27 Commits

Author SHA1 Message Date
42ee242f0c nope, it's a hopeless mess 2024-06-11 19:05:29 +02:00
b1b2a6901f not work 2024-06-11 14:55:13 +02:00
68b7eb60a8 add demo 2024-06-11 14:44:05 +02:00
31d7f5bc4f added toolbar icon widget 2024-06-10 19:30:07 +02:00
0fdd4bbd81 fix flickering 2024-06-10 14:17:36 +02:00
63d8d09fc0 add test code 2024-06-10 13:02:32 +02:00
b8496d0ae2 added grid comment to theme.go, since I always forget how grindlines work 2024-06-09 18:41:27 +02:00
1af3e9fc42 add clean target, fixed mix up colors 2024-06-09 18:33:09 +02:00
aa7999a01b add screenshots 2024-06-09 18:21:45 +02:00
3a743a65e5 fixed theme selection from menu, centralized theme def to 1 place 2024-06-09 18:00:06 +02:00
01cfaf3b78 +fix 2024-06-08 20:12:36 +02:00
7d717423c9 +previewtext 2024-06-08 20:12:10 +02:00
4f7cf4c419 initial options bug fixed
See
424f62327b

Thanks a lot for the fast support, amazing!
2024-06-08 20:06:02 +02:00
T.v.Dein
3c992a00c6 fix video 2024-06-08 19:56:20 +02:00
1ec84213a0 cleanup and added video to readme 2024-06-08 19:52:20 +02:00
a109838c4c calculating zoom factor based on cellsize 2024-06-08 16:29:09 +02:00
65a67f1bac removed invert option, added new standard theme (orange on grey) 2024-06-08 16:19:54 +02:00
5813f8fab8 added option to select theme, can be used also to select RLEs :) 2024-06-07 18:39:14 +02:00
0c44a7e266 more performance tests 2024-06-07 17:34:09 +02:00
81c4b976e2 added theme system, makes it easier to add more color schemes 2024-06-07 17:33:54 +02:00
4695338323 added key bindings help screen, reachable via menu 2024-06-06 19:55:16 +02:00
63f4aa839d hint about themes 2024-06-06 19:38:11 +02:00
1574e03085 put evolutioin drawing out of Draw(), handle history only if enabled 2024-06-06 19:36:51 +02:00
9fb2779c02 fixed canvas dragging speed, it's now relative to the world 2024-06-06 19:24:23 +02:00
9adc7ddbdc added explicit insert/draw mode, left mouse by default moves canvas 2024-06-06 19:13:07 +02:00
ab22e0f4e2 changed grid data type to bool, save mem and better perf 2024-06-06 18:58:31 +02:00
a5dbd69976 branchless experiments (failed and reverted, see commented code) 2024-06-05 23:51:55 +02:00
63 changed files with 1281 additions and 249 deletions

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@@ -2,3 +2,8 @@
all: all:
make -C src make -C src
mv src/golsky . mv src/golsky .
.PHONY: clean
clean:
make -C src clean
rm -f dump* rect*

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@@ -5,8 +5,7 @@
[![License](https://img.shields.io/badge/license-GPL-blue.svg)](https://github.com/tlinden/golsky/blob/master/LICENSE) [![License](https://img.shields.io/badge/license-GPL-blue.svg)](https://github.com/tlinden/golsky/blob/master/LICENSE)
[![Go Report Card](https://goreportcard.com/badge/github.com/tlinden/golsky)](https://goreportcard.com/report/github.com/tlinden/golsky) [![Go Report Card](https://goreportcard.com/badge/github.com/tlinden/golsky)](https://goreportcard.com/report/github.com/tlinden/golsky)
I wanted to play around a little bit with [**Conways Game of I wanted to play around a little bit with [**Conways Game of Life**](https://conwaylife.com/)
Life**](https://conwaylife.com/)
in golang and here's the result. It's a simple game using in golang and here's the result. It's a simple game using
[ebitengine](https://github.com/hajimehoshi/ebiten/). [ebitengine](https://github.com/hajimehoshi/ebiten/).
@@ -14,6 +13,19 @@ John Conway himself: https://youtu.be/R9Plq-D1gEk?si=yYxs77e9yXxeSNbL
Based on: https://youtu.be/FWSR_7kZuYg?si=ix1dmo76D8AmF25F Based on: https://youtu.be/FWSR_7kZuYg?si=ix1dmo76D8AmF25F
# Screenshots
[![golsky-mainmenu.png](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/256_golsky-mainmenu.png)](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/golsky-mainmenu.png)
[![golsky-options.png](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/256_golsky-options.png)](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/golsky-options.png)
[![golsky-bindings.png](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/256_golsky-bindings.png)](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/golsky-bindings.png)
[![golsky-evolution-trace.png](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/256_golsky-evolution-trace.png)](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/golsky-evolution-trace.png)
[![golsky-zoom.png](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/256_golsky-zoom.png)](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/golsky-zoom.png)
[![golsky-debug.png](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/256_golsky-debug.png)](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/golsky-debug.png)
[![golsky-capture.png](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/256_golsky-capture.png)](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/golsky-capture.png)
[![golsky-captured.png](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/256_golsky-captured.png)](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/golsky-captured.png)
[![golsky-dark-theme.png](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/256_golsky-dark-theme.png)](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/golsky-dark-theme.png)
[Youtube video game preview](https://www.youtube.com/watch?v=xEto6Oew16I)
# Features # Features
* flexible parameters as grid and cell size * flexible parameters as grid and cell size
@@ -76,7 +88,10 @@ While it runs, there are a couple of commands you can use:
* page up: speed up * page up: speed up
* page down: slow down * page down: slow down
* Mouse wheel: zoom in or out * Mouse wheel: zoom in or out
* move mouse while middle mouse button pressed: move canvas * move mouse while left mouse button pressed: move canvas
* i: enter "insert" (draw) mode: use left mouse to set cells alife and right
button to dead. Leave with "space". While in insert mode, use middle mouse
button to drag grid.
* r: reset to 1:1 zoom * r: reset to 1:1 zoom
* escape: open menu * escape: open menu
* s: save game state to file (can be loaded with -l) * s: save game state to file (can be loaded with -l)

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@@ -1,14 +1,11 @@
- add all other options like size etc - add all other options like size etc
- do not process history if turned off
- add gif export - add gif export
- add toolbar - add toolbar
- turn input ifs to switch - turn input ifs to switch
- add insert mode for edit like vi - only draw visible part of the world
- use left mouse to drag grid unless insert mode is active - use themes instead of the current weird color lists
- keep supporting middle mouse to drag so that dragging is possible in insert mode
- print current mode to the bottom like pause, insert and mark - print current mode to the bottom like pause, insert and mark
- add https://www.ibiblio.org/lifepatterns/october1970.html - add https://www.ibiblio.org/lifepatterns/october1970.html
- use uint8 or bool, history needs not be larger than 256 anyway
- history: dont count age but do calc to get index to age tile based on cell age - history: dont count age but do calc to get index to age tile based on cell age
- maybe pre calc neighbors as 8 slice of pointers to neighboring cells to faster do the count - maybe pre calc neighbors as 8 slice of pointers to neighboring cells to faster do the count
- https://mattnakama.com/blog/go-branchless-coding/ - https://mattnakama.com/blog/go-branchless-coding/
@@ -17,6 +14,8 @@
WritePixels: https://github.com/TLINDEN/testgol/tree/wrpixels WritePixels: https://github.com/TLINDEN/testgol/tree/wrpixels
https://www.tasnimzotder.com/blog/optimizing-game-of-life-algorithm https://www.tasnimzotder.com/blog/optimizing-game-of-life-algorithm
- show gridlines menu has no effect of grid was enabled with -g
- Speed - Speed
https://conwaylife.com/forums/viewtopic.php?f=7&t=3237 https://conwaylife.com/forums/viewtopic.php?f=7&t=3237

2
go.mod
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@@ -13,7 +13,7 @@ require (
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 // indirect github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 // indirect
github.com/ebitengine/hideconsole v1.0.0 // indirect github.com/ebitengine/hideconsole v1.0.0 // indirect
github.com/ebitengine/purego v0.7.0 // indirect github.com/ebitengine/purego v0.7.0 // indirect
github.com/ebitenui/ebitenui v0.5.6 // indirect github.com/ebitenui/ebitenui v0.5.8-0.20240608230235-27496c28f409 // indirect
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0 // indirect github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0 // indirect
github.com/jezek/xgb v1.1.1 // indirect github.com/jezek/xgb v1.1.1 // indirect
github.com/tinne26/etxt v0.0.8 // indirect github.com/tinne26/etxt v0.0.8 // indirect

4
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@@ -8,6 +8,10 @@ github.com/ebitengine/purego v0.7.0 h1:HPZpl61edMGCEW6XK2nsR6+7AnJ3unUxpTZBkkIXn
github.com/ebitengine/purego v0.7.0/go.mod h1:ah1In8AOtksoNK6yk5z1HTJeUkC1Ez4Wk2idgGslMwQ= github.com/ebitengine/purego v0.7.0/go.mod h1:ah1In8AOtksoNK6yk5z1HTJeUkC1Ez4Wk2idgGslMwQ=
github.com/ebitenui/ebitenui v0.5.6 h1:qyJRU5j+lQo1lamxB48IBwMxMfz1xNb5iWUayCtA0Wk= github.com/ebitenui/ebitenui v0.5.6 h1:qyJRU5j+lQo1lamxB48IBwMxMfz1xNb5iWUayCtA0Wk=
github.com/ebitenui/ebitenui v0.5.6/go.mod h1:I0rVbTOUi7gWKTPet2gzbvhOdkHp5pJXMM6c6b3dRoE= github.com/ebitenui/ebitenui v0.5.6/go.mod h1:I0rVbTOUi7gWKTPet2gzbvhOdkHp5pJXMM6c6b3dRoE=
github.com/ebitenui/ebitenui v0.5.8-0.20240608175527-424f62327b21 h1:dElhYGyf+FYY+makAndUQNOSDwFSFYyFWziPwQrPObY=
github.com/ebitenui/ebitenui v0.5.8-0.20240608175527-424f62327b21/go.mod h1:I0rVbTOUi7gWKTPet2gzbvhOdkHp5pJXMM6c6b3dRoE=
github.com/ebitenui/ebitenui v0.5.8-0.20240608230235-27496c28f409 h1:wsPobs+O3ZmZvhtNtmnMkaB1FRM7tuZ60P0/jegRQGg=
github.com/ebitenui/ebitenui v0.5.8-0.20240608230235-27496c28f409/go.mod h1:I0rVbTOUi7gWKTPet2gzbvhOdkHp5pJXMM6c6b3dRoE=
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0 h1:DACJavvAHhabrF08vX0COfcOBJRhZ8lUbR+ZWIs0Y5g= github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0 h1:DACJavvAHhabrF08vX0COfcOBJRhZ8lUbR+ZWIs0Y5g=
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0/go.mod h1:E/TSTwGwJL78qG/PmXZO1EjYhfJinVAhrmmHX6Z8B9k= github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0/go.mod h1:E/TSTwGwJL78qG/PmXZO1EjYhfJinVAhrmmHX6Z8B9k=
github.com/hajimehoshi/ebiten/v2 v2.7.4 h1:X+heODRQ3Ie9F9QFjm24gEZqQd5FSfR9XuT2XfHwgf8= github.com/hajimehoshi/ebiten/v2 v2.7.4 h1:X+heODRQ3Ie9F9QFjm24gEZqQd5FSfR9XuT2XfHwgf8=

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@@ -120,7 +120,7 @@ func removeWhitespace(input string) string {
} }
// Store a grid to an RLE file // Store a grid to an RLE file
func StoreGridToRLE(grid [][]uint8, filename, rule string, width, height int) error { func StoreGridToRLE(grid [][]bool, filename, rule string, width, height int) error {
fd, err := os.Create(filename) fd, err := os.Create(filename)
if err != nil { if err != nil {
return err return err
@@ -131,12 +131,12 @@ func StoreGridToRLE(grid [][]uint8, filename, rule string, width, height int) er
for y := 0; y < height; y++ { for y := 0; y < height; y++ {
line := "" line := ""
for x := 0; x < width; x++ { for x := 0; x < width; x++ {
switch grid[y][x] { char := "b"
case 0: if grid[y][x] {
line += "b" char = "o"
case 1:
line += "o"
} }
line += char
} }
// if first row is: 001011110, then line is now: // if first row is: 001011110, then line is now:

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@@ -18,7 +18,7 @@ type Config struct {
Width, Height, Cellsize, Density int // measurements Width, Height, Cellsize, Density int // measurements
ScreenWidth, ScreenHeight int ScreenWidth, ScreenHeight int
TPG int // ticks per generation/game speed, 1==max TPG int // ticks per generation/game speed, 1==max
Debug, Empty, Invert, Paused, Markmode bool // game modi Debug, Empty, Paused, Markmode, Drawmode bool // game modi
ShowEvolution, ShowGrid, RunOneStep bool // flags ShowEvolution, ShowGrid, RunOneStep bool // flags
Rule *Rule // which rule to use, default: B3/S23 Rule *Rule // which rule to use, default: B3/S23
RLE *rle.RLE // loaded GOL pattern from RLE file RLE *rle.RLE // loaded GOL pattern from RLE file
@@ -33,6 +33,8 @@ type Config struct {
ZoomOutFactor int ZoomOutFactor int
InitialCamPos []float64 InitialCamPos []float64
DelayedStart bool // if true game, we wait. like pause but program induced DelayedStart bool // if true game, we wait. like pause but program induced
Theme string
ThemeManager ThemeManager
// for internal profiling // for internal profiling
ProfileFile string ProfileFile string
@@ -42,18 +44,38 @@ type Config struct {
const ( const (
VERSION = "v0.0.8" VERSION = "v0.0.8"
Alive = 1 Alive = true
Dead = 0 Dead = false
DEFAULT_GRID_WIDTH = 600 DEFAULT_GRID_WIDTH = 600
DEFAULT_GRID_HEIGHT = 400 DEFAULT_GRID_HEIGHT = 400
DEFAULT_CELLSIZE = 4 DEFAULT_CELLSIZE = 4
DEFAULT_ZOOMFACTOR = 150 DEFAULT_ZOOMFACTOR = 400
DEFAULT_GEOM = "640x384" DEFAULT_GEOM = "640x384"
DEFAULT_THEME = "standard" // "light" // inverse => "dark"
) )
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 set cells alife and right
button to dead. Leave with "space". While in insert mode, use middle mouse
button to drag 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() { func (config *Config) SetupCamera() {
config.Zoomfactor = DEFAULT_ZOOMFACTOR config.Zoomfactor = DEFAULT_ZOOMFACTOR / config.Cellsize
// calculate the initial cam pos. It is negative if the total grid // calculate the initial cam pos. It is negative if the total grid
// size is smaller than the screen in a centered position, but // size is smaller than the screen in a centered position, but
@@ -107,7 +129,7 @@ func (config *Config) ParseGeom(geom string) error {
config.ScreenWidth = width config.ScreenWidth = width
config.ScreenHeight = height config.ScreenHeight = height
config.Cellsize = DEFAULT_CELLSIZE //config.Cellsize = DEFAULT_CELLSIZE
return nil return nil
} }
@@ -201,18 +223,20 @@ func ParseCommandline() (*Config, error) {
pflag.StringVarP(&rlefile, "pattern-file", "f", "", "RLE or LIF pattern file") pflag.StringVarP(&rlefile, "pattern-file", "f", "", "RLE or LIF pattern file")
pflag.BoolVarP(&config.ShowVersion, "version", "v", false, "show version") 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.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.Debug, "debug", "d", false, "show debug info")
pflag.BoolVarP(&config.ShowGrid, "show-grid", "g", false, "draw grid lines")
pflag.BoolVarP(&config.Empty, "empty", "e", false, "start with an empty screen") pflag.BoolVarP(&config.Empty, "empty", "e", false, "start with an empty screen")
pflag.BoolVarP(&config.Invert, "invert", "i", false, "invert colors (dead cell: black)")
pflag.BoolVarP(&config.ShowEvolution, "show-evolution", "s", false, "show evolution traces") // 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.Wrap, "wrap-around", "w", false, "wrap around grid mode")
pflag.BoolVarP(&config.UseShader, "use-shader", "k", false, "use shader for cell rendering") pflag.BoolVarP(&config.UseShader, "use-shader", "k", false, "use shader for cell rendering")
pflag.StringVarP(&config.ProfileFile, "profile-file", "", "", "enable profiling") pflag.StringVarP(&config.ProfileFile, "profile-file", "", "", "enable profiling")
pflag.BoolVarP(&config.ProfileDraw, "profile-draw", "", false, "profile draw method (default false)")
pflag.Int64VarP(&config.ProfileMaxLoops, "profile-max-loops", "", 10, "how many loops to execute (default 10)")
pflag.Parse() pflag.Parse()
@@ -234,6 +258,8 @@ func ParseCommandline() (*Config, error) {
config.SetupCamera() config.SetupCamera()
config.ThemeManager = NewThemeManager(config.Theme, config.Cellsize)
//repr.Println(config) //repr.Println(config)
return &config, nil return &config, nil
} }
@@ -246,14 +272,16 @@ func (config *Config) ToggleDebugging() {
config.Debug = !config.Debug config.Debug = !config.Debug
} }
func (config *Config) ToggleInvert() { func (config *Config) SwitchTheme(theme string) {
config.Invert = !config.Invert config.ThemeManager.SetCurrentTheme(theme)
config.RestartCache = true config.RestartCache = true
} }
func (config *Config) ToggleGridlines() { func (config *Config) ToggleGridlines() {
fmt.Printf("toggle grid lines, current: %t\n", config.ShowGrid)
config.ShowGrid = !config.ShowGrid config.ShowGrid = !config.ShowGrid
config.RestartCache = true config.RestartCache = true
fmt.Printf("toggle grid lines, new: %t\n", config.ShowGrid)
} }
func (config *Config) ToggleEvolution() { func (config *Config) ToggleEvolution() {

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@@ -10,7 +10,6 @@ type Game struct {
CurrentScene SceneName CurrentScene SceneName
Config *Config Config *Config
Scale float32 Scale float32
Screen *ebiten.Image
} }
func NewGame(config *Config, startscene SceneName) *Game { func NewGame(config *Config, startscene SceneName) *Game {
@@ -24,8 +23,10 @@ func NewGame(config *Config, startscene SceneName) *Game {
// setup scene[s] // setup scene[s]
game.CurrentScene = startscene game.CurrentScene = startscene
game.Scenes[Play] = NewPlayScene(game, config) game.Scenes[Play] = NewPlayScene(game, config)
game.Scenes[Toolbar] = NewToolbarScene(game, config)
game.Scenes[Menu] = NewMenuScene(game, config) game.Scenes[Menu] = NewMenuScene(game, config)
game.Scenes[Options] = NewOptionsScene(game, config) game.Scenes[Options] = NewOptionsScene(game, config)
game.Scenes[Keybindings] = NewKeybindingsScene(game, config)
// setup environment // setup environment
ebiten.SetWindowSize(game.ScreenWidth, game.ScreenHeight) ebiten.SetWindowSize(game.ScreenWidth, game.ScreenHeight)
@@ -33,7 +34,6 @@ func NewGame(config *Config, startscene SceneName) *Game {
ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled) ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
ebiten.SetScreenClearedEveryFrame(true) ebiten.SetScreenClearedEveryFrame(true)
game.Screen = ebiten.NewImage(game.ScreenWidth, game.ScreenHeight)
return game return game
} }
@@ -48,16 +48,22 @@ func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
} }
func (game *Game) Update() error { func (game *Game) Update() error {
scene := game.GetCurrentScene() currentscene := game.GetCurrentScene()
for _, scene := range game.Scenes {
if scene.IsPrimary() || scene == currentscene {
if quit := scene.Update(); quit != nil { if quit := scene.Update(); quit != nil {
return quit return quit
} }
next := scene.GetNext() }
}
next := currentscene.GetNext()
if next != game.CurrentScene { if next != game.CurrentScene {
game.Scenes[next].SetPrevious(game.CurrentScene) game.Scenes[next].SetPrevious(game.CurrentScene)
scene.ResetNext() currentscene.ResetNext()
game.CurrentScene = next game.CurrentScene = next
} }
@@ -66,6 +72,7 @@ func (game *Game) Update() error {
func (game *Game) Draw(screen *ebiten.Image) { func (game *Game) Draw(screen *ebiten.Image) {
// first draw primary scene[s], although there are only 1 // first draw primary scene[s], although there are only 1
skip := false
for current, scene := range game.Scenes { for current, scene := range game.Scenes {
if scene.IsPrimary() { if scene.IsPrimary() {
// primary scenes always draw // primary scenes always draw
@@ -73,10 +80,15 @@ func (game *Game) Draw(screen *ebiten.Image) {
if current == game.CurrentScene { if current == game.CurrentScene {
// avoid to redraw it in the next step // avoid to redraw it in the next step
skip = true
break
}
}
}
if skip {
return return
} }
}
}
scene := game.GetCurrentScene() scene := game.GetCurrentScene()
scene.Draw(screen) scene.Draw(screen)

View File

@@ -10,3 +10,10 @@ func Contains[E comparable](s []E, v E) bool {
return false return false
} }
func Exists[K comparable, V any](m map[K]V, v K) bool {
if _, ok := m[v]; ok {
return true
}
return false
}

View File

@@ -13,7 +13,7 @@ import (
) )
type Grid struct { type Grid struct {
Data [][]uint8 Data [][]bool
Width, Height, Density int Width, Height, Density int
Empty bool Empty bool
} }
@@ -24,12 +24,12 @@ func NewGrid(width, height, density int, empty bool) *Grid {
Height: height, Height: height,
Width: width, Width: width,
Density: density, Density: density,
Data: make([][]uint8, height), Data: make([][]bool, height),
Empty: empty, Empty: empty,
} }
for y := 0; y < height; y++ { for y := 0; y < height; y++ {
grid.Data[y] = make([]uint8, width) grid.Data[y] = make([]bool, width)
} }
return grid return grid
@@ -59,7 +59,7 @@ func (grid *Grid) Copy(other *Grid) {
func (grid *Grid) Clear() { func (grid *Grid) Clear() {
for y := range grid.Data { for y := range grid.Data {
for x := range grid.Data[y] { for x := range grid.Data[y] {
grid.Data[y][x] = 0 grid.Data[y][x] = false
} }
} }
} }
@@ -70,7 +70,7 @@ func (grid *Grid) FillRandom() {
for y := range grid.Data { for y := range grid.Data {
for x := range grid.Data[y] { for x := range grid.Data[y] {
if rand.Intn(grid.Density) == 1 { if rand.Intn(grid.Density) == 1 {
grid.Data[y][x] = 1 grid.Data[y][x] = true
} }
} }
} }
@@ -80,7 +80,7 @@ func (grid *Grid) FillRandom() {
func (grid *Grid) Dump() { func (grid *Grid) Dump() {
for y := 0; y < grid.Height; y++ { for y := 0; y < grid.Height; y++ {
for x := 0; x < grid.Width; x++ { for x := 0; x < grid.Width; x++ {
if grid.Data[y][x] == 1 { if grid.Data[y][x] {
fmt.Print("XX") fmt.Print("XX")
} else { } else {
fmt.Print(" ") fmt.Print(" ")
@@ -103,7 +103,7 @@ func (grid *Grid) LoadRLE(pattern *rle.RLE) {
x = colIndex + startX x = colIndex + startX
y = rowIndex + startY y = rowIndex + startY
grid.Data[y][x] = 1 grid.Data[y][x] = true
} }
} }
} }
@@ -213,12 +213,9 @@ func (grid *Grid) SaveState(filename, rule string) error {
for y := range grid.Data { for y := range grid.Data {
for _, cell := range grid.Data[y] { for _, cell := range grid.Data[y] {
row := "" row := "."
switch cell { if cell {
case 1: row = "o"
row += "o"
case 0:
row += "."
} }
_, err := file.WriteString(row) _, err := file.WriteString(row)
@@ -233,12 +230,12 @@ func (grid *Grid) SaveState(filename, rule string) error {
} }
// generate filenames for dumps // generate filenames for dumps
func GetFilename(generations uint64) 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.lif", now.Format("20060102150405"), generations)
} }
func GetFilenameRLE(generations uint64) string { func GetFilenameRLE(generations int64) string {
now := time.Now() now := time.Now()
return fmt.Sprintf("rect-%s-%d.rle", now.Format("20060102150405"), generations) return fmt.Sprintf("rect-%s-%d.rle", now.Format("20060102150405"), generations)
} }

98
src/keybindings.go Normal file
View File

@@ -0,0 +1,98 @@
package main
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(),
}
}

View File

@@ -1,6 +1,7 @@
package main package main
import ( import (
"fmt"
"image/color" "image/color"
"os" "os"
@@ -101,9 +102,15 @@ func (scene *SceneMenu) Init() {
options := NewMenuButton("Options", options := NewMenuButton("Options",
func(args *widget.ButtonClickedEventArgs) { func(args *widget.ButtonClickedEventArgs) {
fmt.Println("menu => options")
scene.SetNext(Options) scene.SetNext(Options)
}) })
bindings := NewMenuButton("Show Key Bindings",
func(args *widget.ButtonClickedEventArgs) {
scene.SetNext(Keybindings)
})
separator1 := NewSeparator(3) separator1 := NewSeparator(3)
separator2 := NewSeparator(3) separator2 := NewSeparator(3)
separator3 := NewSeparator(10) separator3 := NewSeparator(10)
@@ -123,6 +130,7 @@ func (scene *SceneMenu) Init() {
rowContainer.AddChild(separator1) rowContainer.AddChild(separator1)
rowContainer.AddChild(options) rowContainer.AddChild(options)
rowContainer.AddChild(copy) rowContainer.AddChild(copy)
rowContainer.AddChild(bindings)
rowContainer.AddChild(separator2) rowContainer.AddChild(separator2)
rowContainer.AddChild(cancel) rowContainer.AddChild(cancel)
rowContainer.AddChild(separator3) rowContainer.AddChild(separator3)

View File

@@ -1,8 +1,10 @@
package main package main
import ( import (
"fmt"
"image/color" "image/color"
"github.com/alecthomas/repr"
"github.com/ebitenui/ebitenui" "github.com/ebitenui/ebitenui"
"github.com/ebitenui/ebitenui/widget" "github.com/ebitenui/ebitenui/widget"
"github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2"
@@ -69,55 +71,69 @@ func (scene *SceneOptions) Draw(screen *ebiten.Image) {
} }
func (scene *SceneOptions) SetInitialValue(w *widget.LabeledCheckbox, value bool) { func (scene *SceneOptions) SetInitialValue(w *widget.LabeledCheckbox, value bool) {
var intval int
if value { if value {
intval = 1
}
w.SetState( w.SetState(
widget.WidgetState(intval), widget.WidgetChecked,
) )
} }
}
func (scene *SceneOptions) Init() { func (scene *SceneOptions) Init() {
rowContainer := NewRowContainer("Options") rowContainer := NewRowContainer("Options")
pause := NewCheckbox("Pause", pause := NewCheckbox("Pause",
scene.Config.Paused,
func(args *widget.CheckboxChangedEventArgs) { func(args *widget.CheckboxChangedEventArgs) {
scene.Config.TogglePaused() scene.Config.TogglePaused()
}) })
debugging := NewCheckbox("Debugging", debugging := NewCheckbox("Debugging",
scene.Config.Debug,
func(args *widget.CheckboxChangedEventArgs) { func(args *widget.CheckboxChangedEventArgs) {
scene.Config.ToggleDebugging() scene.Config.ToggleDebugging()
}) })
scene.SetInitialValue(debugging, scene.Config.Debug)
invert := NewCheckbox("Invert",
func(args *widget.CheckboxChangedEventArgs) {
scene.Config.ToggleInvert()
})
scene.SetInitialValue(invert, scene.Config.Invert)
gridlines := NewCheckbox("Show grid lines", gridlines := NewCheckbox("Show grid lines",
scene.Config.ShowGrid,
func(args *widget.CheckboxChangedEventArgs) { func(args *widget.CheckboxChangedEventArgs) {
fmt.Println("CHECKBOX CALLED")
repr.Println(args.State)
scene.Config.ToggleGridlines() scene.Config.ToggleGridlines()
}) })
scene.SetInitialValue(gridlines, scene.Config.ShowGrid)
evolution := NewCheckbox("Show evolution traces", evolution := NewCheckbox("Show evolution traces",
scene.Config.ShowEvolution,
func(args *widget.CheckboxChangedEventArgs) { func(args *widget.CheckboxChangedEventArgs) {
scene.Config.ToggleEvolution() scene.Config.ToggleEvolution()
}) })
scene.SetInitialValue(evolution, scene.Config.ShowEvolution)
wrap := NewCheckbox("Wrap around edges", wrap := NewCheckbox("Wrap around edges",
scene.Config.Wrap,
func(args *widget.CheckboxChangedEventArgs) { func(args *widget.CheckboxChangedEventArgs) {
scene.Config.ToggleWrap() scene.Config.ToggleWrap()
}) })
scene.SetInitialValue(wrap, scene.Config.Wrap)
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) separator := NewSeparator(3)
separator2 := NewSeparator(3)
cancel := NewMenuButton("Close", cancel := NewMenuButton("Close",
func(args *widget.ButtonClickedEventArgs) { func(args *widget.ButtonClickedEventArgs) {
@@ -126,11 +142,16 @@ func (scene *SceneOptions) Init() {
rowContainer.AddChild(pause) rowContainer.AddChild(pause)
rowContainer.AddChild(debugging) rowContainer.AddChild(debugging)
rowContainer.AddChild(invert)
rowContainer.AddChild(gridlines) rowContainer.AddChild(gridlines)
rowContainer.AddChild(evolution) rowContainer.AddChild(evolution)
rowContainer.AddChild(wrap) rowContainer.AddChild(wrap)
rowContainer.AddChild(separator) rowContainer.AddChild(separator)
rowContainer.AddChild(combocontainer)
rowContainer.AddChild(separator2)
rowContainer.AddChild(cancel) rowContainer.AddChild(cancel)
scene.Ui = &ebitenui.UI{ scene.Ui = &ebitenui.UI{

View File

@@ -3,9 +3,10 @@ package main
import ( import (
"fmt" "fmt"
"image" "image"
"image/color"
"log" "log"
"unsafe"
uiinput "github.com/ebitenui/ebitenui/input"
"github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil" "github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/hajimehoshi/ebiten/v2/vector" "github.com/hajimehoshi/ebiten/v2/vector"
@@ -18,7 +19,7 @@ type Images struct {
} }
const ( const (
DEBUG_FORMAT = "FPS: %0.2f, TPG: %d, M: %0.2fMB, Generations: %d\nScale: %.02f, Zoom: %d, Cam: %.02f,%.02f Cursor: %d,%d %s" DEBUG_FORMAT = "FPS: %0.2f, TPG: %d, M: %0.2fMB, Generations: %d\nScale: %.02f, Zoom: %d, Cam: %.02f,%.02f Cursor: %d,%d %s, UI Active: %t"
) )
type ScenePlay struct { type ScenePlay struct {
@@ -31,23 +32,21 @@ type ScenePlay struct {
Clear bool Clear bool
Grids []*Grid // 2 grids: one current, one next Grids []*Grid // 2 grids: one current, one next
History [][]uint64 // holds state of past dead cells for evolution traces History [][]int64 // holds state of past dead cells for evolution traces
Index int // points to current grid Index int // points to current grid
Generations uint64 // Stats Generations int64 // Stats
Black, White, Grey, Old color.RGBA
AgeColor1, AgeColor2, AgeColor3, AgeColor4 color.RGBA
TicksElapsed int // tick counter for game speed TicksElapsed int // tick counter for game speed
Tiles Images // pre-computed tiles for dead and alife cells
Camera Camera // for zoom+move Camera Camera // for zoom+move
World, Cache *ebiten.Image // actual image we render to World, Cache *ebiten.Image // actual image we render to
WheelTurned bool // when user turns wheel multiple times, zoom faster WheelTurned bool // when user turns wheel multiple times, zoom faster
Dragging bool // middle mouse is pressed, move canvas Dragging bool // middle mouse is pressed, move canvas
LastCursorPos []int // used to check if the user is dragging LastCursorPos []float64 // used to check if the user is dragging
MarkTaken bool // true when mouse1 pressed MarkTaken bool // true when mouse1 pressed
MarkDone bool // true when mouse1 released, copy cells between Mark+Point MarkDone bool // true when mouse1 released, copy cells between Mark+Point
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 // current game speed (ticks per game)
Theme Theme
} }
func NewPlayScene(game *Game, config *Config) Scene { func NewPlayScene(game *Game, config *Config) Scene {
@@ -85,8 +84,8 @@ func (scene *ScenePlay) SetNext(next SceneName) {
scene.Next = next scene.Next = next
} }
func (scene *ScenePlay) CheckRule(state uint8, neighbors uint8) uint8 { func (scene *ScenePlay) CheckRule(state bool, neighbors int) bool {
var nextstate uint8 var nextstate bool
// The standard Scene of Life is symbolized in rule-string notation // 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 // as B3/S23 (23/3 here). A cell is born if it has exactly three
@@ -94,9 +93,9 @@ func (scene *ScenePlay) CheckRule(state uint8, neighbors uint8) uint8 {
// and dies otherwise. The first number, or list of numbers, is // and dies otherwise. The first number, or list of numbers, is
// what is required for a dead cell to be born. // what is required for a dead cell to be born.
if state == 0 && Contains(scene.Config.Rule.Birth, neighbors) { if !state && Contains(scene.Config.Rule.Birth, neighbors) {
nextstate = Alive nextstate = Alive
} else if state == 1 && Contains(scene.Config.Rule.Death, neighbors) { } else if state && Contains(scene.Config.Rule.Death, neighbors) {
nextstate = Alive nextstate = Alive
} else { } else {
nextstate = Dead nextstate = Dead
@@ -130,13 +129,18 @@ 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
// FIXME: unbranch somehow // 60FPS:
if state != nextstate { if state != nextstate {
scene.History[y][x] = scene.Generations scene.History[y][x] = scene.Generations
} }
// 10FPS:
//scene.History.Data[y][x] = (state ^ (1 ^ nextstate)) * (scene.Generations - scene.History.Data[y][x])
}
} }
} }
@@ -181,6 +185,12 @@ func (scene *ScenePlay) CheckInput() {
if inpututil.IsKeyJustPressed(ebiten.KeyC) { if inpututil.IsKeyJustPressed(ebiten.KeyC) {
scene.Config.Markmode = true scene.Config.Markmode = true
scene.Config.Drawmode = false
scene.Config.Paused = true
}
if inpututil.IsKeyJustPressed(ebiten.KeyI) {
scene.Config.Drawmode = true
scene.Config.Paused = true scene.Config.Paused = true
} }
@@ -192,16 +202,6 @@ func (scene *ScenePlay) CheckInput() {
scene.Config.TogglePaused() scene.Config.TogglePaused()
} }
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
scene.ToggleCellOnCursorPos(Alive)
scene.Config.Paused = true // drawing while running makes no sense
}
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight) {
scene.ToggleCellOnCursorPos(Dead)
scene.Config.Paused = true // drawing while running makes no sense
}
if inpututil.IsKeyJustPressed(ebiten.KeyPageDown) { if inpututil.IsKeyJustPressed(ebiten.KeyPageDown) {
if scene.TPG < 120 { if scene.TPG < 120 {
scene.TPG++ scene.TPG++
@@ -229,6 +229,22 @@ func (scene *ScenePlay) CheckInput() {
} }
} }
func (scene *ScenePlay) CheckDrawingInput() {
if scene.Config.Drawmode {
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
scene.ToggleCellOnCursorPos(Alive)
}
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight) {
scene.ToggleCellOnCursorPos(Dead)
}
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
scene.Config.Drawmode = false
}
}
}
// Check dragging input. move the canvas with the mouse while pressing // Check dragging input. move the canvas with the mouse while pressing
// the middle mouse button, zoom in and out using the wheel. // the middle mouse button, zoom in and out using the wheel.
func (scene *ScenePlay) CheckDraggingInput() { func (scene *ScenePlay) CheckDraggingInput() {
@@ -236,20 +252,26 @@ func (scene *ScenePlay) CheckDraggingInput() {
return return
} }
dragbutton := ebiten.MouseButtonLeft
if scene.Config.Drawmode {
dragbutton = ebiten.MouseButtonMiddle
}
// move canvas // move canvas
if scene.Dragging && !ebiten.IsMouseButtonPressed(ebiten.MouseButton1) { if scene.Dragging && !ebiten.IsMouseButtonPressed(dragbutton) {
// release // release
scene.Dragging = false scene.Dragging = false
} }
if !scene.Dragging && ebiten.IsMouseButtonPressed(ebiten.MouseButton1) { if !scene.Dragging && ebiten.IsMouseButtonPressed(dragbutton) {
// start dragging // start dragging
scene.Dragging = true scene.Dragging = true
scene.LastCursorPos[0], scene.LastCursorPos[1] = ebiten.CursorPosition() scene.LastCursorPos[0], scene.LastCursorPos[1] = scene.Camera.ScreenToWorld(ebiten.CursorPosition())
} }
if scene.Dragging { if scene.Dragging {
x, y := ebiten.CursorPosition() x, y := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
if x != scene.LastCursorPos[0] || y != scene.LastCursorPos[1] { if x != scene.LastCursorPos[0] || y != scene.LastCursorPos[1] {
// actually drag by mouse cursor pos diff to last cursor pos // actually drag by mouse cursor pos diff to last cursor pos
@@ -257,7 +279,7 @@ func (scene *ScenePlay) CheckDraggingInput() {
scene.Camera.Position[1] -= float64(y - scene.LastCursorPos[1]) scene.Camera.Position[1] -= float64(y - scene.LastCursorPos[1])
} }
scene.LastCursorPos[0], scene.LastCursorPos[1] = ebiten.CursorPosition() scene.LastCursorPos[0], scene.LastCursorPos[1] = scene.Camera.ScreenToWorld(ebiten.CursorPosition())
} }
// also support the arrow keys to move the canvas // also support the arrow keys to move the canvas
@@ -364,10 +386,10 @@ func (scene *ScenePlay) SaveRectRLE() {
height = scene.Mark.Y - scene.Point.Y height = scene.Mark.Y - scene.Point.Y
} }
grid := make([][]uint8, height) grid := make([][]bool, height)
for y := 0; y < height; y++ { for y := 0; y < height; y++ {
grid[y] = make([]uint8, width) grid[y] = make([]bool, width)
for x := 0; x < width; x++ { for x := 0; x < width; x++ {
grid[y][x] = scene.Grids[scene.Index].Data[y+starty][x+startx] grid[y][x] = scene.Grids[scene.Index].Data[y+starty][x+startx]
@@ -394,7 +416,7 @@ func (scene *ScenePlay) Update() error {
if scene.Config.RestartCache { if scene.Config.RestartCache {
scene.Config.RestartCache = false scene.Config.RestartCache = false
scene.InitTiles() scene.Theme = scene.Config.ThemeManager.GetCurrentTheme()
scene.InitCache() scene.InitCache()
return nil return nil
} }
@@ -403,10 +425,12 @@ func (scene *ScenePlay) Update() error {
return quit return quit
} }
if !uiinput.UIActive {
scene.CheckInput() scene.CheckInput()
scene.CheckDrawingInput()
scene.CheckDraggingInput() scene.CheckDraggingInput()
scene.CheckMarkInput() scene.CheckMarkInput()
}
if !scene.Config.Paused || scene.RunOneStep { if !scene.Config.Paused || scene.RunOneStep {
scene.UpdateCells() scene.UpdateCells()
} }
@@ -415,14 +439,14 @@ func (scene *ScenePlay) Update() error {
} }
// set a cell to alive or dead // set a cell to alive or dead
func (scene *ScenePlay) ToggleCellOnCursorPos(state uint8) { func (scene *ScenePlay) ToggleCellOnCursorPos(alive bool) {
// use cursor pos relative to the world // use cursor pos relative to the world
worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition()) worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
x := int(worldX) / scene.Config.Cellsize x := int(worldX) / scene.Config.Cellsize
y := int(worldY) / scene.Config.Cellsize y := int(worldY) / scene.Config.Cellsize
if x > -1 && y > -1 && x < scene.Config.Width && y < scene.Config.Height { if x > -1 && y > -1 && x < scene.Config.Width && y < scene.Config.Height {
scene.Grids[scene.Index].Data[y][x] = state scene.Grids[scene.Index].Data[y][x] = alive
scene.History[y][x] = 1 scene.History[y][x] = 1
} }
} }
@@ -437,8 +461,6 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
op.GeoM.Translate(0, 0) op.GeoM.Translate(0, 0)
scene.World.DrawImage(scene.Cache, op) scene.World.DrawImage(scene.Cache, op)
var age uint64
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()
@@ -447,29 +469,11 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
float64(y*scene.Config.Cellsize), float64(y*scene.Config.Cellsize),
) )
age = scene.Generations - scene.History[y][x] if scene.Config.ShowEvolution {
scene.DrawEvolution(screen, x, y, op)
switch scene.Grids[scene.Index].Data[y][x] {
case Alive:
if age > 50 && scene.Config.ShowEvolution {
scene.World.DrawImage(scene.Tiles.Old, op)
} else { } else {
scene.World.DrawImage(scene.Tiles.Black, op) if scene.Grids[scene.Index].Data[y][x] {
} scene.World.DrawImage(scene.Theme.Tile(ColLife), op)
case Dead:
// only draw dead cells in case evolution trace is enabled
if scene.History[y][x] > 1 && scene.Config.ShowEvolution {
switch {
case age < 10:
scene.World.DrawImage(scene.Tiles.Age1, op)
case age < 20:
scene.World.DrawImage(scene.Tiles.Age2, op)
case age < 30:
scene.World.DrawImage(scene.Tiles.Age3, op)
default:
scene.World.DrawImage(scene.Tiles.Age4, op)
}
} }
} }
} }
@@ -481,10 +485,35 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
scene.DrawDebug(screen) scene.DrawDebug(screen)
op.GeoM.Reset() // draw the toolbar directly from here, because otherwise it flickers
op.GeoM.Translate(0, 0) scene.Game.Scenes[Toolbar].Draw(screen)
}
scene.Game.Screen.DrawImage(screen, op) func (scene *ScenePlay) DrawEvolution(screen *ebiten.Image, x, y int, op *ebiten.DrawImageOptions) {
age := scene.Generations - scene.History[y][x]
switch scene.Grids[scene.Index].Data[y][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[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) { func (scene *ScenePlay) DrawMark(screen *ebiten.Image) {
@@ -498,7 +527,7 @@ func (scene *ScenePlay) DrawMark(screen *ebiten.Image) {
scene.World, scene.World,
x+1, y+1, x+1, y+1,
w, h, w, h,
1.0, scene.Old, false, 1.0, scene.Theme.Color(ColOld), false,
) )
} }
} }
@@ -514,6 +543,10 @@ func (scene *ScenePlay) DrawDebug(screen *ebiten.Image) {
paused = "-- mark --" paused = "-- mark --"
} }
if scene.Config.Drawmode {
paused = "-- insert --"
}
x, y := ebiten.CursorPosition() x, y := ebiten.CursorPosition()
debug := fmt.Sprintf( debug := fmt.Sprintf(
DEBUG_FORMAT, DEBUG_FORMAT,
@@ -521,15 +554,15 @@ func (scene *ScenePlay) DrawDebug(screen *ebiten.Image) {
scene.Game.Scale, scene.Camera.ZoomFactor, scene.Game.Scale, scene.Camera.ZoomFactor,
scene.Camera.Position[0], scene.Camera.Position[1], scene.Camera.Position[0], scene.Camera.Position[1],
x, y, x, y,
paused) paused, uiinput.UIActive)
FontRenderer.Renderer.SetSizePx(10 + int(scene.Game.Scale*10)) FontRenderer.Renderer.SetSizePx(10 + int(scene.Game.Scale*10))
FontRenderer.Renderer.SetTarget(screen) FontRenderer.Renderer.SetTarget(screen)
FontRenderer.Renderer.SetColor(scene.Black) FontRenderer.Renderer.SetColor(scene.Theme.Color(ColLife))
FontRenderer.Renderer.Draw(debug, 31, 31) FontRenderer.Renderer.Draw(debug, 31, 31)
FontRenderer.Renderer.SetColor(scene.Old) FontRenderer.Renderer.SetColor(scene.Theme.Color(ColOld))
FontRenderer.Renderer.Draw(debug, 30, 30) FontRenderer.Renderer.Draw(debug, 30, 30)
fmt.Println(debug) fmt.Println(debug)
@@ -547,9 +580,9 @@ func (scene *ScenePlay) InitCache() {
op := &ebiten.DrawImageOptions{} op := &ebiten.DrawImageOptions{}
if scene.Config.ShowGrid { if scene.Config.ShowGrid {
scene.Cache.Fill(scene.Grey) scene.Cache.Fill(scene.Theme.Color(ColGrid))
} else { } else {
scene.Cache.Fill(scene.White) scene.Cache.Fill(scene.Theme.Color(ColDead))
} }
for y := 0; y < scene.Config.Height; y++ { for y := 0; y < scene.Config.Height; y++ {
@@ -560,7 +593,7 @@ func (scene *ScenePlay) InitCache() {
float64(y*scene.Config.Cellsize), float64(y*scene.Config.Cellsize),
) )
scene.Cache.DrawImage(scene.Tiles.White, op) scene.Cache.DrawImage(scene.Theme.Tile(ColDead), op)
} }
} }
} }
@@ -569,64 +602,21 @@ func (scene *ScenePlay) InitCache() {
func (scene *ScenePlay) InitGrid() { func (scene *ScenePlay) InitGrid() {
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)
// startup is delayed until user has selected options // startup is delayed until user has selected options
grida.FillRandom() grida.FillRandom()
grida.Copy(history)
scene.Grids = []*Grid{ scene.Grids = []*Grid{
grida, grida,
gridb, gridb,
} }
scene.History = make([][]uint64, scene.Config.Height) scene.History = make([][]int64, scene.Config.Height)
for y := 0; y < scene.Config.Height; y++ { for y := 0; y < scene.Config.Height; y++ {
scene.History[y] = make([]uint64, scene.Config.Width) scene.History[y] = make([]int64, scene.Config.Width)
} }
} }
// prepare tile images
func (scene *ScenePlay) InitTiles() {
scene.Grey = color.RGBA{128, 128, 128, 0xff}
scene.Old = color.RGBA{255, 30, 30, 0xff}
scene.Black = color.RGBA{0, 0, 0, 0xff}
scene.White = color.RGBA{200, 200, 200, 0xff}
scene.AgeColor1 = color.RGBA{255, 195, 97, 0xff} // FIXME: use slice!
scene.AgeColor2 = color.RGBA{255, 211, 140, 0xff}
scene.AgeColor3 = color.RGBA{255, 227, 181, 0xff}
scene.AgeColor4 = color.RGBA{255, 240, 224, 0xff}
if scene.Config.Invert {
scene.White = color.RGBA{0, 0, 0, 0xff}
scene.Black = color.RGBA{200, 200, 200, 0xff}
scene.AgeColor1 = color.RGBA{82, 38, 0, 0xff}
scene.AgeColor2 = color.RGBA{66, 35, 0, 0xff}
scene.AgeColor3 = color.RGBA{43, 27, 0, 0xff}
scene.AgeColor4 = color.RGBA{25, 17, 0, 0xff}
}
scene.Tiles.Black = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
scene.Tiles.White = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
scene.Tiles.Old = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
scene.Tiles.Age1 = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
scene.Tiles.Age2 = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
scene.Tiles.Age3 = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
scene.Tiles.Age4 = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
cellsize := scene.Config.ScreenWidth / scene.Config.Cellsize
FillCell(scene.Tiles.Black, cellsize, scene.Black)
FillCell(scene.Tiles.White, cellsize, scene.White)
FillCell(scene.Tiles.Old, cellsize, scene.Old)
FillCell(scene.Tiles.Age1, cellsize, scene.AgeColor1)
FillCell(scene.Tiles.Age2, cellsize, scene.AgeColor2)
FillCell(scene.Tiles.Age3, cellsize, scene.AgeColor3)
FillCell(scene.Tiles.Age4, cellsize, scene.AgeColor4)
}
func (scene *ScenePlay) Init() { func (scene *ScenePlay) Init() {
// setup the scene // setup the scene
scene.Camera = Camera{ scene.Camera = Camera{
@@ -652,7 +642,7 @@ func (scene *ScenePlay) Init() {
scene.Config.Height*scene.Config.Cellsize, scene.Config.Height*scene.Config.Cellsize,
) )
scene.InitTiles() scene.Theme = scene.Config.ThemeManager.GetCurrentTheme()
scene.InitCache() scene.InitCache()
if scene.Config.DelayedStart && !scene.Config.Empty { if scene.Config.DelayedStart && !scene.Config.Empty {
@@ -668,7 +658,7 @@ func (scene *ScenePlay) Init() {
scene.Index = 0 scene.Index = 0
scene.TicksElapsed = 0 scene.TicksElapsed = 0
scene.LastCursorPos = make([]int, 2) scene.LastCursorPos = make([]float64, 2)
if scene.Config.Zoomfactor < 0 || scene.Config.Zoomfactor > 0 { if scene.Config.Zoomfactor < 0 || scene.Config.Zoomfactor > 0 {
scene.Camera.ZoomFactor = scene.Config.Zoomfactor scene.Camera.ZoomFactor = scene.Config.Zoomfactor
@@ -677,9 +667,15 @@ func (scene *ScenePlay) Init() {
scene.Camera.Setup() scene.Camera.Setup()
} }
func bool2int(b bool) int {
return int(*(*byte)(unsafe.Pointer(&b)))
}
// count the living neighbors of a cell // count the living neighbors of a cell
func (scene *ScenePlay) CountNeighbors(x, y int) uint8 { func (scene *ScenePlay) CountNeighbors(x, y int) int {
var sum uint8 var sum int
grid := scene.Grids[scene.Index].Data
for nbgX := -1; nbgX < 2; nbgX++ { for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ { for nbgY := -1; nbgY < 2; nbgY++ {
@@ -701,24 +697,12 @@ func (scene *ScenePlay) CountNeighbors(x, y int) uint8 {
row = y + nbgY row = y + nbgY
} }
sum += scene.Grids[scene.Index].Data[row][col] sum += bool2int(grid[row][col])
} }
} }
// don't count ourselfes though // don't count ourselfes though
sum -= scene.Grids[scene.Index].Data[y][x] sum -= bool2int(grid[y][x])
return sum return sum
} }
// fill a cell with the given color
func FillCell(tile *ebiten.Image, cellsize int, col color.RGBA) {
vector.DrawFilledRect(
tile,
float32(1),
float32(1),
float32(cellsize),
float32(cellsize),
col, false,
)
}

View File

@@ -9,22 +9,22 @@ import (
// a GOL rule // a GOL rule
type Rule struct { type Rule struct {
Definition string Definition string
Birth []uint8 Birth []int
Death []uint8 Death []int
} }
// parse one part of a GOL rule into rule slice // parse one part of a GOL rule into rule slice
func NumbersToList(numbers string) []uint8 { func NumbersToList(numbers string) []int {
list := []uint8{} list := []int{}
items := strings.Split(numbers, "") items := strings.Split(numbers, "")
for _, item := range items { for _, item := range items {
num, err := strconv.ParseInt(item, 10, 8) num, err := strconv.Atoi(item)
if err != nil { if err != nil {
log.Fatalf("failed to parse game rule part <%s>: %s", numbers, err) log.Fatalf("failed to parse game rule part <%s>: %s", numbers, err)
} }
list = append(list, uint8(num)) list = append(list, num)
} }
return list return list

View File

@@ -24,4 +24,6 @@ const (
Menu = iota // main top level menu Menu = iota // main top level menu
Play // actual playing happens here Play // actual playing happens here
Options Options
Keybindings
Toolbar
) )

175
src/theme.go Normal file
View File

@@ -0,0 +1,175 @@
package main
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
Colors map[int]color.RGBA
Name string
}
type ThemeDef struct {
life, dead, grid, old, age1, age2, age3, age4 string
}
var THEMES = map[string]ThemeDef{
"standard": {
life: "e15f0b",
dead: "5a5a5a",
grid: "808080",
old: "7b5e4b",
age1: "735f52",
age2: "6c6059",
age3: "635d59",
age4: "808080",
},
"dark": {
life: "c8c8c8",
dead: "000000",
old: "ff1e1e",
age1: "522600",
age2: "422300",
age3: "2b1b00",
age4: "191100",
grid: "808080",
},
"light": {
life: "000000",
dead: "c8c8c8",
old: "ff1e1e",
age1: "ffc361",
age2: "ffd38c",
age3: "ffe3b5",
age4: "fff0e0",
grid: "808080",
},
}
// 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)
for cid, col := range theme.Colors {
theme.Tiles[cid] = ebiten.NewImage(cellsize, cellsize)
FillCell(theme.Tiles[cid], cellsize, col)
}
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 {
return theme.Tiles[col]
}
func (theme *Theme) Color(col int) color.RGBA {
return theme.Colors[col]
}
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) {
vector.DrawFilledRect(
tile,
float32(1),
float32(1),
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}
}

95
src/toolbar.go Normal file
View File

@@ -0,0 +1,95 @@
package main
import (
"fmt"
"image/color"
"github.com/ebitenui/ebitenui"
"github.com/ebitenui/ebitenui/widget"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
type SceneToolbar struct {
Game *Game
Config *Config
Next SceneName
Prev SceneName
Whoami SceneName
Ui *ebitenui.UI
FontColor color.RGBA
}
func NewToolbarScene(game *Game, config *Config) Scene {
scene := &SceneToolbar{
Whoami: Toolbar,
Game: game,
Next: Toolbar,
Config: config,
FontColor: color.RGBA{255, 30, 30, 0xff},
}
scene.Init()
return scene
}
func (scene *SceneToolbar) GetNext() SceneName {
return scene.Next
}
func (scene *SceneToolbar) SetPrevious(prev SceneName) {
scene.Prev = prev
}
func (scene *SceneToolbar) ResetNext() {
scene.Next = scene.Whoami
}
func (scene *SceneToolbar) SetNext(next SceneName) {
scene.Next = next
}
func (scene *SceneToolbar) IsPrimary() bool {
return true
}
func (scene *SceneToolbar) Update() error {
scene.Ui.Update()
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) || inpututil.IsKeyJustPressed(ebiten.KeyQ) {
scene.SetNext(Play)
}
return nil
}
func (scene *SceneToolbar) Draw(screen *ebiten.Image) {
scene.Ui.Draw(screen)
}
func (scene *SceneToolbar) SetInitialValue(w *widget.LabeledCheckbox, value bool) {
if value {
w.SetState(
widget.WidgetChecked,
)
}
}
func (scene *SceneToolbar) Init() {
rowContainer := NewTopRowContainer("Toolbar")
options := NewToolbarButton(Assets["options"],
func(args *widget.ButtonClickedEventArgs) {
fmt.Println("options")
scene.SetNext(Options)
})
rowContainer.AddChild(options)
scene.Ui = &ebitenui.UI{
Container: rowContainer.Container(),
}
}

View File

@@ -5,6 +5,7 @@ import (
"github.com/ebitenui/ebitenui/image" "github.com/ebitenui/ebitenui/image"
"github.com/ebitenui/ebitenui/widget" "github.com/ebitenui/ebitenui/widget"
"github.com/hajimehoshi/ebiten/v2"
) )
func NewMenuButton( func NewMenuButton(
@@ -40,13 +41,45 @@ func NewMenuButton(
) )
} }
func NewToolbarButton(
icon *ebiten.Image,
action func(args *widget.ButtonClickedEventArgs)) *widget.Container {
buttonImage, _ := LoadButtonImage()
iconContainer := widget.NewContainer(
widget.ContainerOpts.Layout(widget.NewStackedLayout()),
widget.ContainerOpts.WidgetOpts(widget.WidgetOpts.LayoutData(widget.AnchorLayoutData{
HorizontalPosition: widget.AnchorLayoutPositionCenter,
VerticalPosition: widget.AnchorLayoutPositionCenter,
})),
)
button := widget.NewButton(
widget.ButtonOpts.Image(buttonImage),
widget.ButtonOpts.ClickedHandler(action),
)
iconContainer.AddChild(button)
iconContainer.AddChild(widget.NewGraphic(widget.GraphicOpts.Image(icon)))
return iconContainer
}
func NewCheckbox( func NewCheckbox(
text string, text string,
initialvalue bool,
action func(args *widget.CheckboxChangedEventArgs)) *widget.LabeledCheckbox { action func(args *widget.CheckboxChangedEventArgs)) *widget.LabeledCheckbox {
checkboxImage, _ := LoadCheckboxImage() checkboxImage, _ := LoadCheckboxImage()
buttonImage, _ := LoadButtonImage() buttonImage, _ := LoadButtonImage()
var state widget.WidgetState
if initialvalue {
state = widget.WidgetChecked
}
return widget.NewLabeledCheckbox( return widget.NewLabeledCheckbox(
widget.LabeledCheckboxOpts.CheckboxOpts( widget.LabeledCheckboxOpts.CheckboxOpts(
widget.CheckboxOpts.ButtonOpts( widget.CheckboxOpts.ButtonOpts(
@@ -54,6 +87,7 @@ func NewCheckbox(
), ),
widget.CheckboxOpts.Image(checkboxImage), widget.CheckboxOpts.Image(checkboxImage),
widget.CheckboxOpts.StateChangedHandler(action), widget.CheckboxOpts.StateChangedHandler(action),
widget.CheckboxOpts.InitialState(state),
), ),
widget.LabeledCheckboxOpts.LabelOpts( widget.LabeledCheckboxOpts.LabelOpts(
widget.LabelOpts.Text(text, *FontRenderer.FontSmall, widget.LabelOpts.Text(text, *FontRenderer.FontSmall,
@@ -78,6 +112,123 @@ func NewSeparator(padding int) widget.PreferredSizeLocateableWidget {
return c 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 { type RowContainer struct {
Root *widget.Container Root *widget.Container
Row *widget.Container Row *widget.Container
@@ -91,6 +242,37 @@ func (container *RowContainer) Container() *widget.Container {
return container.Root return container.Root
} }
// setup a top level toolbar container
func NewTopRowContainer(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()),
)
rowContainer := widget.NewContainer(
widget.ContainerOpts.WidgetOpts(
widget.WidgetOpts.LayoutData(widget.AnchorLayoutData{
HorizontalPosition: widget.AnchorLayoutPositionStart,
VerticalPosition: widget.AnchorLayoutPositionStart,
}),
),
widget.ContainerOpts.Layout(widget.NewRowLayout(
widget.RowLayoutOpts.Direction(widget.DirectionVertical),
widget.RowLayoutOpts.Padding(widget.NewInsetsSimple(8)),
widget.RowLayoutOpts.Spacing(0),
)),
widget.ContainerOpts.BackgroundImage(buttonImageHover),
)
uiContainer.AddChild(rowContainer)
return &RowContainer{
Root: uiContainer,
Row: rowContainer,
}
}
// set arg to false if no background needed // set arg to false if no background needed
func NewRowContainer(title string) *RowContainer { func NewRowContainer(title string) *RowContainer {
buttonImageHover := image.NewNineSlice(Assets["button-9slice3"], [3]int{3, 3, 3}, [3]int{3, 3, 3}) buttonImageHover := image.NewNineSlice(Assets["button-9slice3"], [3]int{3, 3, 3}, [3]int{3, 3, 3})
@@ -130,6 +312,19 @@ func NewRowContainer(title string) *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) { func LoadButtonImage() (*widget.ButtonImage, error) {
idle := image.NewNineSlice(Assets["button-9slice2"], [3]int{3, 3, 3}, [3]int{3, 3, 3}) 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}) hover := image.NewNineSlice(Assets["button-9slice3"], [3]int{3, 3, 3}, [3]int{3, 3, 3})
@@ -142,6 +337,13 @@ func LoadButtonImage() (*widget.ButtonImage, error) {
}, nil }, nil
} }
func LoadComboLabelImage() *widget.ButtonImageImage {
return &widget.ButtonImageImage{
Idle: Assets["checkbox-9slice2"],
Disabled: Assets["checkbox-9slice2"],
}
}
func LoadCheckboxImage() (*widget.CheckboxGraphicImage, error) { func LoadCheckboxImage() (*widget.CheckboxGraphicImage, error) {
unchecked := &widget.ButtonImageImage{ unchecked := &widget.ButtonImageImage{
Idle: Assets["checkbox-9slice2"], Idle: Assets["checkbox-9slice2"],

9
various-tests/README.md Normal file
View File

@@ -0,0 +1,9 @@
## Various performance tests
Running with 1500x1500 grid 5k times
| Variation | Description | Duration |
|--------------------|-----------------------------------------------------------------------------|----------|
| perf-2dim | uses 2d grid of bools, no tuning | 00:03:14 |
| perf-2dim-pointers | use 2d grid of `Cell{Neighbors,NeighborCount}`s using pointers to neighbors | 00:03:35 |
| perf-1dim | use 1d grid of bools, access using y*x, no further tuning | 00:03:24 |

View File

@@ -0,0 +1,3 @@
module perf
go 1.22

View File

@@ -0,0 +1,106 @@
package main
import (
"fmt"
"log"
"math/rand"
"os"
"runtime/pprof"
"unsafe"
)
const (
dim int = 1500
loops int = 5000
density int = 8
debug bool = false
)
var max int
// https://dev.to/chigbeef_77/bool-int-but-stupid-in-go-3jb3
func bool2int(b bool) int {
return int(*(*byte)(unsafe.Pointer(&b)))
}
func Count(grid []bool, x, y int) int {
var sum int
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
if x+nbgX < 0 || x+nbgX >= dim || y+nbgY < 0 || y+nbgY >= dim {
continue
}
col = x + nbgX
row = y + nbgY
state := grid[row*col]
intstate := bool2int(state)
sum += intstate
}
}
sum -= bool2int(grid[y*x])
return sum
}
func Init() []bool {
max = dim * dim
grid := make([]bool, max)
for y := 0; y < dim; y++ {
for x := 0; x < dim; x++ {
if rand.Intn(density) == 1 {
grid[y*x] = true
}
}
}
return grid
}
func Loop(grid []bool) {
c := 0
for i := 0; i < loops; i++ {
for y := 0; y < dim; y++ {
for x := 0; x < dim; x++ {
state := grid[y*x]
neighbors := Count(grid, x, y)
if state && neighbors > 1 {
if debug {
fmt.Printf("Loop %d - cell at %d,%d is %t and has %d living neighbors\n", i, x, y, state, neighbors)
}
c = 1
}
}
}
}
if c > 1 {
c = 0
}
}
func main() {
// enable cpu profiling. Do NOT use q to stop the game but
// close the window to get a profile
fd, err := os.Create("cpu.profile")
if err != nil {
log.Fatal(err)
}
defer fd.Close()
pprof.StartCPUProfile(fd)
defer pprof.StopCPUProfile()
// init
grid := Init()
// main loop
Loop(grid)
}

View File

@@ -0,0 +1,3 @@
module perf
go 1.22

View File

@@ -0,0 +1,137 @@
package main
import (
"fmt"
"log"
"math/rand"
"os"
"runtime/pprof"
"time"
"unsafe"
)
const (
max int = 1500
loops int = 5000
density int = 8
debug bool = false
)
type Cell struct {
State bool
Neighbors []*Cell
NeighborCount int
}
// https://dev.to/chigbeef_77/bool-int-but-stupid-in-go-3jb3
func bool2int(b bool) int {
return int(*(*byte)(unsafe.Pointer(&b)))
}
func (cell *Cell) Count(x, y int) {
cell.NeighborCount = 0
for _, neighbor := range cell.Neighbors {
cell.NeighborCount += bool2int(neighbor.State)
}
}
func SetNeighbors(grid [][]Cell, x, y int) {
cells := []*Cell{}
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
if x+nbgX < 0 || x+nbgX >= max || y+nbgY < 0 || y+nbgY >= max {
continue
}
col = x + nbgX
row = y + nbgY
if col == x && row == y {
continue
}
cells = append(cells, &grid[row][col])
}
}
grid[y][x].Neighbors = make([]*Cell, len(cells))
for idx, cell := range cells {
grid[y][x].Neighbors[idx] = cell
}
}
func Init() [][]Cell {
grid := make([][]Cell, max)
for y := 0; y < max; y++ {
grid[y] = make([]Cell, max)
for x := 0; x < max; x++ {
if rand.Intn(density) == 1 {
grid[y][x].State = true
}
}
}
for y := 0; y < max; y++ {
for x := 0; x < max; x++ {
SetNeighbors(grid, x, y)
}
}
return grid
}
func Loop(grid [][]Cell) {
c := 0
for i := 0; i < loops; i++ {
for y := 0; y < max; y++ {
for x := 0; x < max; x++ {
cell := &grid[y][x]
state := cell.State
cell.Count(x, y)
if state && cell.NeighborCount > 1 {
if debug {
fmt.Printf(
"Loop %d - cell at %d,%d is %t and has %d living neighbors\n",
i, x, y, state, cell.NeighborCount)
}
c = 1
}
}
}
}
if c > 1 {
c = 0
}
}
func main() {
// enable cpu profiling. Do NOT use q to stop the game but
// close the window to get a profile
fd, err := os.Create("cpu.profile")
if err != nil {
log.Fatal(err)
}
defer fd.Close()
pprof.StartCPUProfile(fd)
defer pprof.StopCPUProfile()
// init
grid := Init()
// main loop
loopstart := time.Now()
Loop(grid)
loopend := time.Now()
diff := loopstart.Sub(loopend)
fmt.Printf("Loop took %.04f\n", diff.Seconds())
}

View File

@@ -0,0 +1,3 @@
module perf
go 1.22

View File

@@ -0,0 +1,102 @@
package main
import (
"fmt"
"log"
"math/rand"
"os"
"runtime/pprof"
"unsafe"
)
const (
max int = 1500
loops int = 5000
density int = 8
debug bool = false
)
// https://dev.to/chigbeef_77/bool-int-but-stupid-in-go-3jb3
func bool2int(b bool) int {
return int(*(*byte)(unsafe.Pointer(&b)))
}
func Count(grid [][]bool, x, y int) int {
var sum int
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
if x+nbgX < 0 || x+nbgX >= max || y+nbgY < 0 || y+nbgY >= max {
continue
}
col = x + nbgX
row = y + nbgY
state := grid[row][col]
intstate := bool2int(state)
sum += intstate
}
}
sum -= bool2int(grid[y][x])
return sum
}
func Init() [][]bool {
grid := make([][]bool, max)
for y := 0; y < max; y++ {
grid[y] = make([]bool, max)
for x := 0; x < max; x++ {
if rand.Intn(density) == 1 {
grid[y][x] = true
}
}
}
return grid
}
func Loop(grid [][]bool) {
c := 0
for i := 0; i < loops; i++ {
for y := 0; y < max; y++ {
for x := 0; x < max; x++ {
state := grid[y][x]
neighbors := Count(grid, x, y)
if state && neighbors > 1 {
if debug {
fmt.Printf("Loop %d - cell at %d,%d is %t and has %d living neighbors\n", i, x, y, state, neighbors)
}
c = 1
}
}
}
}
if c > 1 {
c = 0
}
}
func main() {
// enable cpu profiling. Do NOT use q to stop the game but
// close the window to get a profile
fd, err := os.Create("cpu.profile")
if err != nil {
log.Fatal(err)
}
defer fd.Close()
pprof.StartCPUProfile(fd)
defer pprof.StopCPUProfile()
// init
grid := Init()
// main loop
Loop(grid)
}

View File

@@ -238,13 +238,30 @@ func (game *Game) Draw(screen *ebiten.Image) {
} }
func main() { func main() {
// state := 1 //x := 1
// nextstate := 0 //y := 0
v := 0 col := 1 >> 0xff
for i := 0; i < 600; i++ { fmt.Printf("col: %d\n", col)
v = ((v + 1) & 255)
fmt.Println(i, i&255) x := 1
y := 2
c := 4
xm := x & (c - 1)
ym := y & (c - 1)
fmt.Println(xm & ym)
a := 1
b := 1
//gen := 100
hist := 0
for gen := 0; gen < 50; gen++ {
fmt.Println((a ^ (1 ^ b)) * (gen - hist))
if gen == 25 {
a = 0
}
} }
} }