func (scene *SceneKeybindings) Draw(screen *ebiten.Image) {
scene.Ui.Draw(screen)
}
func (scene *SceneKeybindings) Leave() {
scene.SetNext(Play)
}
func (scene *SceneKeybindings) Init() {
rowContainer := NewRowContainer("Key Bindings")
bindings := widget.NewText(
widget.TextOpts.WidgetOpts(widget.WidgetOpts.LayoutData(widget.RowLayoutData{
Stretch: true,
})),
widget.TextOpts.Text(KEYBINDINGS, *FontRenderer.FontSmall, color.NRGBA{0xdf, 0xf4, 0xff, 0xff}))
cancel := NewMenuButton("Back",
func(args *widget.ButtonClickedEventArgs) {
scene.Leave()
})
rowContainer.AddChild(bindings)
rowContainer.AddChild(cancel)
scene.Ui = &ebitenui.UI{
Container: rowContainer.Container(),
}
}

113
cmd/loader-fonts.go Normal file
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package cmd
import (
"log"
"github.com/golang/freetype/truetype"
"github.com/tinne26/etxt"
"golang.org/x/image/font"
)
var FontRenderer = LoadFonts("assets/fonts")
const (
GameFont string = "NotoSans-Regular"
GameFontETXT string = "Noto Sans"
FontSizeBig int = 48
FontSizeNormal int = 24
FontSizeSmall int = 12
)
type Texter struct {
Renderer *etxt.Renderer
FontNormal *font.Face
FontBig *font.Face
FontSmall *font.Face
}
func LoadFonts(dir string) Texter {
// load the font for use with ebitenui
fontbytes, err := assetfs.ReadFile(dir + "/" + GameFont + ".ttf")
if err != nil {
log.Fatal(err)
}
gamefont, err := truetype.Parse(fontbytes)
if err != nil {
log.Fatal(err)
}
gameface := truetype.NewFace(gamefont, &truetype.Options{
Size: float64(FontSizeNormal),
DPI: 72,
Hinting: font.HintingFull,
})
biggameface := truetype.NewFace(gamefont, &truetype.Options{
Size: float64(FontSizeBig),
DPI: 72,
Hinting: font.HintingFull,
})
smallgameface := truetype.NewFace(gamefont, &truetype.Options{
Size: float64(FontSizeSmall),
DPI: 72,
Hinting: font.HintingFull,
})
// load the font for use with etxt
fontlib := etxt.NewFontLibrary()
_, _, err = fontlib.ParseEmbedDirFonts(dir, assetfs)
if err != nil {
log.Fatalf("Error while loading fonts: %s", err.Error())
}
/*
err = fontlib.EachFont(
func(fontName string, font *etxt.Font) error {
fmt.Printf("font: %s\n", fontName)
return nil
})
if err != nil {
log.Fatal(err)
}
*/
if !fontlib.HasFont(GameFontETXT) {
log.Fatal("missing font: " + GameFontETXT)
}
err = fontlib.EachFont(checkMissingRunes)
if err != nil {
log.Fatal(err)
}
renderer := etxt.NewStdRenderer()
glyphsCache := etxt.NewDefaultCache(10 * 1024 * 1024) // 10MB
renderer.SetCacheHandler(glyphsCache.NewHandler())
renderer.SetFont(fontlib.GetFont(GameFontETXT))
return Texter{
Renderer: renderer,
FontNormal: &gameface,
FontBig: &biggameface,
FontSmall: &smallgameface,
}
}
// helper function used with FontLibrary.EachFont to make sure
// all loaded fonts contain the characters or alphabet we want
func checkMissingRunes(name string, font *etxt.Font) error {
const letters = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz"
const symbols = "0123456789 .,;:!?-()[]{}_&#@"
missing, err := etxt.GetMissingRunes(font, letters+symbols)
if err != nil {
return err
}
if len(missing) > 0 {
log.Fatalf("Font '%s' missing runes: %s", name, string(missing))
}
return nil
}

49
cmd/loader-shaders.go Normal file
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package cmd
import (
"bytes"
"log"
"log/slog"
"path"
"strings"
"github.com/hajimehoshi/ebiten/v2"
)
type ShaderRegistry map[string]*ebiten.Shader
var Shaders = LoadShaders("assets/shaders")
func LoadShaders(dir string) ShaderRegistry {
shaders := ShaderRegistry{}
entries, err := assetfs.ReadDir(dir)
if err != nil {
log.Fatalf("failed to read shaders dir %s: %s", dir, err)
}
for _, file := range entries {
path := path.Join(dir, file.Name())
fd, err := assetfs.Open(path)
if err != nil {
log.Fatalf("failed to open shader file %s: %s", file.Name(), err)
}
defer fd.Close()
name := strings.TrimSuffix(file.Name(), ".kg")
buf := new(bytes.Buffer)
buf.ReadFrom(fd)
shader, err := ebiten.NewShader([]byte(buf.Bytes()))
if err != nil {
log.Fatal(err)
}
shaders[name] = shader
slog.Debug("loaded shader asset", "path", path)
}
return shaders
}

69
cmd/loader-sprites.go Normal file
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package cmd
import (
"embed"
"image"
_ "image/png"
"io/fs"
"log"
"path"
"strings"
"github.com/hajimehoshi/ebiten/v2"
)
// Maps image name to image data
type AssetRegistry map[string]*ebiten.Image
// A helper to pass the registry easier around
type assetData struct {
Registry AssetRegistry
}
//go:embed assets/sprites/*.png assets/fonts/*.ttf assets/shaders/*.kg
var assetfs embed.FS
// Called at build time, creates the global asset and animation registries
var Assets = LoadImages("assets/sprites")
// load pngs and json files
func LoadImages(dir string) AssetRegistry {
Registry := AssetRegistry{}
// we use embed.FS to iterate over all files in ./assets/
entries, err := assetfs.ReadDir(dir)
if err != nil {
log.Fatalf("failed to read assets dir %s: %s", dir, err)
}
for _, imagefile := range entries {
path := path.Join(dir, imagefile.Name())
fd, err := assetfs.Open(path)
if err != nil {
log.Fatalf("failed to open file %s: %s", imagefile.Name(), err)
}
defer fd.Close()
switch {
case strings.HasSuffix(path, ".png"):
name, image := ReadImage(imagefile, fd)
Registry[name] = image
}
}
return Registry
}
func ReadImage(imagefile fs.DirEntry, fd fs.File) (string, *ebiten.Image) {
name := strings.TrimSuffix(imagefile.Name(), ".png")
img, _, err := image.Decode(fd)
if err != nil {
log.Fatalf("failed to decode image %s: %s", imagefile.Name(), err)
}
image := ebiten.NewImageFromImage(img)
return name, image
}

145
cmd/menu.go Normal file
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package cmd
import (
"image/color"
"github.com/ebitenui/ebitenui"
"github.com/ebitenui/ebitenui/widget"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
type SceneMenu struct {
Game *Game
Config *Config
Next SceneName
Prev SceneName
Whoami SceneName
Ui *ebitenui.UI
FontColor color.RGBA
First bool
Exit bool
}
func NewMenuScene(game *Game, config *Config) Scene {
scene := &SceneMenu{
Whoami: Menu,
Game: game,
Next: Menu,
Config: config,
FontColor: color.RGBA{255, 30, 30, 0xff},
}
scene.Init()
return scene
}
func (scene *SceneMenu) GetNext() SceneName {
return scene.Next
}
func (scene *SceneMenu) SetPrevious(prev SceneName) {
scene.Prev = prev
}
func (scene *SceneMenu) ResetNext() {
scene.Next = scene.Whoami
}
func (scene *SceneMenu) SetNext(next SceneName) {
scene.Next = next
}
func (scene *SceneMenu) Update() error {
scene.Ui.Update()
if scene.Exit {
return ebiten.Termination
}
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) || inpututil.IsKeyJustPressed(ebiten.KeyQ) {
scene.Config.DelayedStart = false
scene.Leave()
}
return nil
}
func (scene *SceneMenu) IsPrimary() bool {
return false
}
func (scene *SceneMenu) Draw(screen *ebiten.Image) {
scene.Ui.Draw(screen)
}
func (scene *SceneMenu) Leave() {
scene.SetNext(Play)
}
func (scene *SceneMenu) Init() {
rowContainer := NewRowContainer("Main Menu")
empty := NewMenuButton("Start with empty grid",
func(args *widget.ButtonClickedEventArgs) {
scene.Config.Empty = true
scene.Config.Restart = true
scene.Leave()
})
random := NewMenuButton("Start with random patterns",
func(args *widget.ButtonClickedEventArgs) {
scene.Config.Empty = false
scene.Config.Restart = true
scene.Leave()
})
copy := NewMenuButton("Save Copy as RLE",
func(args *widget.ButtonClickedEventArgs) {
scene.Config.Markmode = true
scene.Config.Paused = true
scene.Leave()
})
options := NewMenuButton("Options",
func(args *widget.ButtonClickedEventArgs) {
scene.SetNext(Options)
})
bindings := NewMenuButton("Show Key Bindings",
func(args *widget.ButtonClickedEventArgs) {
scene.SetNext(Keybindings)
})
separator1 := NewSeparator(3)
separator2 := NewSeparator(3)
separator3 := NewSeparator(10)
cancel := NewMenuButton("Back",
func(args *widget.ButtonClickedEventArgs) {
scene.Leave()
})
quit := NewMenuButton("Exit Golsky",
func(args *widget.ButtonClickedEventArgs) {
scene.Exit = true
})
rowContainer.AddChild(empty)
rowContainer.AddChild(random)
rowContainer.AddChild(separator1)
rowContainer.AddChild(options)
rowContainer.AddChild(copy)
rowContainer.AddChild(bindings)
rowContainer.AddChild(separator2)
rowContainer.AddChild(cancel)
rowContainer.AddChild(separator3)
rowContainer.AddChild(quit)
scene.Ui = &ebitenui.UI{
Container: rowContainer.Container(),
}
}

157
cmd/options.go Normal file
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package cmd
import (
"image/color"
"github.com/ebitenui/ebitenui"
"github.com/ebitenui/ebitenui/widget"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
type SceneOptions struct {
Game *Game
Config *Config
Next SceneName
Prev SceneName
Whoami SceneName
Ui *ebitenui.UI
FontColor color.RGBA
}
func NewOptionsScene(game *Game, config *Config) Scene {
scene := &SceneOptions{
Whoami: Options,
Game: game,
Next: Options,
Config: config,
FontColor: color.RGBA{255, 30, 30, 0xff},
}
scene.Init()
return scene
}
func (scene *SceneOptions) GetNext() SceneName {
return scene.Next
}
func (scene *SceneOptions) SetPrevious(prev SceneName) {
scene.Prev = prev
}
func (scene *SceneOptions) ResetNext() {
scene.Next = scene.Whoami
}
func (scene *SceneOptions) SetNext(next SceneName) {
scene.Next = next
}
func (scene *SceneOptions) IsPrimary() bool {
return false
}
func (scene *SceneOptions) Update() error {
scene.Ui.Update()
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) || inpututil.IsKeyJustPressed(ebiten.KeyQ) {
scene.SetNext(Play)
}
return nil
}
func (scene *SceneOptions) Draw(screen *ebiten.Image) {
scene.Ui.Draw(screen)
}
func (scene *SceneOptions) SetInitialValue(w *widget.LabeledCheckbox, value bool) {
if value {
w.SetState(
widget.WidgetChecked,
)
}
}
func (scene *SceneOptions) Init() {
rowContainer := NewRowContainer("Options")
pause := NewCheckbox("Pause",
scene.Config.Paused,
func(args *widget.CheckboxChangedEventArgs) {
scene.Config.TogglePaused()
})
debugging := NewCheckbox("Debugging",
scene.Config.Debug,
func(args *widget.CheckboxChangedEventArgs) {
scene.Config.ToggleDebugging()
})
gridlines := NewCheckbox("Show grid lines",
scene.Config.ShowGrid,
func(args *widget.CheckboxChangedEventArgs) {
scene.Config.ToggleGridlines()
})
evolution := NewCheckbox("Show evolution traces",
scene.Config.ShowEvolution,
func(args *widget.CheckboxChangedEventArgs) {
scene.Config.ToggleEvolution()
})
wrap := NewCheckbox("Wrap around edges",
scene.Config.Wrap,
func(args *widget.CheckboxChangedEventArgs) {
scene.Config.ToggleWrap()
})
themenames := make([]string, len(THEMES))
i := 0
for name := range THEMES {
themenames[i] = name
i++
}
themes := NewCombobox(
themenames,
scene.Config.Theme,
func(args *widget.ListComboButtonEntrySelectedEventArgs) {
scene.Config.SwitchTheme(args.Entry.(ListEntry).Name)
})
themelabel := NewLabel("Themes")
combocontainer := NewColumnContainer()
combocontainer.AddChild(themes)
combocontainer.AddChild(themelabel)
separator := NewSeparator(3)
separator2 := NewSeparator(3)
cancel := NewMenuButton("Close",
func(args *widget.ButtonClickedEventArgs) {
scene.SetNext(scene.Prev)
})
rowContainer.AddChild(pause)
rowContainer.AddChild(debugging)
rowContainer.AddChild(gridlines)
rowContainer.AddChild(evolution)
rowContainer.AddChild(wrap)
rowContainer.AddChild(separator)
rowContainer.AddChild(combocontainer)
rowContainer.AddChild(separator2)
rowContainer.AddChild(cancel)
scene.Ui = &ebitenui.UI{
Container: rowContainer.Container(),
}
}

712
cmd/play.go Normal file
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package cmd
import (
"fmt"
"image"
"log"
"sync"
"unsafe"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/hajimehoshi/ebiten/v2/vector"
"codeberg.org/scip/golsky/rle"
"golang.org/x/image/math/f64"
)
type Images struct {
Black, White, Age1, Age2, Age3, Age4, Old *ebiten.Image
}
const (
DEBUG_FORMAT = "FPS: %0.2f, TPG: %d, M: %0.2fMB, Generations: %d\nScale: %.02f, Zoom: %d, Cam: %.02f,%.02f Cursor: %d,%d %s"
)
type History struct {
Age [][]int64
}
func NewHistory(height, width int) History {
hist := History{}
hist.Age = make([][]int64, height)
for y := 0; y < height; y++ {
hist.Age[y] = make([]int64, width)
}
return hist
}
type ScenePlay struct {
Game *Game
Config *Config
Next SceneName
Prev SceneName
Whoami SceneName
Clear bool
Grids []*Grid // 2 grids: one current, one next
History History // holds state of past dead cells for evolution traces
Index int // points to current grid
Generations int64 // Stats
TicksElapsed int // tick counter for game speed
Camera Camera // for zoom+move
World, Cache *ebiten.Image // actual image we render to
WheelTurned bool // when user turns wheel multiple times, zoom faster
Dragging bool // middle mouse is pressed, move canvas
LastCursorPos []float64 // used to check if the user is dragging
MarkTaken bool // true when mouse1 pressed
MarkDone bool // true when mouse1 released, copy cells between Mark+Point
Mark, Point image.Point // area to marks+save
RunOneStep bool // mutable flags from config
TPG int // current game speed (ticks per game)
Theme Theme
RuleCheckFunc func(uint8, uint8) uint8
}
func NewPlayScene(game *Game, config *Config) Scene {
scene := &ScenePlay{
Whoami: Play,
Game: game,
Next: Play,
Config: config,
TPG: config.TPG,
RunOneStep: config.RunOneStep,
}
scene.Init()
return scene
}
func (scene *ScenePlay) IsPrimary() bool {
return true
}
func (scene *ScenePlay) GetNext() SceneName {
return scene.Next
}
func (scene *ScenePlay) SetPrevious(prev SceneName) {
scene.Prev = prev
}
func (scene *ScenePlay) ResetNext() {
scene.Next = scene.Whoami
}
func (scene *ScenePlay) SetNext(next SceneName) {
scene.Next = next
}
/* The standard Scene of Life is symbolized in rule-string notation
* as B3/S23 (23/3 here). A cell is born if it has exactly three
* neighbors, survives if it has two or three living neighbors,
* and dies otherwise.
* we abbreviate the calculation: if state is 0 and 3 neighbors
* are a life, check will be just 3. If the cell is alive, 9 will
* be added to the life neighbors (to avoid a collision with the
* result 3), which will be 11|12 in case of 2|3 life neighbors.
*/
func (scene *ScenePlay) CheckRuleB3S23(state uint8, neighbors uint8) uint8 {
switch (9 * state) + neighbors {
case 11:
fallthrough
case 12:
fallthrough
case 3:
return Alive
}
return Dead
}
/*
* The generic rule checker is able to calculate cell state for any
* GOL rul, including B3/S23.
*/
func (scene *ScenePlay) CheckRuleGeneric(state uint8, neighbors uint8) uint8 {
var nextstate uint8
if state != 1 && Contains(scene.Config.Rule.Birth, neighbors) {
nextstate = Alive
} else if state == 1 && Contains(scene.Config.Rule.Death, neighbors) {
nextstate = Alive
} else {
nextstate = Dead
}
return nextstate
}
// Update all cells according to the current rule
func (scene *ScenePlay) UpdateCells() {
// count ticks so we know when to actually run
scene.TicksElapsed++
if scene.TPG > scene.TicksElapsed {
// need to sleep a little more
return
}
// next grid index, we just xor 0|1 to 1|0
next := scene.Index ^ 1
var wg sync.WaitGroup
wg.Add(scene.Config.Height)
width := scene.Config.Width
height := scene.Config.Height
// compute life status of cells
for y := 0; y < height; y++ {
go func() {
defer wg.Done()
for x := 0; x < width; x++ {
state := scene.Grids[scene.Index].Data[y+STRIDE*x] // 0|1 == dead or alive
neighbors := scene.Grids[scene.Index].Counter(x, y)
// actually apply the current rules
nextstate := scene.RuleCheckFunc(state, neighbors)
// change state of current cell in next grid
scene.Grids[next].Data[y+STRIDE*x] = nextstate
if scene.Config.ShowEvolution {
// set history to current generation so we can infer the
// age of the cell's state during rendering and use it to
// deduce the color to use if evolution tracing is enabled
// 60FPS:
if state != nextstate {
scene.History.Age[y][x] = scene.Generations
}
}
}
}()
}
wg.Wait()
// switch grid for rendering
scene.Index ^= 1
// global stats counter
scene.Generations++
if scene.Config.RunOneStep {
// setp-wise mode, halt the game
scene.Config.RunOneStep = false
}
// reset speed counter
scene.TicksElapsed = 0
}
func (scene *ScenePlay) Reset() {
scene.Config.Paused = true
scene.InitGrid()
scene.Config.Paused = false
}
// check user input
func (scene *ScenePlay) CheckExit() error {
if inpututil.IsKeyJustPressed(ebiten.KeyQ) {
return ebiten.Termination
}
return nil
}
func (scene *ScenePlay) CheckInput() {
// primary functions, always available
switch {
case inpututil.IsKeyJustPressed(ebiten.KeyEscape):
scene.SetNext(Menu)
case inpututil.IsKeyJustPressed(ebiten.KeyO):
scene.SetNext(Options)
case inpututil.IsKeyJustPressed(ebiten.KeyC):
scene.Config.Markmode = true
scene.Config.Drawmode = false
scene.Config.Paused = true
case inpututil.IsKeyJustPressed(ebiten.KeyI):
scene.Config.Drawmode = true
scene.Config.Paused = true
}
if scene.Config.Markmode {
// no need to check any more input in mark mode
return
}
switch {
case inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyEnter):
scene.Config.TogglePaused()
case inpututil.IsKeyJustPressed(ebiten.KeyPageDown):
if scene.TPG < 120 {
scene.TPG++
}
case inpututil.IsKeyJustPressed(ebiten.KeyPageUp):
if scene.TPG >= 1 {
scene.TPG--
}
case inpututil.IsKeyJustPressed(ebiten.KeyS):
scene.SaveState()
case inpututil.IsKeyJustPressed(ebiten.KeyD):
scene.Config.Debug = !scene.Config.Debug
}
if scene.Config.Paused {
if inpututil.IsKeyJustPressed(ebiten.KeyN) {
scene.Config.RunOneStep = true
}
}
}
func (scene *ScenePlay) CheckDrawingInput() {
if scene.Config.Drawmode {
switch {
case inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft):
scene.ToggleCellOnCursorPos()
case inpututil.IsKeyJustPressed(ebiten.KeyEscape):
scene.Config.Drawmode = false
}
}
}
// Check dragging input. move the canvas with the mouse while pressing
// the middle mouse button, zoom in and out using the wheel.
func (scene *ScenePlay) CheckDraggingInput() {
if scene.Config.Markmode {
return
}
dragbutton := ebiten.MouseButtonLeft
if scene.Config.Drawmode {
dragbutton = ebiten.MouseButtonMiddle
}
// move canvas
if scene.Dragging && !ebiten.IsMouseButtonPressed(dragbutton) {
// release
scene.Dragging = false
}
if !scene.Dragging && ebiten.IsMouseButtonPressed(dragbutton) {
// start dragging
scene.Dragging = true
scene.LastCursorPos[0], scene.LastCursorPos[1] = scene.Camera.ScreenToWorld(ebiten.CursorPosition())
}
if scene.Dragging {
x, y := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
if x != scene.LastCursorPos[0] || y != scene.LastCursorPos[1] {
// actually drag by mouse cursor pos diff to last cursor pos
scene.Camera.Position[0] -= float64(x - scene.LastCursorPos[0])
scene.Camera.Position[1] -= float64(y - scene.LastCursorPos[1])
}
scene.LastCursorPos[0], scene.LastCursorPos[1] = scene.Camera.ScreenToWorld(ebiten.CursorPosition())
}
// also support the arrow keys to move the canvas
switch {
case ebiten.IsKeyPressed(ebiten.KeyArrowLeft):
scene.Camera.Position[0] -= 1
case ebiten.IsKeyPressed(ebiten.KeyArrowRight):
scene.Camera.Position[0] += 1
case ebiten.IsKeyPressed(ebiten.KeyArrowUp):
scene.Camera.Position[1] -= 1
case ebiten.IsKeyPressed(ebiten.KeyArrowDown):
scene.Camera.Position[1] += 1
}
// Zoom
_, dy := ebiten.Wheel()
if dy != 0 {
scene.Camera.ZoomFactor += (int(dy) * 5)
}
if inpututil.IsKeyJustPressed(ebiten.KeyR) {
scene.Camera.Reset()
}
}
func (scene *ScenePlay) GetWorldCursorPos() image.Point {
worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
return image.Point{
X: int(worldX) / scene.Config.Cellsize,
Y: int(worldY) / scene.Config.Cellsize,
}
}
func (scene *ScenePlay) CheckMarkInput() {
if !scene.Config.Markmode {
return
}
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
scene.Config.Markmode = false
}
if ebiten.IsMouseButtonPressed(ebiten.MouseButton0) {
if !scene.MarkTaken {
scene.Mark = scene.GetWorldCursorPos()
scene.MarkTaken = true
scene.MarkDone = false
}
scene.Point = scene.GetWorldCursorPos()
//fmt.Printf("Mark: %v, Point: %v\n", scene.Mark, scene.Point)
} else if inpututil.IsMouseButtonJustReleased(ebiten.MouseButton0) {
scene.Config.Markmode = false
scene.MarkTaken = false
scene.MarkDone = true
scene.SaveRectRLE()
}
}
func (scene *ScenePlay) SaveState() {
filename := GetFilename(scene.Generations)
err := scene.Grids[scene.Index].SaveState(filename, scene.Config.Rule.Definition)
if err != nil {
log.Printf("failed to save game state to %s: %s", filename, err)
}
log.Printf("saved game state to %s at generation %d\n", filename, scene.Generations)
}
func (scene *ScenePlay) SaveRectRLE() {
filename := GetFilenameRLE(scene.Generations)
if scene.Mark.X == scene.Point.X || scene.Mark.Y == scene.Point.Y {
log.Printf("can't save non-rectangle\n")
return
}
var width int
var height int
var startx int
var starty int
if scene.Mark.X < scene.Point.X {
// mark left point
startx = scene.Mark.X
width = scene.Point.X - scene.Mark.X
} else {
// mark right point
startx = scene.Point.X
width = scene.Mark.X - scene.Point.X
}
if scene.Mark.Y < scene.Point.Y {
// mark above point
starty = scene.Mark.Y
height = scene.Point.Y - scene.Mark.Y
} else {
// mark below point
starty = scene.Point.Y
height = scene.Mark.Y - scene.Point.Y
}
grid := make([][]uint8, height)
for y := 0; y < height; y++ {
grid[y] = make([]uint8, width)
for x := 0; x < width; x++ {
grid[y][x] = scene.Grids[scene.Index].Data[(y+starty)+STRIDE*(x+startx)]
}
}
err := rle.StoreGridToRLE(grid, filename, scene.Config.Rule.Definition, width, height)
if err != nil {
log.Printf("failed to save rect to %s: %s\n", filename, err)
} else {
log.Printf("saved selected rect to %s at generation %d\n", filename, scene.Generations)
}
}
func (scene *ScenePlay) Update() error {
if scene.Config.Restart {
scene.Config.Restart = false
scene.Generations = 0
scene.InitGrid()
scene.InitCache()
return nil
}
if scene.Config.RestartCache {
scene.Config.RestartCache = false
scene.Theme = scene.Config.ThemeManager.GetCurrentTheme()
scene.InitCache()
return nil
}
if quit := scene.CheckExit(); quit != nil {
return quit
}
scene.CheckInput()
scene.CheckDrawingInput()
scene.CheckDraggingInput()
scene.CheckMarkInput()
if !scene.Config.Paused || scene.RunOneStep {
scene.UpdateCells()
}
return nil
}
// set a cell to alive or dead
func (scene *ScenePlay) ToggleCellOnCursorPos() {
// use cursor pos relative to the world
worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
x := int(worldX) / scene.Config.Cellsize
y := int(worldY) / scene.Config.Cellsize
if x > -1 && y > -1 && x < scene.Config.Width && y < scene.Config.Height {
scene.Grids[scene.Index].Data[y+STRIDE*x] ^= 1
scene.History.Age[y][x] = 1
}
}
// draw the new grid state
func (scene *ScenePlay) Draw(screen *ebiten.Image) {
// we fill the whole screen with a background color, the cells
// themselfes will be 1px smaller as their nominal size, producing
// a nice grey grid with grid lines
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(0, 0)
scene.World.DrawImage(scene.Cache, op)
for y := 0; y < scene.Config.Height; y++ {
for x := 0; x < scene.Config.Width; x++ {
op.GeoM.Reset()
op.GeoM.Translate(
float64(x*scene.Config.Cellsize),
float64(y*scene.Config.Cellsize),
)
if scene.Config.ShowEvolution {
scene.DrawEvolution(screen, x, y, op)
} else {
if scene.Grids[scene.Index].Data[y+STRIDE*x] == 1 {
scene.World.DrawImage(scene.Theme.Tile(ColLife), op)
}
}
}
}
scene.DrawMark(scene.World)
scene.Camera.Render(scene.World, screen)
scene.DrawDebug(screen)
}
func (scene *ScenePlay) DrawEvolution(screen *ebiten.Image, x, y int, op *ebiten.DrawImageOptions) {
age := scene.Generations - scene.History.Age[y][x]
switch scene.Grids[scene.Index].Data[y+STRIDE*x] {
case Alive:
if age > 50 && scene.Config.ShowEvolution {
scene.World.DrawImage(scene.Theme.Tile(ColOld), op)
} else {
scene.World.DrawImage(scene.Theme.Tile(ColLife), op)
}
case Dead:
// only draw dead cells in case evolution trace is enabled
if scene.History.Age[y][x] > 1 && scene.Config.ShowEvolution {
switch {
case age < 10:
scene.World.DrawImage(scene.Theme.Tile(ColAge1), op)
case age < 20:
scene.World.DrawImage(scene.Theme.Tile(ColAge2), op)
case age < 30:
scene.World.DrawImage(scene.Theme.Tile(ColAge3), op)
default:
scene.World.DrawImage(scene.Theme.Tile(ColAge4), op)
}
}
}
}
func (scene *ScenePlay) DrawMark(screen *ebiten.Image) {
if scene.Config.Markmode && scene.MarkTaken {
x := float32(scene.Mark.X * scene.Config.Cellsize)
y := float32(scene.Mark.Y * scene.Config.Cellsize)
w := float32((scene.Point.X - scene.Mark.X) * scene.Config.Cellsize)
h := float32((scene.Point.Y - scene.Mark.Y) * scene.Config.Cellsize)
vector.StrokeRect(
scene.World,
x+1, y+1,
w, h,
1.0, scene.Theme.Color(ColOld), false,
)
}
}
func (scene *ScenePlay) DrawDebug(screen *ebiten.Image) {
if scene.Config.Debug {
paused := ""
if scene.Config.Paused {
paused = "-- paused --"
}
if scene.Config.Markmode {
paused = "-- mark --"
}
if scene.Config.Drawmode {
paused = "-- insert --"
}
x, y := ebiten.CursorPosition()
debug := fmt.Sprintf(
DEBUG_FORMAT,
ebiten.ActualTPS(), scene.TPG, GetMem(), scene.Generations,
scene.Game.Scale, scene.Camera.ZoomFactor,
scene.Camera.Position[0], scene.Camera.Position[1],
x, y,
paused)
FontRenderer.Renderer.SetSizePx(10 + int(scene.Game.Scale*10))
FontRenderer.Renderer.SetTarget(screen)
FontRenderer.Renderer.SetColor(scene.Theme.Color(ColLife))
FontRenderer.Renderer.Draw(debug, 31, 31)
FontRenderer.Renderer.SetColor(scene.Theme.Color(ColOld))
FontRenderer.Renderer.Draw(debug, 30, 30)
fmt.Println(debug)
}
}
// load a pre-computed pattern from RLE file
func (scene *ScenePlay) InitPattern() {
scene.Grids[0].LoadRLE(scene.Config.RLE)
// rule might have changed
scene.InitRuleCheckFunc()
}
// pre-render offscreen cache image
func (scene *ScenePlay) InitCache() {
// setup theme
scene.Theme.SetGrid(scene.Config.ShowGrid)
if !scene.Config.ShowGrid {
scene.Cache.Fill(scene.Theme.Color(ColDead))
return
}
op := &ebiten.DrawImageOptions{}
scene.Cache.Fill(scene.Theme.Color(ColGrid))
for y := 0; y < scene.Config.Height; y++ {
for x := 0; x < scene.Config.Width; x++ {
op.GeoM.Reset()
op.GeoM.Translate(
float64(x*scene.Config.Cellsize),
float64(y*scene.Config.Cellsize),
)
scene.Cache.DrawImage(scene.Theme.Tile(ColDead), op)
}
}
}
// initialize grid[s], either using pre-computed from state or rle file, or random
func (scene *ScenePlay) InitGrid() {
grida := NewGrid(scene.Config)
gridb := NewGrid(scene.Config)
// startup is delayed until user has selected options
grida.FillRandom()
scene.Grids = []*Grid{
grida,
gridb,
}
scene.History = NewHistory(scene.Config.Height, scene.Config.Width)
}
func (scene *ScenePlay) Init() {
// setup the scene
scene.Camera = Camera{
ViewPort: f64.Vec2{
float64(scene.Config.ScreenWidth),
float64(scene.Config.ScreenHeight),
},
InitialZoomFactor: scene.Config.Zoomfactor,
InitialPosition: f64.Vec2{
scene.Config.InitialCamPos[0],
scene.Config.InitialCamPos[1],
},
ZoomOutFactor: scene.Config.ZoomOutFactor,
}
scene.World = ebiten.NewImage(
scene.Config.Width*scene.Config.Cellsize,
scene.Config.Height*scene.Config.Cellsize,
)
scene.Cache = ebiten.NewImage(
scene.Config.Width*scene.Config.Cellsize,
scene.Config.Height*scene.Config.Cellsize,
)
scene.Theme = scene.Config.ThemeManager.GetCurrentTheme()
scene.InitCache()
if scene.Config.DelayedStart && !scene.Config.Empty {
// do not fill the grid when the main menu comes up first, the
// user decides interactively what to do
scene.Config.Empty = true
scene.InitGrid()
scene.Config.Empty = false
} else {
scene.InitGrid()
}
scene.InitPattern()
scene.Index = 0
scene.TicksElapsed = 0
scene.LastCursorPos = make([]float64, 2)
if scene.Config.Zoomfactor < 0 || scene.Config.Zoomfactor > 0 {
scene.Camera.ZoomFactor = scene.Config.Zoomfactor
}
scene.Camera.Setup()
}
func bool2int(b bool) int {
return int(*(*byte)(unsafe.Pointer(&b)))
}
func (scene *ScenePlay) InitRuleCheckFunc() {
if scene.Config.Rule.Definition == "B3/S23" {
scene.RuleCheckFunc = scene.CheckRuleB3S23
} else {
scene.RuleCheckFunc = scene.CheckRuleGeneric
}
}

52
cmd/rule.go Normal file
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package cmd
import (
"log"
"strconv"
"strings"
)
// a GOL rule
type Rule struct {
Definition string
Birth []uint8
Death []uint8
}
// parse one part of a GOL rule into rule slice
func NumbersToList(numbers string) []uint8 {
list := []uint8{}
items := strings.Split(numbers, "")
for _, item := range items {
num, err := strconv.Atoi(item)
if err != nil {
log.Fatalf("failed to parse game rule part <%s>: %s", numbers, err)
}
list = append(list, uint8(num))
}
return list
}
// parse GOL rule, used in CheckRule()
func ParseGameRule(rule string) *Rule {
parts := strings.Split(rule, "/")
if len(parts) < 2 {
log.Fatalf("Invalid game rule <%s>", rule)
}
golrule := &Rule{Definition: rule}
for _, part := range parts {
if part[0] == 'B' {
golrule.Birth = NumbersToList(part[1:])
} else {
golrule.Death = NumbersToList(part[1:])
}
}
return golrule
}

28
cmd/scene.go Normal file
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package cmd
import "github.com/hajimehoshi/ebiten/v2"
// Wrapper for different screens to be shown, as Welcome, Options,
// About, Menu Level and of course the actual game
// Scenes are responsible for screen clearing! That way a scene is able
// to render its content onto the running level, e.g. the options scene
// etc.
type SceneName int
type Scene interface {
SetNext(SceneName)
GetNext() SceneName
SetPrevious(SceneName)
ResetNext()
Update() error
Draw(screen *ebiten.Image)
IsPrimary() bool // if true, this scene will be always drawn
}
const (
Menu = iota // main top level menu
Play // actual playing happens here
Options
Keybindings
)

11
cmd/system.go Normal file
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package cmd
import "runtime"
// returns current memory usage in MB
func GetMem() float64 {
var m runtime.MemStats
runtime.ReadMemStats(&m)
return float64(m.Alloc) / 1024 / 1024
}

189
cmd/theme.go Normal file
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package cmd
import (
"fmt"
"image/color"
"log"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/vector"
)
// Color definitions. ColLife could be black or white depending on theme
const (
ColLife = iota
ColDead
ColOld
ColAge1
ColAge2
ColAge3
ColAge4
ColGrid
)
// A Theme defines how the grid and the cells are colored. We define
// the colors and the actual tile images here, so that they are
// readily available from play.go
type Theme struct {
Tiles map[int]*ebiten.Image
GridTiles map[int]*ebiten.Image
Colors map[int]color.RGBA
Name string
ShowGrid bool
}
type ThemeDef struct {
life, dead, grid, old, age1, age2, age3, age4 string
}
var THEMES = map[string]ThemeDef{
"standard": {
life: "e15f0b",
dead: "5a5a5a",
old: "ff1e1e",
grid: "808080",
age3: "6c6059",
age2: "735f52",
age1: "7b5e4b",
age4: "635d59",
},
"dark": {
life: "c8c8c8",
dead: "000000",
old: "ff1e1e",
grid: "808080",
age1: "522600",
age2: "422300",
age3: "2b1b00",
age4: "191100",
},
"light": {
life: "000000",
dead: "c8c8c8",
old: "ff1e1e",
grid: "808080",
age1: "ffc361",
age2: "ffd38c",
age3: "ffe3b5",
age4: "fff0e0",
},
}
// create a new theme
func NewTheme(def ThemeDef, cellsize int, name string) Theme {
theme := Theme{
Name: name,
Colors: map[int]color.RGBA{
ColLife: HexColor2RGBA(def.life),
ColDead: HexColor2RGBA(def.dead),
ColGrid: HexColor2RGBA(def.grid),
ColAge1: HexColor2RGBA(def.age1),
ColAge2: HexColor2RGBA(def.age2),
ColAge3: HexColor2RGBA(def.age3),
ColAge4: HexColor2RGBA(def.age4),
ColOld: HexColor2RGBA(def.old),
},
}
theme.Tiles = make(map[int]*ebiten.Image, 6)
theme.GridTiles = make(map[int]*ebiten.Image, 6)
for cid, col := range theme.Colors {
theme.Tiles[cid] = ebiten.NewImage(cellsize, cellsize)
FillCell(theme.Tiles[cid], cellsize, col, 0)
theme.GridTiles[cid] = ebiten.NewImage(cellsize, cellsize)
FillCell(theme.GridTiles[cid], cellsize, col, 1)
}
return theme
}
// return the tile image for the requested color type. panic if
// unknown type is being used, which is ok, since the code is the only
// user anyway
func (theme *Theme) Tile(col int) *ebiten.Image {
if theme.ShowGrid {
return theme.GridTiles[col]
}
return theme.Tiles[col]
}
func (theme *Theme) Color(col int) color.RGBA {
return theme.Colors[col]
}
func (theme *Theme) SetGrid(showgrid bool) {
theme.ShowGrid = showgrid
}
type ThemeManager struct {
Theme string
Themes map[string]Theme
}
// Manager is used to easily switch themes from cli or menu
func NewThemeManager(initial string, cellsize int) ThemeManager {
manager := ThemeManager{
Theme: initial,
}
manager.Themes = make(map[string]Theme, len(THEMES))
for name, def := range THEMES {
manager.Themes[name] = NewTheme(def, cellsize, name)
}
return manager
}
func (manager *ThemeManager) GetCurrentTheme() Theme {
return manager.Themes[manager.Theme]
}
func (manager *ThemeManager) GetCurrentThemeName() string {
return manager.Theme
}
func (manager *ThemeManager) SetCurrentTheme(theme string) {
if Exists(manager.Themes, theme) {
manager.Theme = theme
}
}
// Fill a cell with the given color.
//
// We do not draw the cell at 0,0 of it's position but at 1,1. This
// creates a top and lef transparent. By using a different background
// for the whole grid we can then decide wether to show grid lines or
// not.
//
// If no gridlines are selected the background will just be filled
// with the DEAD color. However, IF we are to show the gridlines, we
// fill it with a lighter color. The transparent edges of all tiles
// then create the grid.
//
// So we don't draw a grid, we just left a grid behind, which saves us
// from a lot of drawing operations.
func FillCell(tile *ebiten.Image, cellsize int, col color.RGBA, x int) {
vector.DrawFilledRect(
tile,
float32(x),
float32(x),
float32(cellsize),
float32(cellsize),
col, false,
)
}
func HexColor2RGBA(hex string) color.RGBA {
var r, g, b uint8
_, err := fmt.Sscanf(hex, "%02x%02x%02x", &r, &g, &b)
if err != nil {
log.Fatalf("failed to parse hex color: %s", err)
}
return color.RGBA{r, g, b, 255}
}

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cmd/widgets.go Normal file
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package cmd
import (
"image/color"
"github.com/ebitenui/ebitenui/image"
"github.com/ebitenui/ebitenui/widget"
)
func NewMenuButton(
text string,
action func(args *widget.ButtonClickedEventArgs)) *widget.Button {
buttonImage, _ := LoadButtonImage()
return widget.NewButton(
widget.ButtonOpts.WidgetOpts(
widget.WidgetOpts.LayoutData(widget.RowLayoutData{
Position: widget.RowLayoutPositionCenter,
Stretch: true,
MaxWidth: 200,
MaxHeight: 100,
}),
),
widget.ButtonOpts.Image(buttonImage),
widget.ButtonOpts.Text(text, *FontRenderer.FontSmall, &widget.ButtonTextColor{
Idle: color.NRGBA{0xdf, 0xf4, 0xff, 0xff},
}),
widget.ButtonOpts.TextPadding(widget.Insets{
Left: 5,
Right: 5,
Top: 5,
Bottom: 5,
}),
widget.ButtonOpts.ClickedHandler(action),
)
}
func NewCheckbox(
text string,
initialvalue bool,
action func(args *widget.CheckboxChangedEventArgs)) *widget.LabeledCheckbox {
checkboxImage, _ := LoadCheckboxImage()
buttonImage, _ := LoadButtonImage()
var state widget.WidgetState
if initialvalue {
state = widget.WidgetChecked
}
return widget.NewLabeledCheckbox(
widget.LabeledCheckboxOpts.CheckboxOpts(
widget.CheckboxOpts.ButtonOpts(
widget.ButtonOpts.Image(buttonImage),
),
widget.CheckboxOpts.Image(checkboxImage),
widget.CheckboxOpts.StateChangedHandler(action),
widget.CheckboxOpts.InitialState(state),
),
widget.LabeledCheckboxOpts.LabelOpts(
widget.LabelOpts.Text(text, *FontRenderer.FontSmall,
&widget.LabelColor{
Idle: color.NRGBA{0xdf, 0xf4, 0xff, 0xff},
}),
),
)
}
func NewSeparator(padding int) widget.PreferredSizeLocateableWidget {
c := widget.NewContainer(
widget.ContainerOpts.Layout(widget.NewRowLayout(
widget.RowLayoutOpts.Direction(widget.DirectionVertical),
widget.RowLayoutOpts.Padding(widget.Insets{
Top: padding,
Bottom: 0,
}))),
widget.ContainerOpts.WidgetOpts(
widget.WidgetOpts.LayoutData(
widget.RowLayoutData{Stretch: true})))
return c
}
type ListEntry struct {
id int
Name string
}
func NewCombobox(items []string, selected string,
action func(args *widget.ListComboButtonEntrySelectedEventArgs)) *widget.ListComboButton {
buttonImage, _ := LoadButtonImage()
entries := make([]any, 0, len(items))
idxselected := 0
for i, item := range items {
entries = append(entries, ListEntry{i, item})
if items[i] == selected {
idxselected = i
}
}
comboBox := widget.NewListComboButton(
widget.ListComboButtonOpts.SelectComboButtonOpts(
widget.SelectComboButtonOpts.ComboButtonOpts(
//Set the max height of the dropdown list
widget.ComboButtonOpts.MaxContentHeight(150),
//Set the parameters for the primary displayed button
widget.ComboButtonOpts.ButtonOpts(
widget.ButtonOpts.Image(buttonImage),
widget.ButtonOpts.TextPadding(widget.NewInsetsSimple(5)),
widget.ButtonOpts.Text("", *FontRenderer.FontSmall, &widget.ButtonTextColor{
Idle: color.White,
Disabled: color.White,
}),
widget.ButtonOpts.WidgetOpts(
//Set how wide the button should be
widget.WidgetOpts.MinSize(50, 0),
//Set the combobox's position
widget.WidgetOpts.LayoutData(widget.AnchorLayoutData{
HorizontalPosition: widget.AnchorLayoutPositionCenter,
VerticalPosition: widget.AnchorLayoutPositionCenter,
})),
),
),
),
widget.ListComboButtonOpts.ListOpts(
//Set how wide the dropdown list should be
widget.ListOpts.ContainerOpts(
widget.ContainerOpts.WidgetOpts(widget.WidgetOpts.MinSize(50, 0)),
),
//Set the entries in the list
widget.ListOpts.Entries(entries),
widget.ListOpts.ScrollContainerOpts(
//Set the background images/color for the dropdown list
widget.ScrollContainerOpts.Image(&widget.ScrollContainerImage{
Idle: image.NewNineSliceColor(color.NRGBA{100, 100, 100, 255}),
Disabled: image.NewNineSliceColor(color.NRGBA{100, 100, 100, 255}),
Mask: image.NewNineSliceColor(color.NRGBA{100, 100, 100, 255}),
}),
),
widget.ListOpts.SliderOpts(
//Set the background images/color for the background of the slider track
widget.SliderOpts.Images(&widget.SliderTrackImage{
Idle: image.NewNineSliceColor(color.NRGBA{100, 100, 100, 255}),
Hover: image.NewNineSliceColor(color.NRGBA{100, 100, 100, 255}),
}, buttonImage),
widget.SliderOpts.MinHandleSize(5),
//Set how wide the track should be
widget.SliderOpts.TrackPadding(widget.NewInsetsSimple(2))),
//Set the font for the list options
widget.ListOpts.EntryFontFace(*FontRenderer.FontSmall),
//Set the colors for the list
widget.ListOpts.EntryColor(&widget.ListEntryColor{
Selected: color.NRGBA{254, 255, 255, 255},
Unselected: color.NRGBA{254, 255, 255, 255},
SelectedBackground: HexColor2RGBA(THEMES["standard"].life),
SelectedFocusedBackground: HexColor2RGBA(THEMES["standard"].old),
FocusedBackground: HexColor2RGBA(THEMES["standard"].old),
DisabledUnselected: HexColor2RGBA(THEMES["standard"].grid),
DisabledSelected: HexColor2RGBA(THEMES["standard"].grid),
DisabledSelectedBackground: HexColor2RGBA(THEMES["standard"].grid),
}),
//Padding for each entry
widget.ListOpts.EntryTextPadding(widget.NewInsetsSimple(5)),
),
//Define how the entry is displayed
widget.ListComboButtonOpts.EntryLabelFunc(
func(e any) string {
//Button Label function, visible if not open
return e.(ListEntry).Name
},
func(e any) string {
//List Label function, visible items if open
return e.(ListEntry).Name
}),
//Callback when a new entry is selected
widget.ListComboButtonOpts.EntrySelectedHandler(action),
)
//Select the middle entry -- optional
comboBox.SetSelectedEntry(entries[idxselected])
return comboBox
}
func NewLabel(text string) *widget.Text {
return widget.NewText(
widget.TextOpts.Text(text, *FontRenderer.FontSmall, color.White),
widget.TextOpts.Position(widget.TextPositionCenter, widget.TextPositionCenter),
widget.TextOpts.WidgetOpts(
widget.WidgetOpts.LayoutData(widget.RowLayoutData{
Position: widget.RowLayoutPositionCenter,
}),
),
)
}
/////////////// containers
type RowContainer struct {
Root *widget.Container
Row *widget.Container
}
func (container *RowContainer) AddChild(child widget.PreferredSizeLocateableWidget) {
container.Row.AddChild(child)
}
func (container *RowContainer) Container() *widget.Container {
return container.Root
}
// set arg to false if no background needed
func NewRowContainer(title string) *RowContainer {
buttonImageHover := image.NewNineSlice(Assets["button-9slice3"], [3]int{3, 3, 3}, [3]int{3, 3, 3})
uiContainer := widget.NewContainer(
widget.ContainerOpts.Layout(widget.NewAnchorLayout()),
)
titleLabel := widget.NewText(
widget.TextOpts.WidgetOpts(widget.WidgetOpts.LayoutData(widget.RowLayoutData{
Stretch: true,
})),
widget.TextOpts.Text(title, *FontRenderer.FontNormal, color.NRGBA{0xdf, 0xf4, 0xff, 0xff}))
rowContainer := widget.NewContainer(
widget.ContainerOpts.WidgetOpts(
widget.WidgetOpts.LayoutData(widget.AnchorLayoutData{
HorizontalPosition: widget.AnchorLayoutPositionCenter,
VerticalPosition: widget.AnchorLayoutPositionCenter,
}),
),
widget.ContainerOpts.Layout(widget.NewRowLayout(
widget.RowLayoutOpts.Direction(widget.DirectionVertical),
widget.RowLayoutOpts.Padding(widget.NewInsetsSimple(8)),
widget.RowLayoutOpts.Spacing(0),
)),
widget.ContainerOpts.BackgroundImage(buttonImageHover),
)
rowContainer.AddChild(titleLabel)
uiContainer.AddChild(rowContainer)
return &RowContainer{
Root: uiContainer,
Row: rowContainer,
}
}
func NewColumnContainer() *widget.Container {
colcontainer := widget.NewContainer(
widget.ContainerOpts.Layout(
widget.NewGridLayout(
widget.GridLayoutOpts.Columns(2),
widget.GridLayoutOpts.Spacing(5, 0),
),
),
)
return colcontainer
}
func LoadButtonImage() (*widget.ButtonImage, error) {
idle := image.NewNineSlice(Assets["button-9slice2"], [3]int{3, 3, 3}, [3]int{3, 3, 3})
hover := image.NewNineSlice(Assets["button-9slice3"], [3]int{3, 3, 3}, [3]int{3, 3, 3})
pressed := image.NewNineSlice(Assets["button-9slice1"], [3]int{3, 3, 3}, [3]int{3, 3, 3})
return &widget.ButtonImage{
Idle: idle,
Hover: hover,
Pressed: pressed,
}, nil
}
func LoadComboLabelImage() *widget.ButtonImageImage {
return &widget.ButtonImageImage{
Idle: Assets["checkbox-9slice2"],
Disabled: Assets["checkbox-9slice2"],
}
}
func LoadCheckboxImage() (*widget.CheckboxGraphicImage, error) {
unchecked := &widget.ButtonImageImage{
Idle: Assets["checkbox-9slice2"],
Disabled: Assets["checkbox-9slice2"],
}
checked := &widget.ButtonImageImage{
Idle: Assets["checkbox-9slice1"],
Disabled: Assets["checkbox-9slice1"],
}
return &widget.CheckboxGraphicImage{
Checked: checked,
Unchecked: unchecked,
Greyed: unchecked,
}, nil
}