Compare commits
6 Commits
performanc
...
menu2subsc
| Author | SHA1 | Date | |
|---|---|---|---|
| 11fc54399c | |||
| 80797a90fb | |||
| 0bd7c51bfd | |||
| 6afdf3fa62 | |||
| f2289238df | |||
| 37fb0d637f |
3
.gitignore
vendored
@@ -3,6 +3,3 @@ bak
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|||||||
dump*
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dump*
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||||||
rect*
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rect*
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||||||
*profile
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*profile
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||||||
*prof
|
|
||||||
*lif
|
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||||||
*rle
|
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||||||
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101
Makefile
@@ -1,4 +1,97 @@
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.PHONY: all
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# Copyright © 2024 Thomas von Dein
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all:
|
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make -C src
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# This program is free software: you can redistribute it and/or modify
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mv src/golsky .
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# it under the terms of the GNU General Public License as published by
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||||||
|
# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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|
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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||||||
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# GNU General Public License for more details.
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||||||
|
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||||||
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# You should have received a copy of the GNU General Public License
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||||||
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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#
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# no need to modify anything below
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tool = golsky
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VERSION = $(shell grep VERSION main.go | head -1 | cut -d '"' -f2)
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archs = darwin freebsd linux windows
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PREFIX = /usr/local
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UID = root
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GID = 0
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HAVE_POD := $(shell pod2text -h 2>/dev/null)
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#TAGS = -tags=ebitenginedebug
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all: buildlocal
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buildlocal:
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go build $(TAGS) -o $(tool)
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|
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install: buildlocal
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install -d -o $(UID) -g $(GID) $(PREFIX)/bin
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install -d -o $(UID) -g $(GID) $(PREFIX)/man/man1
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install -o $(UID) -g $(GID) -m 555 $(tool) $(PREFIX)/sbin/
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install -o $(UID) -g $(GID) -m 444 $(tool).1 $(PREFIX)/man/man1/
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|
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clean:
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rm -rf $(tool) coverage.out testdata t/out
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|
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test: clean
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mkdir -p t/out
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go test ./... $(ARGS)
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|
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testlint: test lint
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|
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lint:
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golangci-lint run
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|
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lint-full:
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golangci-lint run --enable-all --exclude-use-default --disable exhaustivestruct,exhaustruct,depguard,interfacer,deadcode,golint,structcheck,scopelint,varcheck,ifshort,maligned,nosnakecase,godot,funlen,gofumpt,cyclop,noctx,gochecknoglobals,paralleltest
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testfuzzy: clean
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go test -fuzz ./... $(ARGS)
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singletest:
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@echo "Call like this: make singletest TEST=TestPrepareColumns ARGS=-v"
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go test -run $(TEST) $(ARGS)
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cover-report:
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go test ./... -cover -coverprofile=coverage.out
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go tool cover -html=coverage.out
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goupdate:
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go get -t -u=patch ./...
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buildall:
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./mkrel.sh $(tool) $(VERSION)
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release: buildall
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gh release create $(VERSION) --generate-notes releases/*
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show-versions: buildlocal
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@echo "### golsky version:"
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@./golsky -V
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|
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@echo
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@echo "### go module versions:"
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@go list -m all
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|
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@echo
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@echo "### go version used for building:"
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@grep -m 1 go go.mod
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# lint:
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# golangci-lint run -p bugs -p unused
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buildwasm:
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env GOOS=js GOARCH=wasm go build -o $(tool).wasm $(LDFLAGS) .
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|
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zipwasm:
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zip -r openquell-$(SHORTVERSION).zip index.html $(tool).wasm wasm_exec.js
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|
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wasm: buildwasm zipwasm
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@ls -l $(tool)-$(SHORTVERSION).zip
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57
TODO.md
@@ -1,46 +1,17 @@
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- add all other options like size etc
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- add all other options like size etc
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- do not process history if turned off
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- add gif export
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- add toolbar
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- turn input ifs to switch
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- add insert mode for edit like vi
|
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- use left mouse to drag grid unless insert mode is active
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- keep supporting middle mouse to drag so that dragging is possible in insert mode
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- print current mode to the bottom like pause, insert and mark
|
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- add https://www.ibiblio.org/lifepatterns/october1970.html
|
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- use uint8 or bool, history needs not be larger than 256 anyway
|
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- history: dont count age but do calc to get index to age tile based on cell age
|
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- maybe pre calc neighbors as 8 slice of pointers to neighboring cells to faster do the count
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- https://mattnakama.com/blog/go-branchless-coding/
|
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- add performance measurements, see:
|
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DrawTriangles: https://github.com/TLINDEN/testgol
|
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WritePixels: https://github.com/TLINDEN/testgol/tree/wrpixels
|
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https://www.tasnimzotder.com/blog/optimizing-game-of-life-algorithm
|
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- Speed
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- changing options mid-game has no effect in most cases, even after a restart
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https://conwaylife.com/forums/viewtopic.php?f=7&t=3237
|
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- Statefile loading does not work correclty anymore. With larger grids
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everything is empty. With square grids part of the grid is cut
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off. Smaller grids load though
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- Patterns:
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- Also when loading a state file, centering doesn't work anymore, I
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|
think the geom calculation is overthrown by the parser func. So, put
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A Catagolue textcensus of, say, period-2 oscillators from
|
this calc into its own func and always call. Or - as stated below -
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non-symmetrical soups can be found at
|
put it onto camera.go and call from Init().
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|
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https://catagolue.hatsya.com/textcensus/b3s23/C1/xp2
|
- Zoom 0 on reset only works when world<screen. otherwise zoom would
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|
be negative So, on Init() memoize centered camera position or add a
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The URL is made by just adding the prefix "text" to the word "census",
|
Center() function to camera.go. Then on reset calculate the zoom
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in any URL linked to from a Catagolue census page such as this one:
|
level so that the world fits into the screen.
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|
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https://catagolue.hatsya.com/census/b3s23/C1
|
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Format:
|
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https://conwaylife.com/wiki/Apgcode
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Collections:
|
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https://conwaylife.com/wiki/Pattern_of_the_Year
|
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https://www.ibiblio.org/lifepatterns/
|
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https://entropymine.com/jason/life/
|
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https://github.com/Matthias-Merzenich/jslife-moving
|
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https://conwaylife.com/ref/mniemiec/lifepage.htm
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https://conwaylife.com/wiki/Spaceship ff.
|
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|
Before Width: | Height: | Size: 269 B After Width: | Height: | Size: 269 B |
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Before Width: | Height: | Size: 263 B After Width: | Height: | Size: 263 B |
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Before Width: | Height: | Size: 269 B After Width: | Height: | Size: 269 B |
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Before Width: | Height: | Size: 289 B After Width: | Height: | Size: 289 B |
|
Before Width: | Height: | Size: 271 B After Width: | Height: | Size: 271 B |
@@ -1,5 +1,3 @@
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// this comes from the camera example but I enhanced it a little bit
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package main
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package main
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import (
|
import (
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@@ -11,12 +9,9 @@ import (
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)
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)
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type Camera struct {
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type Camera struct {
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ViewPort f64.Vec2
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ViewPort f64.Vec2
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Position f64.Vec2
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Position f64.Vec2
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ZoomFactor int
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ZoomFactor int
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InitialZoomFactor int
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InitialPosition f64.Vec2
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ZoomOutFactor int
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}
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}
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func (c *Camera) String() string {
|
func (c *Camera) String() string {
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@@ -37,17 +32,15 @@ func (c *Camera) worldMatrix() ebiten.GeoM {
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m := ebiten.GeoM{}
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m := ebiten.GeoM{}
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m.Translate(-c.Position[0], -c.Position[1])
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m.Translate(-c.Position[0], -c.Position[1])
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viewportCenter := c.viewportCenter()
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// We want to scale and rotate around center of image / screen
|
// We want to scale and rotate around center of image / screen
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m.Translate(-viewportCenter[0], -viewportCenter[1])
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m.Translate(-c.viewportCenter()[0], -c.viewportCenter()[1])
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|
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m.Scale(
|
m.Scale(
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math.Pow(1.01, float64(c.ZoomFactor)),
|
math.Pow(1.01, float64(c.ZoomFactor)),
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math.Pow(1.01, float64(c.ZoomFactor)),
|
math.Pow(1.01, float64(c.ZoomFactor)),
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)
|
)
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|
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m.Translate(viewportCenter[0], viewportCenter[1])
|
m.Translate(c.viewportCenter()[0], c.viewportCenter()[1])
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return m
|
return m
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}
|
}
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|
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@@ -68,14 +61,8 @@ func (c *Camera) ScreenToWorld(posX, posY int) (float64, float64) {
|
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}
|
}
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}
|
}
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|
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func (c *Camera) Setup() {
|
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c.Position[0] = c.InitialPosition[0]
|
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c.Position[1] = c.InitialPosition[1]
|
|
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c.ZoomFactor = c.InitialZoomFactor
|
|
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}
|
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|
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func (c *Camera) Reset() {
|
func (c *Camera) Reset() {
|
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c.Position[0] = c.InitialPosition[0]
|
c.Position[0] = 0
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c.Position[1] = c.InitialPosition[1]
|
c.Position[1] = 0
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c.ZoomFactor = c.ZoomOutFactor
|
c.ZoomFactor = 0
|
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}
|
}
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@@ -30,7 +30,6 @@ type Config struct {
|
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Restart, RestartGrid, RestartCache bool
|
Restart, RestartGrid, RestartCache bool
|
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StartWithMenu bool
|
StartWithMenu bool
|
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Zoomfactor int
|
Zoomfactor int
|
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ZoomOutFactor int
|
|
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InitialCamPos []float64
|
InitialCamPos []float64
|
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DelayedStart bool // if true game, we wait. like pause but program induced
|
DelayedStart bool // if true game, we wait. like pause but program induced
|
||||||
|
|
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@@ -52,40 +51,6 @@ const (
|
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DEFAULT_GEOM = "640x384"
|
DEFAULT_GEOM = "640x384"
|
||||||
)
|
)
|
||||||
|
|
||||||
func (config *Config) SetupCamera() {
|
|
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config.Zoomfactor = DEFAULT_ZOOMFACTOR
|
|
||||||
|
|
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// 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.
|
|
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config.InitialCamPos = make([]float64, 2)
|
|
||||||
|
|
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config.InitialCamPos[0] = float64(((config.ScreenWidth - (config.Width * config.Cellsize)) / 2) * -1)
|
|
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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
|
// parse given window geometry and adjust game settings according to it
|
||||||
func (config *Config) ParseGeom(geom string) error {
|
func (config *Config) ParseGeom(geom string) error {
|
||||||
// force a geom
|
// force a geom
|
||||||
@@ -108,37 +73,40 @@ func (config *Config) ParseGeom(geom string) error {
|
|||||||
config.ScreenHeight = height
|
config.ScreenHeight = height
|
||||||
|
|
||||||
config.Cellsize = DEFAULT_CELLSIZE
|
config.Cellsize = DEFAULT_CELLSIZE
|
||||||
|
config.Zoomfactor = DEFAULT_ZOOMFACTOR
|
||||||
|
|
||||||
|
// 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])
|
||||||
|
}
|
||||||
|
|
||||||
|
if config.Height*config.Cellsize > config.ScreenHeight {
|
||||||
|
config.InitialCamPos[1] = math.Abs(float64(((config.ScreenHeight - (config.Height * config.Cellsize)) / 2)))
|
||||||
|
}
|
||||||
|
|
||||||
return nil
|
return nil
|
||||||
}
|
}
|
||||||
|
|
||||||
// check if we have been given an RLE or LIF file to load, then load
|
// check if we have been given an RLE file to load, then load it and
|
||||||
// it and adjust game settings accordingly
|
// adjust game settings accordingly
|
||||||
func (config *Config) ParseRLE(rlefile string) error {
|
func (config *Config) ParseRLE(rlefile string) error {
|
||||||
if rlefile == "" {
|
if rlefile == "" {
|
||||||
return nil
|
return nil
|
||||||
}
|
}
|
||||||
|
|
||||||
var rleobj *rle.RLE
|
rleobj, err := rle.GetRLE(rlefile)
|
||||||
|
if err != nil {
|
||||||
if strings.HasSuffix(rlefile, ".lif") {
|
return err
|
||||||
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 {
|
if rleobj == nil {
|
||||||
return errors.New("failed to load pattern file (uncatched module error)")
|
return errors.New("failed to load RLE file (uncatched module error)")
|
||||||
}
|
}
|
||||||
|
|
||||||
config.RLE = rleobj
|
config.RLE = rleobj
|
||||||
@@ -164,6 +132,25 @@ func (config *Config) ParseRLE(rlefile string) error {
|
|||||||
return nil
|
return nil
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// parse a state file, if given, and adjust game settings accordingly
|
||||||
|
func (config *Config) ParseStatefile() error {
|
||||||
|
if config.Statefile == "" {
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
|
grid, err := LoadState(config.Statefile)
|
||||||
|
if err != nil {
|
||||||
|
return fmt.Errorf("failed to load game state: %s", err)
|
||||||
|
}
|
||||||
|
|
||||||
|
config.Width = grid.Width
|
||||||
|
config.Height = grid.Height
|
||||||
|
config.Cellsize = config.ScreenWidth / config.Width
|
||||||
|
config.StateGrid = grid
|
||||||
|
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
func (config *Config) EnableCPUProfiling(filename string) error {
|
func (config *Config) EnableCPUProfiling(filename string) error {
|
||||||
if filename == "" {
|
if filename == "" {
|
||||||
return nil
|
return nil
|
||||||
@@ -198,7 +185,8 @@ func ParseCommandline() (*Config, error) {
|
|||||||
"game speed: the higher the slower (default: 10)")
|
"game speed: the higher the slower (default: 10)")
|
||||||
|
|
||||||
pflag.StringVarP(&rule, "rule", "r", "B3/S23", "game rule")
|
pflag.StringVarP(&rule, "rule", "r", "B3/S23", "game rule")
|
||||||
pflag.StringVarP(&rlefile, "pattern-file", "f", "", "RLE or LIF pattern file")
|
pflag.StringVarP(&rlefile, "rle-file", "f", "", "RLE pattern file")
|
||||||
|
pflag.StringVarP(&config.Statefile, "load-state-file", "l", "", "game state file")
|
||||||
|
|
||||||
pflag.BoolVarP(&config.ShowVersion, "version", "v", false, "show version")
|
pflag.BoolVarP(&config.ShowVersion, "version", "v", false, "show version")
|
||||||
pflag.BoolVarP(&config.Paused, "paused", "p", false, "do not start simulation (use space to start)")
|
pflag.BoolVarP(&config.Paused, "paused", "p", false, "do not start simulation (use space to start)")
|
||||||
@@ -226,14 +214,17 @@ func ParseCommandline() (*Config, error) {
|
|||||||
return nil, err
|
return nil, err
|
||||||
}
|
}
|
||||||
|
|
||||||
|
err = config.ParseStatefile()
|
||||||
|
if err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
|
||||||
// load rule from commandline when no rule came from RLE file,
|
// load rule from commandline when no rule came from RLE file,
|
||||||
// default is B3/S23, aka conways game of life
|
// default is B3/S23, aka conways game of life
|
||||||
if config.Rule == nil {
|
if config.Rule == nil {
|
||||||
config.Rule = ParseGameRule(rule)
|
config.Rule = ParseGameRule(rule)
|
||||||
}
|
}
|
||||||
|
|
||||||
config.SetupCamera()
|
|
||||||
|
|
||||||
//repr.Println(config)
|
//repr.Println(config)
|
||||||
return &config, nil
|
return &config, nil
|
||||||
}
|
}
|
||||||
@@ -243,6 +234,7 @@ func (config *Config) TogglePaused() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (config *Config) ToggleDebugging() {
|
func (config *Config) ToggleDebugging() {
|
||||||
|
fmt.Println("DEBUG TOGGLED")
|
||||||
config.Debug = !config.Debug
|
config.Debug = !config.Debug
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -255,11 +247,3 @@ func (config *Config) ToggleGridlines() {
|
|||||||
config.ShowGrid = !config.ShowGrid
|
config.ShowGrid = !config.ShowGrid
|
||||||
config.RestartCache = true
|
config.RestartCache = true
|
||||||
}
|
}
|
||||||
|
|
||||||
func (config *Config) ToggleEvolution() {
|
|
||||||
config.ShowEvolution = !config.ShowEvolution
|
|
||||||
}
|
|
||||||
|
|
||||||
func (config *Config) ToggleWrap() {
|
|
||||||
config.Wrap = !config.Wrap
|
|
||||||
}
|
|
||||||
@@ -49,14 +49,10 @@ func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
|
|||||||
|
|
||||||
func (game *Game) Update() error {
|
func (game *Game) Update() error {
|
||||||
scene := game.GetCurrentScene()
|
scene := game.GetCurrentScene()
|
||||||
|
scene.Update()
|
||||||
if quit := scene.Update(); quit != nil {
|
|
||||||
return quit
|
|
||||||
}
|
|
||||||
|
|
||||||
next := scene.GetNext()
|
next := scene.GetNext()
|
||||||
if next != game.CurrentScene {
|
if next != game.CurrentScene {
|
||||||
game.Scenes[next].SetPrevious(game.CurrentScene)
|
|
||||||
scene.ResetNext()
|
scene.ResetNext()
|
||||||
game.CurrentScene = next
|
game.CurrentScene = next
|
||||||
}
|
}
|
||||||
@@ -6,6 +6,7 @@ import (
|
|||||||
"fmt"
|
"fmt"
|
||||||
"math/rand"
|
"math/rand"
|
||||||
"os"
|
"os"
|
||||||
|
"strconv"
|
||||||
"strings"
|
"strings"
|
||||||
"time"
|
"time"
|
||||||
|
|
||||||
@@ -112,8 +113,30 @@ func (grid *Grid) LoadRLE(pattern *rle.RLE) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// load a lif file parameters like R and P are not supported yet
|
// save the contents of the whole grid as a simple mcell alike
|
||||||
func LoadLIF(filename string) (*rle.RLE, error) {
|
// file. One line per row, 0 for dead and 1 for life cell.
|
||||||
|
func (grid *Grid) SaveState(filename string) error {
|
||||||
|
file, err := os.Create(filename)
|
||||||
|
if err != nil {
|
||||||
|
return fmt.Errorf("failed to open state file: %w", err)
|
||||||
|
}
|
||||||
|
defer file.Close()
|
||||||
|
|
||||||
|
for y := range grid.Data {
|
||||||
|
for _, cell := range grid.Data[y] {
|
||||||
|
_, err := file.WriteString(strconv.FormatInt(cell, 10))
|
||||||
|
if err != nil {
|
||||||
|
return fmt.Errorf("failed to write to state file: %w", err)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
file.WriteString("\n")
|
||||||
|
}
|
||||||
|
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// the reverse of the above, load a mcell file
|
||||||
|
func LoadState(filename string) (*Grid, error) {
|
||||||
fd, err := os.Open(filename)
|
fd, err := os.Open(filename)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
return nil, err
|
return nil, err
|
||||||
@@ -123,60 +146,33 @@ func LoadLIF(filename string) (*rle.RLE, error) {
|
|||||||
|
|
||||||
scanner.Split(bufio.ScanLines)
|
scanner.Split(bufio.ScanLines)
|
||||||
|
|
||||||
gothead := false
|
grid := &Grid{}
|
||||||
|
|
||||||
grid := &rle.RLE{}
|
|
||||||
|
|
||||||
for scanner.Scan() {
|
for scanner.Scan() {
|
||||||
line := scanner.Text()
|
items := strings.Split(scanner.Text(), "")
|
||||||
items := strings.Split(line, "")
|
row := make([]int64, len(items))
|
||||||
|
|
||||||
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 {
|
for idx, item := range items {
|
||||||
switch item {
|
num, err := strconv.ParseInt(item, 10, 64)
|
||||||
case ".":
|
if err != nil {
|
||||||
row[idx] = 0
|
return nil, err
|
||||||
case "o":
|
|
||||||
fallthrough
|
|
||||||
case "*":
|
|
||||||
row[idx] = 1
|
|
||||||
default:
|
|
||||||
return nil, errors.New("cells must be . or o")
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if num > 1 {
|
||||||
|
return nil, errors.New("cells must be 0 or 1")
|
||||||
|
}
|
||||||
|
|
||||||
|
row[idx] = num
|
||||||
}
|
}
|
||||||
|
|
||||||
grid.Pattern = append(grid.Pattern, row)
|
grid.Data = append(grid.Data, row)
|
||||||
}
|
}
|
||||||
|
|
||||||
// sanity check the grid
|
// sanity check the grid
|
||||||
explen := 0
|
explen := 0
|
||||||
rows := 0
|
rows := 0
|
||||||
first := true
|
first := true
|
||||||
for _, row := range grid.Pattern {
|
for _, row := range grid.Data {
|
||||||
length := len(row)
|
length := len(row)
|
||||||
|
|
||||||
if first {
|
if first {
|
||||||
@@ -199,43 +195,10 @@ func LoadLIF(filename string) (*rle.RLE, error) {
|
|||||||
return grid, nil
|
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 := range grid.Data {
|
|
||||||
for _, cell := range grid.Data[y] {
|
|
||||||
row := ""
|
|
||||||
switch cell {
|
|
||||||
case 1:
|
|
||||||
row += "o"
|
|
||||||
case 0:
|
|
||||||
row += "."
|
|
||||||
}
|
|
||||||
|
|
||||||
_, 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
|
// generate filenames for dumps
|
||||||
func GetFilename(generations int64) string {
|
func GetFilename(generations int64) string {
|
||||||
now := time.Now()
|
now := time.Now()
|
||||||
return fmt.Sprintf("dump-%s-%d.lif", now.Format("20060102150405"), generations)
|
return fmt.Sprintf("dump-%s-%d.gol", now.Format("20060102150405"), generations)
|
||||||
}
|
}
|
||||||
|
|
||||||
func GetFilenameRLE(generations int64) string {
|
func GetFilenameRLE(generations int64) string {
|
||||||
@@ -14,7 +14,6 @@ type SceneMenu struct {
|
|||||||
Game *Game
|
Game *Game
|
||||||
Config *Config
|
Config *Config
|
||||||
Next SceneName
|
Next SceneName
|
||||||
Prev SceneName
|
|
||||||
Whoami SceneName
|
Whoami SceneName
|
||||||
Ui *ebitenui.UI
|
Ui *ebitenui.UI
|
||||||
FontColor color.RGBA
|
FontColor color.RGBA
|
||||||
@@ -39,10 +38,6 @@ func (scene *SceneMenu) GetNext() SceneName {
|
|||||||
return scene.Next
|
return scene.Next
|
||||||
}
|
}
|
||||||
|
|
||||||
func (scene *SceneMenu) SetPrevious(prev SceneName) {
|
|
||||||
scene.Prev = prev
|
|
||||||
}
|
|
||||||
|
|
||||||
func (scene *SceneMenu) ResetNext() {
|
func (scene *SceneMenu) ResetNext() {
|
||||||
scene.Next = scene.Whoami
|
scene.Next = scene.Whoami
|
||||||
}
|
}
|
||||||
@@ -104,9 +99,9 @@ func (scene *SceneMenu) Init() {
|
|||||||
scene.SetNext(Options)
|
scene.SetNext(Options)
|
||||||
})
|
})
|
||||||
|
|
||||||
separator1 := NewSeparator(3)
|
separator1 := NewSeparator()
|
||||||
separator2 := NewSeparator(3)
|
separator2 := NewSeparator()
|
||||||
separator3 := NewSeparator(10)
|
separator3 := NewSeparator()
|
||||||
|
|
||||||
cancel := NewMenuButton("Back",
|
cancel := NewMenuButton("Back",
|
||||||
func(args *widget.ButtonClickedEventArgs) {
|
func(args *widget.ButtonClickedEventArgs) {
|
||||||
@@ -13,7 +13,6 @@ type SceneOptions struct {
|
|||||||
Game *Game
|
Game *Game
|
||||||
Config *Config
|
Config *Config
|
||||||
Next SceneName
|
Next SceneName
|
||||||
Prev SceneName
|
|
||||||
Whoami SceneName
|
Whoami SceneName
|
||||||
Ui *ebitenui.UI
|
Ui *ebitenui.UI
|
||||||
FontColor color.RGBA
|
FontColor color.RGBA
|
||||||
@@ -37,10 +36,6 @@ func (scene *SceneOptions) GetNext() SceneName {
|
|||||||
return scene.Next
|
return scene.Next
|
||||||
}
|
}
|
||||||
|
|
||||||
func (scene *SceneOptions) SetPrevious(prev SceneName) {
|
|
||||||
scene.Prev = prev
|
|
||||||
}
|
|
||||||
|
|
||||||
func (scene *SceneOptions) ResetNext() {
|
func (scene *SceneOptions) ResetNext() {
|
||||||
scene.Next = scene.Whoami
|
scene.Next = scene.Whoami
|
||||||
}
|
}
|
||||||
@@ -95,7 +90,7 @@ func (scene *SceneOptions) Init() {
|
|||||||
|
|
||||||
invert := NewCheckbox("Invert",
|
invert := NewCheckbox("Invert",
|
||||||
func(args *widget.CheckboxChangedEventArgs) {
|
func(args *widget.CheckboxChangedEventArgs) {
|
||||||
scene.Config.ToggleInvert()
|
scene.Config.Invert = true
|
||||||
})
|
})
|
||||||
scene.SetInitialValue(invert, scene.Config.Invert)
|
scene.SetInitialValue(invert, scene.Config.Invert)
|
||||||
|
|
||||||
@@ -105,31 +100,17 @@ func (scene *SceneOptions) Init() {
|
|||||||
})
|
})
|
||||||
scene.SetInitialValue(gridlines, scene.Config.ShowGrid)
|
scene.SetInitialValue(gridlines, scene.Config.ShowGrid)
|
||||||
|
|
||||||
evolution := NewCheckbox("Show evolution traces",
|
separator := NewSeparator()
|
||||||
func(args *widget.CheckboxChangedEventArgs) {
|
|
||||||
scene.Config.ToggleEvolution()
|
|
||||||
})
|
|
||||||
scene.SetInitialValue(evolution, scene.Config.ShowEvolution)
|
|
||||||
|
|
||||||
wrap := NewCheckbox("Wrap around edges",
|
|
||||||
func(args *widget.CheckboxChangedEventArgs) {
|
|
||||||
scene.Config.ToggleWrap()
|
|
||||||
})
|
|
||||||
scene.SetInitialValue(wrap, scene.Config.Wrap)
|
|
||||||
|
|
||||||
separator := NewSeparator(3)
|
|
||||||
|
|
||||||
cancel := NewMenuButton("Close",
|
cancel := NewMenuButton("Close",
|
||||||
func(args *widget.ButtonClickedEventArgs) {
|
func(args *widget.ButtonClickedEventArgs) {
|
||||||
scene.SetNext(scene.Prev)
|
scene.SetNext(Menu)
|
||||||
})
|
})
|
||||||
|
|
||||||
rowContainer.AddChild(pause)
|
rowContainer.AddChild(pause)
|
||||||
rowContainer.AddChild(debugging)
|
rowContainer.AddChild(debugging)
|
||||||
rowContainer.AddChild(invert)
|
rowContainer.AddChild(invert)
|
||||||
rowContainer.AddChild(gridlines)
|
rowContainer.AddChild(gridlines)
|
||||||
rowContainer.AddChild(evolution)
|
|
||||||
rowContainer.AddChild(wrap)
|
|
||||||
rowContainer.AddChild(separator)
|
rowContainer.AddChild(separator)
|
||||||
rowContainer.AddChild(cancel)
|
rowContainer.AddChild(cancel)
|
||||||
|
|
||||||
@@ -5,6 +5,7 @@ import (
|
|||||||
"image"
|
"image"
|
||||||
"image/color"
|
"image/color"
|
||||||
"log"
|
"log"
|
||||||
|
"os"
|
||||||
|
|
||||||
"github.com/hajimehoshi/ebiten/v2"
|
"github.com/hajimehoshi/ebiten/v2"
|
||||||
"github.com/hajimehoshi/ebiten/v2/inpututil"
|
"github.com/hajimehoshi/ebiten/v2/inpututil"
|
||||||
@@ -25,7 +26,6 @@ type ScenePlay struct {
|
|||||||
Game *Game
|
Game *Game
|
||||||
Config *Config
|
Config *Config
|
||||||
Next SceneName
|
Next SceneName
|
||||||
Prev SceneName
|
|
||||||
Whoami SceneName
|
Whoami SceneName
|
||||||
|
|
||||||
Clear bool
|
Clear bool
|
||||||
@@ -48,8 +48,6 @@ type ScenePlay struct {
|
|||||||
Mark, Point image.Point // area to marks+save
|
Mark, Point image.Point // area to marks+save
|
||||||
RunOneStep bool // mutable flags from config
|
RunOneStep bool // mutable flags from config
|
||||||
TPG int
|
TPG int
|
||||||
Pixels []byte
|
|
||||||
PixelColor []byte
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func NewPlayScene(game *Game, config *Config) Scene {
|
func NewPlayScene(game *Game, config *Config) Scene {
|
||||||
@@ -75,10 +73,6 @@ func (scene *ScenePlay) GetNext() SceneName {
|
|||||||
return scene.Next
|
return scene.Next
|
||||||
}
|
}
|
||||||
|
|
||||||
func (scene *ScenePlay) SetPrevious(prev SceneName) {
|
|
||||||
scene.Prev = prev
|
|
||||||
}
|
|
||||||
|
|
||||||
func (scene *ScenePlay) ResetNext() {
|
func (scene *ScenePlay) ResetNext() {
|
||||||
scene.Next = scene.Whoami
|
scene.Next = scene.Whoami
|
||||||
}
|
}
|
||||||
@@ -132,13 +126,11 @@ func (scene *ScenePlay) UpdateCells() {
|
|||||||
// change state of current cell in next grid
|
// change state of current cell in next grid
|
||||||
scene.Grids[next].Data[y][x] = nextstate
|
scene.Grids[next].Data[y][x] = nextstate
|
||||||
|
|
||||||
if scene.Config.ShowEvolution {
|
// set history to current generation so we can infer the
|
||||||
// set history to current generation so we can infer the
|
// age of the cell's state during rendering and use it to
|
||||||
// age of the cell's state during rendering and use it to
|
// deduce the color to use if evolution tracing is enabled
|
||||||
// deduce the color to use if evolution tracing is enabled
|
if state != nextstate {
|
||||||
if state != nextstate {
|
scene.History.Data[y][x] = scene.Generations
|
||||||
scene.History.Data[y][x] = scene.Generations
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -158,100 +150,24 @@ func (scene *ScenePlay) UpdateCells() {
|
|||||||
scene.TicksElapsed = 0
|
scene.TicksElapsed = 0
|
||||||
}
|
}
|
||||||
|
|
||||||
// 2: works but still too slow
|
|
||||||
func (scene *ScenePlay) UpdatePixels() {
|
|
||||||
var col byte
|
|
||||||
width := scene.World.Bounds().Dx()
|
|
||||||
idx := 0
|
|
||||||
|
|
||||||
for y := 0; y < scene.Config.Height; y++ {
|
|
||||||
for x := 0; x < scene.Config.Width; x++ {
|
|
||||||
col = scene.PixelColor[scene.Grids[scene.Index].Data[y][x]]
|
|
||||||
|
|
||||||
ypx := y * scene.Config.Cellsize
|
|
||||||
for Y := ypx; Y < ypx+scene.Config.Cellsize; Y++ {
|
|
||||||
xpx := x * scene.Config.Cellsize
|
|
||||||
for X := xpx; X < xpx+scene.Config.Cellsize; X++ {
|
|
||||||
idx = 4 * (X + Y*width)
|
|
||||||
|
|
||||||
scene.Pixels[idx] = col
|
|
||||||
scene.Pixels[idx+1] = col
|
|
||||||
scene.Pixels[idx+2] = col
|
|
||||||
scene.Pixels[idx+3] = 0xff
|
|
||||||
|
|
||||||
idx++
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
scene.Cache.WritePixels(scene.Pixels)
|
|
||||||
}
|
|
||||||
|
|
||||||
// 1: works, but a little slower than 2
|
|
||||||
func (scene *ScenePlay) _UpdatePixels() {
|
|
||||||
var col byte
|
|
||||||
|
|
||||||
gridx := 0
|
|
||||||
gridy := 0
|
|
||||||
idx := 0
|
|
||||||
|
|
||||||
width := scene.World.Bounds().Dx()
|
|
||||||
height := scene.World.Bounds().Dy()
|
|
||||||
|
|
||||||
for y := 0; y < height; y++ {
|
|
||||||
gridy = y / scene.Config.Cellsize // compute once per row
|
|
||||||
|
|
||||||
for x := 0; x < width; x++ {
|
|
||||||
gridx = x / scene.Config.Cellsize
|
|
||||||
|
|
||||||
col = scene.PixelColor[scene.Grids[scene.Index].Data[gridy][gridx]]
|
|
||||||
|
|
||||||
if scene.Config.ShowGrid {
|
|
||||||
if x%scene.Config.Cellsize == 0 || y%scene.Config.Cellsize == 0 {
|
|
||||||
col = scene.PixelColor[2]
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
idx = 4 * (x + y*width)
|
|
||||||
|
|
||||||
scene.Pixels[idx] = col
|
|
||||||
scene.Pixels[idx+1] = col
|
|
||||||
scene.Pixels[idx+2] = col
|
|
||||||
scene.Pixels[idx+3] = 0xff
|
|
||||||
|
|
||||||
idx++
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
scene.Cache.WritePixels(scene.Pixels)
|
|
||||||
}
|
|
||||||
|
|
||||||
func (scene *ScenePlay) Reset() {
|
func (scene *ScenePlay) Reset() {
|
||||||
scene.Config.Paused = true
|
scene.Config.Paused = true
|
||||||
scene.InitGrid()
|
scene.InitGrid(nil)
|
||||||
scene.Config.Paused = false
|
scene.Config.Paused = false
|
||||||
}
|
}
|
||||||
|
|
||||||
// check user input
|
// check user input
|
||||||
func (scene *ScenePlay) CheckExit() error {
|
func (scene *ScenePlay) CheckInput() {
|
||||||
if inpututil.IsKeyJustPressed(ebiten.KeyQ) {
|
if inpututil.IsKeyJustPressed(ebiten.KeyQ) {
|
||||||
return ebiten.Termination
|
os.Exit(0)
|
||||||
}
|
}
|
||||||
|
|
||||||
return nil
|
|
||||||
}
|
|
||||||
|
|
||||||
func (scene *ScenePlay) CheckInput() {
|
|
||||||
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
|
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
|
||||||
scene.SetNext(Menu)
|
scene.SetNext(Menu)
|
||||||
}
|
}
|
||||||
|
|
||||||
if inpututil.IsKeyJustPressed(ebiten.KeyO) {
|
|
||||||
scene.SetNext(Options)
|
|
||||||
}
|
|
||||||
|
|
||||||
if inpututil.IsKeyJustPressed(ebiten.KeyC) {
|
if inpututil.IsKeyJustPressed(ebiten.KeyC) {
|
||||||
|
fmt.Println("mark mode on")
|
||||||
scene.Config.Markmode = true
|
scene.Config.Markmode = true
|
||||||
scene.Config.Paused = true
|
scene.Config.Paused = true
|
||||||
}
|
}
|
||||||
@@ -372,10 +288,6 @@ func (scene *ScenePlay) CheckMarkInput() {
|
|||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
|
||||||
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
|
|
||||||
scene.Config.Markmode = false
|
|
||||||
}
|
|
||||||
|
|
||||||
if ebiten.IsMouseButtonPressed(ebiten.MouseButton0) {
|
if ebiten.IsMouseButtonPressed(ebiten.MouseButton0) {
|
||||||
if !scene.MarkTaken {
|
if !scene.MarkTaken {
|
||||||
scene.Mark = scene.GetWorldCursorPos()
|
scene.Mark = scene.GetWorldCursorPos()
|
||||||
@@ -396,7 +308,7 @@ func (scene *ScenePlay) CheckMarkInput() {
|
|||||||
|
|
||||||
func (scene *ScenePlay) SaveState() {
|
func (scene *ScenePlay) SaveState() {
|
||||||
filename := GetFilename(scene.Generations)
|
filename := GetFilename(scene.Generations)
|
||||||
err := scene.Grids[scene.Index].SaveState(filename, scene.Config.Rule.Definition)
|
err := scene.Grids[scene.Index].SaveState(filename)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
log.Printf("failed to save game state to %s: %s", filename, err)
|
log.Printf("failed to save game state to %s: %s", filename, err)
|
||||||
}
|
}
|
||||||
@@ -458,8 +370,7 @@ func (scene *ScenePlay) SaveRectRLE() {
|
|||||||
func (scene *ScenePlay) Update() error {
|
func (scene *ScenePlay) Update() error {
|
||||||
if scene.Config.Restart {
|
if scene.Config.Restart {
|
||||||
scene.Config.Restart = false
|
scene.Config.Restart = false
|
||||||
scene.Generations = 0
|
scene.InitGrid(nil)
|
||||||
scene.InitGrid()
|
|
||||||
scene.InitCache()
|
scene.InitCache()
|
||||||
return nil
|
return nil
|
||||||
}
|
}
|
||||||
@@ -471,10 +382,6 @@ func (scene *ScenePlay) Update() error {
|
|||||||
return nil
|
return nil
|
||||||
}
|
}
|
||||||
|
|
||||||
if quit := scene.CheckExit(); quit != nil {
|
|
||||||
return quit
|
|
||||||
}
|
|
||||||
|
|
||||||
scene.CheckInput()
|
scene.CheckInput()
|
||||||
scene.CheckDraggingInput()
|
scene.CheckDraggingInput()
|
||||||
scene.CheckMarkInput()
|
scene.CheckMarkInput()
|
||||||
@@ -506,50 +413,47 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
|
|||||||
// a nice grey grid with grid lines
|
// a nice grey grid with grid lines
|
||||||
op := &ebiten.DrawImageOptions{}
|
op := &ebiten.DrawImageOptions{}
|
||||||
|
|
||||||
scene.UpdatePixels()
|
|
||||||
|
|
||||||
op.GeoM.Translate(0, 0)
|
op.GeoM.Translate(0, 0)
|
||||||
scene.World.DrawImage(scene.Cache, op)
|
scene.World.DrawImage(scene.Cache, op)
|
||||||
|
|
||||||
/*
|
var age int64
|
||||||
var age int64
|
|
||||||
|
|
||||||
for y := 0; y < scene.Config.Height; y++ {
|
for y := 0; y < scene.Config.Height; y++ {
|
||||||
for x := 0; x < scene.Config.Width; x++ {
|
for x := 0; x < scene.Config.Width; x++ {
|
||||||
op.GeoM.Reset()
|
op.GeoM.Reset()
|
||||||
op.GeoM.Translate(
|
op.GeoM.Translate(
|
||||||
float64(x*scene.Config.Cellsize),
|
float64(x*scene.Config.Cellsize),
|
||||||
float64(y*scene.Config.Cellsize),
|
float64(y*scene.Config.Cellsize),
|
||||||
)
|
)
|
||||||
|
|
||||||
age = scene.Generations - scene.History.Data[y][x]
|
age = scene.Generations - scene.History.Data[y][x]
|
||||||
|
|
||||||
switch scene.Grids[scene.Index].Data[y][x] {
|
switch scene.Grids[scene.Index].Data[y][x] {
|
||||||
case Alive:
|
case Alive:
|
||||||
if age > 50 && scene.Config.ShowEvolution {
|
if age > 50 && scene.Config.ShowEvolution {
|
||||||
scene.World.DrawImage(scene.Tiles.Old, op)
|
scene.World.DrawImage(scene.Tiles.Old, op)
|
||||||
|
|
||||||
} else {
|
} else {
|
||||||
scene.World.DrawImage(scene.Tiles.Black, op)
|
scene.World.DrawImage(scene.Tiles.Black, op)
|
||||||
}
|
}
|
||||||
case Dead:
|
case Dead:
|
||||||
// only draw dead cells in case evolution trace is enabled
|
// only draw dead cells in case evolution trace is enabled
|
||||||
if scene.History.Data[y][x] > 1 && scene.Config.ShowEvolution {
|
if scene.History.Data[y][x] > 1 && scene.Config.ShowEvolution {
|
||||||
switch {
|
switch {
|
||||||
case age < 10:
|
case age < 10:
|
||||||
scene.World.DrawImage(scene.Tiles.Age1, op)
|
scene.World.DrawImage(scene.Tiles.Age1, op)
|
||||||
case age < 20:
|
case age < 20:
|
||||||
scene.World.DrawImage(scene.Tiles.Age2, op)
|
scene.World.DrawImage(scene.Tiles.Age2, op)
|
||||||
case age < 30:
|
case age < 30:
|
||||||
scene.World.DrawImage(scene.Tiles.Age3, op)
|
scene.World.DrawImage(scene.Tiles.Age3, op)
|
||||||
default:
|
default:
|
||||||
scene.World.DrawImage(scene.Tiles.Age4, op)
|
scene.World.DrawImage(scene.Tiles.Age4, op)
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
*/
|
}
|
||||||
|
|
||||||
scene.DrawMark(scene.World)
|
scene.DrawMark(scene.World)
|
||||||
|
|
||||||
scene.Camera.Render(scene.World, screen)
|
scene.Camera.Render(scene.World, screen)
|
||||||
@@ -585,10 +489,6 @@ func (scene *ScenePlay) DrawDebug(screen *ebiten.Image) {
|
|||||||
paused = "-- paused --"
|
paused = "-- paused --"
|
||||||
}
|
}
|
||||||
|
|
||||||
if scene.Config.Markmode {
|
|
||||||
paused = "-- mark --"
|
|
||||||
}
|
|
||||||
|
|
||||||
x, y := ebiten.CursorPosition()
|
x, y := ebiten.CursorPosition()
|
||||||
debug := fmt.Sprintf(
|
debug := fmt.Sprintf(
|
||||||
DEBUG_FORMAT,
|
DEBUG_FORMAT,
|
||||||
@@ -642,7 +542,19 @@ func (scene *ScenePlay) InitCache() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// initialize grid[s], either using pre-computed from state or rle file, or random
|
// initialize grid[s], either using pre-computed from state or rle file, or random
|
||||||
func (scene *ScenePlay) InitGrid() {
|
func (scene *ScenePlay) InitGrid(grid *Grid) {
|
||||||
|
if grid != nil {
|
||||||
|
// use pre-loaded grid
|
||||||
|
scene.Grids = []*Grid{
|
||||||
|
grid,
|
||||||
|
NewGrid(grid.Width, grid.Height, 0, false),
|
||||||
|
}
|
||||||
|
|
||||||
|
scene.History = NewGrid(grid.Width, grid.Height, 0, false)
|
||||||
|
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
grida := NewGrid(scene.Config.Width, scene.Config.Height, scene.Config.Density, scene.Config.Empty)
|
grida := NewGrid(scene.Config.Width, scene.Config.Height, scene.Config.Density, scene.Config.Empty)
|
||||||
gridb := NewGrid(scene.Config.Width, scene.Config.Height, scene.Config.Density, scene.Config.Empty)
|
gridb := NewGrid(scene.Config.Width, scene.Config.Height, scene.Config.Density, scene.Config.Empty)
|
||||||
history := NewGrid(scene.Config.Width, scene.Config.Height, scene.Config.Density, scene.Config.Empty)
|
history := NewGrid(scene.Config.Width, scene.Config.Height, scene.Config.Density, scene.Config.Empty)
|
||||||
@@ -702,17 +614,17 @@ func (scene *ScenePlay) InitTiles() {
|
|||||||
|
|
||||||
func (scene *ScenePlay) Init() {
|
func (scene *ScenePlay) Init() {
|
||||||
// setup the scene
|
// setup the scene
|
||||||
|
var grid *Grid
|
||||||
|
|
||||||
|
if scene.Config.StateGrid != nil {
|
||||||
|
grid = scene.Config.StateGrid
|
||||||
|
}
|
||||||
|
|
||||||
scene.Camera = Camera{
|
scene.Camera = Camera{
|
||||||
ViewPort: f64.Vec2{
|
ViewPort: f64.Vec2{
|
||||||
float64(scene.Config.ScreenWidth),
|
float64(scene.Config.ScreenWidth),
|
||||||
float64(scene.Config.ScreenHeight),
|
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.World = ebiten.NewImage(
|
||||||
@@ -725,17 +637,15 @@ func (scene *ScenePlay) Init() {
|
|||||||
scene.Config.Height*scene.Config.Cellsize,
|
scene.Config.Height*scene.Config.Cellsize,
|
||||||
)
|
)
|
||||||
|
|
||||||
scene.Pixels = make([]byte, scene.World.Bounds().Dx()*scene.World.Bounds().Dy()*scene.Config.Cellsize)
|
|
||||||
|
|
||||||
scene.InitTiles()
|
scene.InitTiles()
|
||||||
scene.InitCache()
|
scene.InitCache()
|
||||||
|
|
||||||
if scene.Config.DelayedStart && !scene.Config.Empty {
|
if scene.Config.DelayedStart && !scene.Config.Empty {
|
||||||
scene.Config.Empty = true
|
scene.Config.Empty = true
|
||||||
scene.InitGrid()
|
scene.InitGrid(grid)
|
||||||
scene.Config.Empty = false
|
scene.Config.Empty = false
|
||||||
} else {
|
} else {
|
||||||
scene.InitGrid()
|
scene.InitGrid(grid)
|
||||||
}
|
}
|
||||||
|
|
||||||
scene.InitPattern()
|
scene.InitPattern()
|
||||||
@@ -749,12 +659,8 @@ func (scene *ScenePlay) Init() {
|
|||||||
scene.Camera.ZoomFactor = scene.Config.Zoomfactor
|
scene.Camera.ZoomFactor = scene.Config.Zoomfactor
|
||||||
}
|
}
|
||||||
|
|
||||||
scene.Camera.Setup()
|
scene.Camera.Position[0] = scene.Config.InitialCamPos[0]
|
||||||
|
scene.Camera.Position[1] = scene.Config.InitialCamPos[1]
|
||||||
scene.PixelColor = make([]byte, 3)
|
|
||||||
scene.PixelColor[0] = 0xff
|
|
||||||
scene.PixelColor[1] = 0x00
|
|
||||||
scene.PixelColor[2] = 0xff
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// count the living neighbors of a cell
|
// count the living neighbors of a cell
|
||||||
@@ -797,8 +703,8 @@ func FillCell(tile *ebiten.Image, cellsize int, col color.RGBA) {
|
|||||||
tile,
|
tile,
|
||||||
float32(1),
|
float32(1),
|
||||||
float32(1),
|
float32(1),
|
||||||
float32(cellsize),
|
float32(cellsize-1),
|
||||||
float32(cellsize),
|
float32(cellsize-1),
|
||||||
col, false,
|
col, false,
|
||||||
)
|
)
|
||||||
}
|
}
|
||||||
@@ -13,7 +13,6 @@ type SceneName int
|
|||||||
type Scene interface {
|
type Scene interface {
|
||||||
SetNext(SceneName)
|
SetNext(SceneName)
|
||||||
GetNext() SceneName
|
GetNext() SceneName
|
||||||
SetPrevious(SceneName)
|
|
||||||
ResetNext()
|
ResetNext()
|
||||||
Update() error
|
Update() error
|
||||||
Draw(screen *ebiten.Image)
|
Draw(screen *ebiten.Image)
|
||||||
97
src/Makefile
@@ -1,97 +0,0 @@
|
|||||||
# Copyright © 2024 Thomas von Dein
|
|
||||||
|
|
||||||
# This program is free software: you can redistribute it and/or modify
|
|
||||||
# it under the terms of the GNU General Public License as published by
|
|
||||||
# the Free Software Foundation, either version 3 of the License, or
|
|
||||||
# (at your option) any later version.
|
|
||||||
|
|
||||||
# This program is distributed in the hope that it will be useful,
|
|
||||||
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
||||||
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
||||||
# GNU General Public License for more details.
|
|
||||||
|
|
||||||
# You should have received a copy of the GNU General Public License
|
|
||||||
# along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
||||||
|
|
||||||
|
|
||||||
#
|
|
||||||
# no need to modify anything below
|
|
||||||
tool = golsky
|
|
||||||
VERSION = $(shell grep VERSION main.go | head -1 | cut -d '"' -f2)
|
|
||||||
archs = darwin freebsd linux windows
|
|
||||||
PREFIX = /usr/local
|
|
||||||
UID = root
|
|
||||||
GID = 0
|
|
||||||
HAVE_POD := $(shell pod2text -h 2>/dev/null)
|
|
||||||
#TAGS = -tags=ebitenginedebug
|
|
||||||
|
|
||||||
all: buildlocal
|
|
||||||
|
|
||||||
|
|
||||||
buildlocal:
|
|
||||||
go build $(TAGS) -o $(tool)
|
|
||||||
|
|
||||||
install: buildlocal
|
|
||||||
install -d -o $(UID) -g $(GID) $(PREFIX)/bin
|
|
||||||
install -d -o $(UID) -g $(GID) $(PREFIX)/man/man1
|
|
||||||
install -o $(UID) -g $(GID) -m 555 $(tool) $(PREFIX)/sbin/
|
|
||||||
install -o $(UID) -g $(GID) -m 444 $(tool).1 $(PREFIX)/man/man1/
|
|
||||||
|
|
||||||
clean:
|
|
||||||
rm -rf $(tool) coverage.out testdata t/out
|
|
||||||
|
|
||||||
test: clean
|
|
||||||
mkdir -p t/out
|
|
||||||
go test ./... $(ARGS)
|
|
||||||
|
|
||||||
testlint: test lint
|
|
||||||
|
|
||||||
lint:
|
|
||||||
golangci-lint run
|
|
||||||
|
|
||||||
lint-full:
|
|
||||||
golangci-lint run --enable-all --exclude-use-default --disable exhaustivestruct,exhaustruct,depguard,interfacer,deadcode,golint,structcheck,scopelint,varcheck,ifshort,maligned,nosnakecase,godot,funlen,gofumpt,cyclop,noctx,gochecknoglobals,paralleltest
|
|
||||||
|
|
||||||
testfuzzy: clean
|
|
||||||
go test -fuzz ./... $(ARGS)
|
|
||||||
|
|
||||||
singletest:
|
|
||||||
@echo "Call like this: make singletest TEST=TestPrepareColumns ARGS=-v"
|
|
||||||
go test -run $(TEST) $(ARGS)
|
|
||||||
|
|
||||||
cover-report:
|
|
||||||
go test ./... -cover -coverprofile=coverage.out
|
|
||||||
go tool cover -html=coverage.out
|
|
||||||
|
|
||||||
goupdate:
|
|
||||||
go get -t -u=patch ./...
|
|
||||||
|
|
||||||
buildall:
|
|
||||||
./mkrel.sh $(tool) $(VERSION)
|
|
||||||
|
|
||||||
release: buildall
|
|
||||||
gh release create $(VERSION) --generate-notes releases/*
|
|
||||||
|
|
||||||
show-versions: buildlocal
|
|
||||||
@echo "### golsky version:"
|
|
||||||
@./golsky -V
|
|
||||||
|
|
||||||
@echo
|
|
||||||
@echo "### go module versions:"
|
|
||||||
@go list -m all
|
|
||||||
|
|
||||||
@echo
|
|
||||||
@echo "### go version used for building:"
|
|
||||||
@grep -m 1 go go.mod
|
|
||||||
|
|
||||||
# lint:
|
|
||||||
# golangci-lint run -p bugs -p unused
|
|
||||||
|
|
||||||
buildwasm:
|
|
||||||
env GOOS=js GOARCH=wasm go build -o $(tool).wasm $(LDFLAGS) .
|
|
||||||
|
|
||||||
zipwasm:
|
|
||||||
zip -r openquell-$(SHORTVERSION).zip index.html $(tool).wasm wasm_exec.js
|
|
||||||
|
|
||||||
wasm: buildwasm zipwasm
|
|
||||||
@ls -l $(tool)-$(SHORTVERSION).zip
|
|
||||||
@@ -1,13 +0,0 @@
|
|||||||
module drawminimal
|
|
||||||
|
|
||||||
go 1.22
|
|
||||||
|
|
||||||
require (
|
|
||||||
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 // indirect
|
|
||||||
github.com/ebitengine/hideconsole v1.0.0 // indirect
|
|
||||||
github.com/ebitengine/purego v0.7.0 // indirect
|
|
||||||
github.com/hajimehoshi/ebiten/v2 v2.7.4 // indirect
|
|
||||||
github.com/jezek/xgb v1.1.1 // indirect
|
|
||||||
golang.org/x/sync v0.7.0 // indirect
|
|
||||||
golang.org/x/sys v0.20.0 // indirect
|
|
||||||
)
|
|
||||||
@@ -1,14 +0,0 @@
|
|||||||
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 h1:48bCqKTuD7Z0UovDfvpCn7wZ0GUZ+yosIteNDthn3FU=
|
|
||||||
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895/go.mod h1:XZdLv05c5hOZm3fM2NlJ92FyEZjnslcMcNRrhxs8+8M=
|
|
||||||
github.com/ebitengine/hideconsole v1.0.0 h1:5J4U0kXF+pv/DhiXt5/lTz0eO5ogJ1iXb8Yj1yReDqE=
|
|
||||||
github.com/ebitengine/hideconsole v1.0.0/go.mod h1:hTTBTvVYWKBuxPr7peweneWdkUwEuHuB3C1R/ielR1A=
|
|
||||||
github.com/ebitengine/purego v0.7.0 h1:HPZpl61edMGCEW6XK2nsR6+7AnJ3unUxpTZBkkIXnMc=
|
|
||||||
github.com/ebitengine/purego v0.7.0/go.mod h1:ah1In8AOtksoNK6yk5z1HTJeUkC1Ez4Wk2idgGslMwQ=
|
|
||||||
github.com/hajimehoshi/ebiten/v2 v2.7.4 h1:X+heODRQ3Ie9F9QFjm24gEZqQd5FSfR9XuT2XfHwgf8=
|
|
||||||
github.com/hajimehoshi/ebiten/v2 v2.7.4/go.mod h1:H2pHVgq29rfm5yeQ7jzWOM3VHsjo7/AyucODNLOhsVY=
|
|
||||||
github.com/jezek/xgb v1.1.1 h1:bE/r8ZZtSv7l9gk6nU0mYx51aXrvnyb44892TwSaqS4=
|
|
||||||
github.com/jezek/xgb v1.1.1/go.mod h1:nrhwO0FX/enq75I7Y7G8iN1ubpSGZEiA3v9e9GyRFlk=
|
|
||||||
golang.org/x/sync v0.7.0 h1:YsImfSBoP9QPYL0xyKJPq0gcaJdG3rInoqxTWbfQu9M=
|
|
||||||
golang.org/x/sync v0.7.0/go.mod h1:Czt+wKu1gCyEFDUtn0jG5QVvpJ6rzVqr5aXyt9drQfk=
|
|
||||||
golang.org/x/sys v0.20.0 h1:Od9JTbYCk261bKm4M/mw7AklTlFYIa0bIp9BgSm1S8Y=
|
|
||||||
golang.org/x/sys v0.20.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=
|
|
||||||
@@ -1,362 +0,0 @@
|
|||||||
package main
|
|
||||||
|
|
||||||
import (
|
|
||||||
"fmt"
|
|
||||||
"image"
|
|
||||||
"image/color"
|
|
||||||
"log"
|
|
||||||
"math/rand"
|
|
||||||
"os"
|
|
||||||
"runtime/pprof"
|
|
||||||
|
|
||||||
"github.com/hajimehoshi/ebiten/v2"
|
|
||||||
"github.com/hajimehoshi/ebiten/v2/inpututil"
|
|
||||||
"github.com/hajimehoshi/ebiten/v2/vector"
|
|
||||||
)
|
|
||||||
|
|
||||||
var (
|
|
||||||
blackImage = ebiten.NewImage(3, 3)
|
|
||||||
blackSubImage = blackImage.SubImage(image.Rect(1, 1, 2, 2)).(*ebiten.Image)
|
|
||||||
)
|
|
||||||
|
|
||||||
type Images struct {
|
|
||||||
Black, White *ebiten.Image
|
|
||||||
}
|
|
||||||
|
|
||||||
type Grid struct {
|
|
||||||
Data [][]int64
|
|
||||||
Width, Height, Density int
|
|
||||||
}
|
|
||||||
|
|
||||||
// Create new empty grid and allocate Data according to provided dimensions
|
|
||||||
func NewGrid(width, height, density int) *Grid {
|
|
||||||
grid := &Grid{
|
|
||||||
Height: height,
|
|
||||||
Width: width,
|
|
||||||
Density: density,
|
|
||||||
Data: make([][]int64, height),
|
|
||||||
}
|
|
||||||
|
|
||||||
for y := 0; y < height; y++ {
|
|
||||||
grid.Data[y] = make([]int64, width)
|
|
||||||
}
|
|
||||||
|
|
||||||
return grid
|
|
||||||
}
|
|
||||||
|
|
||||||
// live console output of the grid
|
|
||||||
func (grid *Grid) Dump() {
|
|
||||||
/*
|
|
||||||
cmd := exec.Command("clear")
|
|
||||||
cmd.Stdout = os.Stdout
|
|
||||||
cmd.Run()
|
|
||||||
|
|
||||||
for y := 0; y < grid.Height; y++ {
|
|
||||||
for x := 0; x < grid.Width; x++ {
|
|
||||||
if grid.Data[y][x] == 1 {
|
|
||||||
fmt.Print("XX")
|
|
||||||
} else {
|
|
||||||
fmt.Print(" ")
|
|
||||||
}
|
|
||||||
}
|
|
||||||
fmt.Println()
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
fmt.Printf("FPS: %0.2f\n", ebiten.ActualTPS())
|
|
||||||
}
|
|
||||||
|
|
||||||
type Game struct {
|
|
||||||
Width, Height, Cellsize, Density int
|
|
||||||
ScreenWidth, ScreenHeight int
|
|
||||||
Grids []*Grid
|
|
||||||
Index int
|
|
||||||
Black, White, Grey color.RGBA
|
|
||||||
Tiles Images
|
|
||||||
Cache *ebiten.Image
|
|
||||||
Elapsed int64
|
|
||||||
TPG int64 // adjust game speed independently of TPS
|
|
||||||
Vertices []ebiten.Vertex
|
|
||||||
Indices []uint16
|
|
||||||
Pause, Debug bool
|
|
||||||
}
|
|
||||||
|
|
||||||
// fill a cell
|
|
||||||
func FillCell(tile *ebiten.Image, cellsize int, col color.RGBA) {
|
|
||||||
vector.DrawFilledRect(
|
|
||||||
tile,
|
|
||||||
float32(1),
|
|
||||||
float32(1),
|
|
||||||
float32(cellsize-1),
|
|
||||||
float32(cellsize-1),
|
|
||||||
col, false,
|
|
||||||
)
|
|
||||||
}
|
|
||||||
|
|
||||||
func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
|
|
||||||
return game.ScreenWidth, game.ScreenHeight
|
|
||||||
}
|
|
||||||
|
|
||||||
func (game *Game) Init() {
|
|
||||||
// setup two grids, one for display, one for next state
|
|
||||||
grida := NewGrid(game.Width, game.Height, game.Density)
|
|
||||||
gridb := NewGrid(game.Width, game.Height, game.Density)
|
|
||||||
|
|
||||||
for y := 0; y < game.Height; y++ {
|
|
||||||
for x := 0; x < game.Width; x++ {
|
|
||||||
if rand.Intn(game.Density) == 1 {
|
|
||||||
grida.Data[y][x] = 1
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
game.Grids = []*Grid{
|
|
||||||
grida,
|
|
||||||
gridb,
|
|
||||||
}
|
|
||||||
|
|
||||||
// setup colors
|
|
||||||
game.Grey = color.RGBA{128, 128, 128, 0xff}
|
|
||||||
game.Black = color.RGBA{0, 0, 0, 0xff}
|
|
||||||
game.White = color.RGBA{200, 200, 200, 0xff}
|
|
||||||
|
|
||||||
game.Tiles.White = ebiten.NewImage(game.Cellsize, game.Cellsize)
|
|
||||||
game.Cache = ebiten.NewImage(game.ScreenWidth, game.ScreenHeight)
|
|
||||||
|
|
||||||
FillCell(game.Tiles.White, game.Cellsize, game.White)
|
|
||||||
game.Cache.Fill(game.Grey)
|
|
||||||
|
|
||||||
// draw the offscreen image
|
|
||||||
op := &ebiten.DrawImageOptions{}
|
|
||||||
for y := 0; y < game.Height; y++ {
|
|
||||||
for x := 0; x < game.Width; x++ {
|
|
||||||
op.GeoM.Reset()
|
|
||||||
op.GeoM.Translate(float64(x*game.Cellsize), float64(y*game.Cellsize))
|
|
||||||
game.Cache.DrawImage(game.Tiles.White, op)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
blackSubImage.Fill(game.Black)
|
|
||||||
|
|
||||||
lenvertices := game.ScreenHeight * game.ScreenWidth
|
|
||||||
game.Vertices = make([]ebiten.Vertex, lenvertices)
|
|
||||||
game.Indices = make([]uint16, lenvertices+(lenvertices/2))
|
|
||||||
}
|
|
||||||
|
|
||||||
// count the living neighbors of a cell
|
|
||||||
func (game *Game) CountNeighbors(x, y int) int64 {
|
|
||||||
var sum int64
|
|
||||||
|
|
||||||
for nbgX := -1; nbgX < 2; nbgX++ {
|
|
||||||
for nbgY := -1; nbgY < 2; nbgY++ {
|
|
||||||
var col, row int
|
|
||||||
|
|
||||||
// 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 + game.Width) % game.Width
|
|
||||||
row = (y + nbgY + game.Height) % game.Height
|
|
||||||
|
|
||||||
sum += game.Grids[game.Index].Data[row][col]
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// don't count ourselfes though
|
|
||||||
sum -= game.Grids[game.Index].Data[y][x]
|
|
||||||
|
|
||||||
return sum
|
|
||||||
}
|
|
||||||
|
|
||||||
// the heart of the game
|
|
||||||
func (game *Game) CheckRule(state int64, neighbors int64) int64 {
|
|
||||||
var nextstate int64
|
|
||||||
|
|
||||||
if state == 0 && neighbors == 3 {
|
|
||||||
nextstate = 1
|
|
||||||
} else if state == 1 && (neighbors == 2 || neighbors == 3) {
|
|
||||||
nextstate = 1
|
|
||||||
} else {
|
|
||||||
nextstate = 0
|
|
||||||
}
|
|
||||||
|
|
||||||
return nextstate
|
|
||||||
}
|
|
||||||
|
|
||||||
// we only update the cells if we are not in pause state or if the
|
|
||||||
// game timer (TPG) is elapsed.
|
|
||||||
func (game *Game) UpdateCells() {
|
|
||||||
if game.Pause {
|
|
||||||
return
|
|
||||||
}
|
|
||||||
|
|
||||||
if game.Elapsed < game.TPG {
|
|
||||||
game.Elapsed++
|
|
||||||
return
|
|
||||||
}
|
|
||||||
|
|
||||||
// next grid index. we only have to, so we just xor it
|
|
||||||
next := game.Index ^ 1
|
|
||||||
|
|
||||||
// reset vertices
|
|
||||||
// FIXME: fails!
|
|
||||||
game.ClearVertices()
|
|
||||||
|
|
||||||
// calculate cell life state, this is the actual game of life
|
|
||||||
for y := 0; y < game.Height; y++ {
|
|
||||||
for x := 0; x < game.Width; x++ {
|
|
||||||
state := game.Grids[game.Index].Data[y][x] // 0|1 == dead or alive
|
|
||||||
neighbors := game.CountNeighbors(x, y) // alive neighbor count
|
|
||||||
|
|
||||||
// actually apply the current rules
|
|
||||||
nextstate := game.CheckRule(state, neighbors)
|
|
||||||
|
|
||||||
// change state of current cell in next grid
|
|
||||||
game.Grids[next].Data[y][x] = nextstate
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// calculate triangles for rendering
|
|
||||||
game.UpdateTriangles()
|
|
||||||
|
|
||||||
// switch grid for rendering
|
|
||||||
game.Index ^= 1
|
|
||||||
|
|
||||||
game.Elapsed = 0
|
|
||||||
|
|
||||||
if game.Debug {
|
|
||||||
game.Grids[next].Dump()
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
func (game *Game) Update() error {
|
|
||||||
game.UpdateCells()
|
|
||||||
|
|
||||||
if inpututil.IsKeyJustPressed(ebiten.KeySpace) {
|
|
||||||
game.Pause = !game.Pause
|
|
||||||
}
|
|
||||||
|
|
||||||
return nil
|
|
||||||
}
|
|
||||||
|
|
||||||
func (game *Game) ClearVertices() {
|
|
||||||
// FIXME: fails
|
|
||||||
for i := 0; i < len(game.Vertices); i++ {
|
|
||||||
game.Vertices[i] = ebiten.Vertex{}
|
|
||||||
// game.Vertices[i].DstX = 0
|
|
||||||
// game.Vertices[i].DstY = 1
|
|
||||||
}
|
|
||||||
|
|
||||||
game.Indices = game.Indices[:len(game.Indices)]
|
|
||||||
}
|
|
||||||
|
|
||||||
// create the triangles needed for rendering. Actual rendering doesn't
|
|
||||||
// happen here but in Draw()
|
|
||||||
func (game *Game) UpdateTriangles() {
|
|
||||||
var base uint16 = 0
|
|
||||||
var index uint16 = 0
|
|
||||||
|
|
||||||
idx := 0
|
|
||||||
|
|
||||||
// iterate over every cell
|
|
||||||
for celly := 0; celly < game.Height; celly++ {
|
|
||||||
for cellx := 0; cellx < game.Width; cellx++ {
|
|
||||||
|
|
||||||
// if the cell is alife
|
|
||||||
if game.Grids[game.Index].Data[celly][cellx] == 1 {
|
|
||||||
|
|
||||||
/* iterate over the cell's corners:
|
|
||||||
0 1
|
|
||||||
|
|
||||||
2 3
|
|
||||||
*/
|
|
||||||
for i := 0; i < 2; i++ {
|
|
||||||
for j := 0; j < 2; j++ {
|
|
||||||
|
|
||||||
// calculate the corner position
|
|
||||||
x := (cellx * game.Cellsize) + (i * game.Cellsize) + 1
|
|
||||||
y := (celly * game.Cellsize) + (j * game.Cellsize) + 1
|
|
||||||
|
|
||||||
if i == 1 {
|
|
||||||
x -= 1
|
|
||||||
}
|
|
||||||
if j == 1 {
|
|
||||||
y -= 1
|
|
||||||
}
|
|
||||||
|
|
||||||
// setup the vertex
|
|
||||||
game.Vertices[idx].DstX = float32(x)
|
|
||||||
game.Vertices[idx].DstY = float32(y)
|
|
||||||
game.Vertices[idx].SrcX = 1
|
|
||||||
game.Vertices[idx].SrcY = 1
|
|
||||||
game.Vertices[idx].ColorR = float32(game.Black.R)
|
|
||||||
game.Vertices[idx].ColorG = float32(game.Black.G)
|
|
||||||
game.Vertices[idx].ColorB = float32(game.Black.B)
|
|
||||||
game.Vertices[idx].ColorA = 1
|
|
||||||
|
|
||||||
idx++
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// indices for first triangle
|
|
||||||
game.Indices[index] = base
|
|
||||||
game.Indices[index+1] = base + 1
|
|
||||||
game.Indices[index+2] = base + 3
|
|
||||||
|
|
||||||
// for the second one
|
|
||||||
game.Indices[index+3] = base
|
|
||||||
game.Indices[index+4] = base + 2
|
|
||||||
game.Indices[index+5] = base + 3
|
|
||||||
|
|
||||||
index += 6 // 3 indicies per triangle
|
|
||||||
|
|
||||||
base += 4 // 4 vertices per cell
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
func (game *Game) Draw(screen *ebiten.Image) {
|
|
||||||
op := &ebiten.DrawImageOptions{}
|
|
||||||
|
|
||||||
op.GeoM.Translate(0, 0)
|
|
||||||
screen.DrawImage(game.Cache, op)
|
|
||||||
|
|
||||||
triop := &ebiten.DrawTrianglesOptions{}
|
|
||||||
screen.DrawTriangles(game.Vertices, game.Indices, blackSubImage, triop)
|
|
||||||
}
|
|
||||||
|
|
||||||
func main() {
|
|
||||||
size := 200
|
|
||||||
|
|
||||||
game := &Game{
|
|
||||||
Width: size,
|
|
||||||
Height: size,
|
|
||||||
Cellsize: 4,
|
|
||||||
Density: 5,
|
|
||||||
TPG: 5,
|
|
||||||
Debug: true,
|
|
||||||
}
|
|
||||||
|
|
||||||
game.ScreenWidth = game.Width * game.Cellsize
|
|
||||||
game.ScreenHeight = game.Height * game.Cellsize
|
|
||||||
|
|
||||||
game.Init()
|
|
||||||
|
|
||||||
ebiten.SetWindowSize(game.ScreenWidth, game.ScreenHeight)
|
|
||||||
ebiten.SetWindowTitle("triangle conway's game of life")
|
|
||||||
ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
|
|
||||||
|
|
||||||
fd, err := os.Create("cpu.profile")
|
|
||||||
if err != nil {
|
|
||||||
log.Fatal(err)
|
|
||||||
}
|
|
||||||
defer fd.Close()
|
|
||||||
|
|
||||||
pprof.StartCPUProfile(fd)
|
|
||||||
defer pprof.StopCPUProfile()
|
|
||||||
|
|
||||||
if err := ebiten.RunGame(game); err != nil {
|
|
||||||
log.Fatal(err)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,13 +0,0 @@
|
|||||||
module testgol
|
|
||||||
|
|
||||||
go 1.22
|
|
||||||
|
|
||||||
require (
|
|
||||||
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 // indirect
|
|
||||||
github.com/ebitengine/hideconsole v1.0.0 // indirect
|
|
||||||
github.com/ebitengine/purego v0.7.0 // indirect
|
|
||||||
github.com/hajimehoshi/ebiten/v2 v2.7.4 // indirect
|
|
||||||
github.com/jezek/xgb v1.1.1 // indirect
|
|
||||||
golang.org/x/sync v0.7.0 // indirect
|
|
||||||
golang.org/x/sys v0.20.0 // indirect
|
|
||||||
)
|
|
||||||
@@ -1,14 +0,0 @@
|
|||||||
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 h1:48bCqKTuD7Z0UovDfvpCn7wZ0GUZ+yosIteNDthn3FU=
|
|
||||||
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895/go.mod h1:XZdLv05c5hOZm3fM2NlJ92FyEZjnslcMcNRrhxs8+8M=
|
|
||||||
github.com/ebitengine/hideconsole v1.0.0 h1:5J4U0kXF+pv/DhiXt5/lTz0eO5ogJ1iXb8Yj1yReDqE=
|
|
||||||
github.com/ebitengine/hideconsole v1.0.0/go.mod h1:hTTBTvVYWKBuxPr7peweneWdkUwEuHuB3C1R/ielR1A=
|
|
||||||
github.com/ebitengine/purego v0.7.0 h1:HPZpl61edMGCEW6XK2nsR6+7AnJ3unUxpTZBkkIXnMc=
|
|
||||||
github.com/ebitengine/purego v0.7.0/go.mod h1:ah1In8AOtksoNK6yk5z1HTJeUkC1Ez4Wk2idgGslMwQ=
|
|
||||||
github.com/hajimehoshi/ebiten/v2 v2.7.4 h1:X+heODRQ3Ie9F9QFjm24gEZqQd5FSfR9XuT2XfHwgf8=
|
|
||||||
github.com/hajimehoshi/ebiten/v2 v2.7.4/go.mod h1:H2pHVgq29rfm5yeQ7jzWOM3VHsjo7/AyucODNLOhsVY=
|
|
||||||
github.com/jezek/xgb v1.1.1 h1:bE/r8ZZtSv7l9gk6nU0mYx51aXrvnyb44892TwSaqS4=
|
|
||||||
github.com/jezek/xgb v1.1.1/go.mod h1:nrhwO0FX/enq75I7Y7G8iN1ubpSGZEiA3v9e9GyRFlk=
|
|
||||||
golang.org/x/sync v0.7.0 h1:YsImfSBoP9QPYL0xyKJPq0gcaJdG3rInoqxTWbfQu9M=
|
|
||||||
golang.org/x/sync v0.7.0/go.mod h1:Czt+wKu1gCyEFDUtn0jG5QVvpJ6rzVqr5aXyt9drQfk=
|
|
||||||
golang.org/x/sys v0.20.0 h1:Od9JTbYCk261bKm4M/mw7AklTlFYIa0bIp9BgSm1S8Y=
|
|
||||||
golang.org/x/sys v0.20.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=
|
|
||||||
@@ -1,294 +0,0 @@
|
|||||||
package main
|
|
||||||
|
|
||||||
import (
|
|
||||||
"fmt"
|
|
||||||
"log"
|
|
||||||
"math/rand"
|
|
||||||
"os"
|
|
||||||
"os/exec"
|
|
||||||
"runtime/pprof"
|
|
||||||
|
|
||||||
"github.com/hajimehoshi/ebiten/v2"
|
|
||||||
"github.com/hajimehoshi/ebiten/v2/inpututil"
|
|
||||||
)
|
|
||||||
|
|
||||||
type Images struct {
|
|
||||||
Black, White *ebiten.Image
|
|
||||||
}
|
|
||||||
|
|
||||||
type Grid struct {
|
|
||||||
Data [][]int64
|
|
||||||
Width, Height, Density int
|
|
||||||
}
|
|
||||||
|
|
||||||
// Create new empty grid and allocate Data according to provided dimensions
|
|
||||||
func NewGrid(width, height, density int) *Grid {
|
|
||||||
grid := &Grid{
|
|
||||||
Height: height,
|
|
||||||
Width: width,
|
|
||||||
Density: density,
|
|
||||||
Data: make([][]int64, height),
|
|
||||||
}
|
|
||||||
|
|
||||||
for y := 0; y < height; y++ {
|
|
||||||
grid.Data[y] = make([]int64, width)
|
|
||||||
}
|
|
||||||
|
|
||||||
return grid
|
|
||||||
}
|
|
||||||
|
|
||||||
type Game struct {
|
|
||||||
Width, Height, Cellsize, Density int
|
|
||||||
ScreenWidth, ScreenHeight int
|
|
||||||
Grids []*Grid
|
|
||||||
Index int
|
|
||||||
Elapsed int64
|
|
||||||
TPG int64 // adjust game speed independently of TPS
|
|
||||||
Pause, Debug, Profile, Gridlines bool
|
|
||||||
Pixels []byte
|
|
||||||
OffScreen *ebiten.Image
|
|
||||||
}
|
|
||||||
|
|
||||||
func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
|
|
||||||
return game.ScreenWidth, game.ScreenHeight
|
|
||||||
}
|
|
||||||
|
|
||||||
// live console output of the grid
|
|
||||||
func (game *Game) DebugDump() {
|
|
||||||
cmd := exec.Command("clear")
|
|
||||||
cmd.Stdout = os.Stdout
|
|
||||||
cmd.Run()
|
|
||||||
|
|
||||||
if game.Debug {
|
|
||||||
for y := 0; y < game.Height; y++ {
|
|
||||||
for x := 0; x < game.Width; x++ {
|
|
||||||
if game.Grids[game.Index].Data[y][x] == 1 {
|
|
||||||
fmt.Print("XX")
|
|
||||||
} else {
|
|
||||||
fmt.Print(" ")
|
|
||||||
}
|
|
||||||
}
|
|
||||||
fmt.Println()
|
|
||||||
}
|
|
||||||
}
|
|
||||||
fmt.Printf("FPS: %0.2f\n", ebiten.ActualTPS())
|
|
||||||
}
|
|
||||||
|
|
||||||
func (game *Game) Init() {
|
|
||||||
// setup two grids, one for display, one for next state
|
|
||||||
grida := NewGrid(game.Width, game.Height, game.Density)
|
|
||||||
gridb := NewGrid(game.Width, game.Height, game.Density)
|
|
||||||
|
|
||||||
for y := 0; y < game.Height; y++ {
|
|
||||||
for x := 0; x < game.Width; x++ {
|
|
||||||
if rand.Intn(game.Density) == 1 {
|
|
||||||
grida.Data[y][x] = 1
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
game.Grids = []*Grid{
|
|
||||||
grida,
|
|
||||||
gridb,
|
|
||||||
}
|
|
||||||
|
|
||||||
game.Pixels = make([]byte, game.ScreenWidth*game.ScreenHeight*4)
|
|
||||||
|
|
||||||
game.OffScreen = ebiten.NewImage(game.ScreenWidth, game.ScreenHeight)
|
|
||||||
}
|
|
||||||
|
|
||||||
// count the living neighbors of a cell
|
|
||||||
func (game *Game) CountNeighbors(x, y int) int64 {
|
|
||||||
var sum int64
|
|
||||||
|
|
||||||
for nbgX := -1; nbgX < 2; nbgX++ {
|
|
||||||
for nbgY := -1; nbgY < 2; nbgY++ {
|
|
||||||
var col, row int
|
|
||||||
|
|
||||||
// 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 + game.Width) % game.Width
|
|
||||||
row = (y + nbgY + game.Height) % game.Height
|
|
||||||
|
|
||||||
sum += game.Grids[game.Index].Data[row][col]
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// don't count ourselfes though
|
|
||||||
sum -= game.Grids[game.Index].Data[y][x]
|
|
||||||
|
|
||||||
return sum
|
|
||||||
}
|
|
||||||
|
|
||||||
// the heart of the game
|
|
||||||
func (game *Game) CheckRule(state int64, neighbors int64) int64 {
|
|
||||||
var nextstate int64
|
|
||||||
|
|
||||||
if state == 0 && neighbors == 3 {
|
|
||||||
nextstate = 1
|
|
||||||
} else if state == 1 && (neighbors == 2 || neighbors == 3) {
|
|
||||||
nextstate = 1
|
|
||||||
} else {
|
|
||||||
nextstate = 0
|
|
||||||
}
|
|
||||||
|
|
||||||
return nextstate
|
|
||||||
}
|
|
||||||
|
|
||||||
// we only update the cells if we are not in pause state or if the
|
|
||||||
// game timer (TPG) is elapsed.
|
|
||||||
func (game *Game) UpdateCells() {
|
|
||||||
if game.Pause {
|
|
||||||
return
|
|
||||||
}
|
|
||||||
|
|
||||||
if game.Elapsed < game.TPG {
|
|
||||||
game.Elapsed++
|
|
||||||
return
|
|
||||||
}
|
|
||||||
|
|
||||||
// next grid index. we only have to, so we just xor it
|
|
||||||
next := game.Index ^ 1
|
|
||||||
|
|
||||||
// calculate cell life state, this is the actual game of life
|
|
||||||
for y := 0; y < game.Height; y++ {
|
|
||||||
for x := 0; x < game.Width; x++ {
|
|
||||||
state := game.Grids[game.Index].Data[y][x] // 0|1 == dead or alive
|
|
||||||
neighbors := game.CountNeighbors(x, y) // alive neighbor count
|
|
||||||
|
|
||||||
// actually apply the current rules
|
|
||||||
nextstate := game.CheckRule(state, neighbors)
|
|
||||||
|
|
||||||
// change state of current cell in next grid
|
|
||||||
game.Grids[next].Data[y][x] = nextstate
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// switch grid for rendering
|
|
||||||
game.Index ^= 1
|
|
||||||
|
|
||||||
game.Elapsed = 0
|
|
||||||
|
|
||||||
game.UpdatePixels()
|
|
||||||
}
|
|
||||||
|
|
||||||
func (game *Game) Update() error {
|
|
||||||
game.UpdateCells()
|
|
||||||
|
|
||||||
if inpututil.IsKeyJustPressed(ebiten.KeySpace) {
|
|
||||||
game.Pause = !game.Pause
|
|
||||||
}
|
|
||||||
|
|
||||||
return nil
|
|
||||||
}
|
|
||||||
|
|
||||||
/*
|
|
||||||
*
|
|
||||||
r, g, b := color(it)
|
|
||||||
|
|
||||||
78 p := 4 * (i + j*screenWidth)
|
|
||||||
79 gm.offscreenPix[p] = r
|
|
||||||
80 gm.offscreenPix[p+1] = g
|
|
||||||
81 gm.offscreenPix[p+2] = b
|
|
||||||
82 gm.offscreenPix[p+3] = 0xff
|
|
||||||
*/
|
|
||||||
func (game *Game) UpdatePixels() {
|
|
||||||
var col byte
|
|
||||||
|
|
||||||
gridx := 0
|
|
||||||
gridy := 0
|
|
||||||
idx := 0
|
|
||||||
|
|
||||||
for y := 0; y < game.ScreenHeight; y++ {
|
|
||||||
for x := 0; x < game.ScreenWidth; x++ {
|
|
||||||
gridx = x / game.Cellsize
|
|
||||||
gridy = y / game.Cellsize
|
|
||||||
|
|
||||||
col = 0xff
|
|
||||||
if game.Grids[game.Index].Data[gridy][gridx] == 1 {
|
|
||||||
col = 0x0
|
|
||||||
}
|
|
||||||
|
|
||||||
if game.Gridlines {
|
|
||||||
if x%game.Cellsize == 0 || y%game.Cellsize == 0 {
|
|
||||||
col = 128
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
idx = 4 * (x + y*game.ScreenWidth)
|
|
||||||
|
|
||||||
game.Pixels[idx] = col
|
|
||||||
game.Pixels[idx+1] = col
|
|
||||||
game.Pixels[idx+2] = col
|
|
||||||
game.Pixels[idx+3] = 0xff
|
|
||||||
|
|
||||||
idx++
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
game.OffScreen.WritePixels(game.Pixels)
|
|
||||||
}
|
|
||||||
|
|
||||||
func (game *Game) Draw(screen *ebiten.Image) {
|
|
||||||
screen.DrawImage(game.OffScreen, nil)
|
|
||||||
game.DebugDump()
|
|
||||||
}
|
|
||||||
|
|
||||||
func main() {
|
|
||||||
//x := 1
|
|
||||||
//y := 0
|
|
||||||
col := 1 >> 0xff
|
|
||||||
|
|
||||||
fmt.Printf("col: %d\n", col)
|
|
||||||
|
|
||||||
x := 1
|
|
||||||
y := 2
|
|
||||||
c := 4
|
|
||||||
|
|
||||||
xm := x & (c - 1)
|
|
||||||
ym := y & (c - 1)
|
|
||||||
|
|
||||||
fmt.Println(xm & ym)
|
|
||||||
}
|
|
||||||
|
|
||||||
func _main() {
|
|
||||||
size := 800
|
|
||||||
|
|
||||||
game := &Game{
|
|
||||||
Width: size,
|
|
||||||
Height: size,
|
|
||||||
Cellsize: 4,
|
|
||||||
Density: 8,
|
|
||||||
TPG: 10,
|
|
||||||
Debug: false,
|
|
||||||
Profile: false,
|
|
||||||
Gridlines: false,
|
|
||||||
}
|
|
||||||
|
|
||||||
game.ScreenWidth = game.Width * game.Cellsize
|
|
||||||
game.ScreenHeight = game.Height * game.Cellsize
|
|
||||||
|
|
||||||
game.Init()
|
|
||||||
|
|
||||||
ebiten.SetWindowSize(game.ScreenWidth, game.ScreenHeight)
|
|
||||||
ebiten.SetWindowTitle("triangle conway's game of life")
|
|
||||||
ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
|
|
||||||
|
|
||||||
if game.Profile {
|
|
||||||
fd, err := os.Create("cpu.profile")
|
|
||||||
if err != nil {
|
|
||||||
log.Fatal(err)
|
|
||||||
}
|
|
||||||
defer fd.Close()
|
|
||||||
|
|
||||||
pprof.StartCPUProfile(fd)
|
|
||||||
defer pprof.StopCPUProfile()
|
|
||||||
}
|
|
||||||
|
|
||||||
if err := ebiten.RunGame(game); err != nil {
|
|
||||||
log.Fatal(err)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -64,12 +64,12 @@ func NewCheckbox(
|
|||||||
)
|
)
|
||||||
}
|
}
|
||||||
|
|
||||||
func NewSeparator(padding int) widget.PreferredSizeLocateableWidget {
|
func NewSeparator() widget.PreferredSizeLocateableWidget {
|
||||||
c := widget.NewContainer(
|
c := widget.NewContainer(
|
||||||
widget.ContainerOpts.Layout(widget.NewRowLayout(
|
widget.ContainerOpts.Layout(widget.NewRowLayout(
|
||||||
widget.RowLayoutOpts.Direction(widget.DirectionVertical),
|
widget.RowLayoutOpts.Direction(widget.DirectionVertical),
|
||||||
widget.RowLayoutOpts.Padding(widget.Insets{
|
widget.RowLayoutOpts.Padding(widget.Insets{
|
||||||
Top: padding,
|
Top: 3,
|
||||||
Bottom: 0,
|
Bottom: 0,
|
||||||
}))),
|
}))),
|
||||||
widget.ContainerOpts.WidgetOpts(
|
widget.ContainerOpts.WidgetOpts(
|
||||||