mirror of
https://codeberg.org/scip/golsky.git
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274 lines
8.2 KiB
Go
274 lines
8.2 KiB
Go
package main
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import (
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"errors"
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"fmt"
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"math"
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"os"
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"runtime/pprof"
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"strconv"
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"strings"
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"github.com/spf13/pflag"
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"github.com/tlinden/golsky/rle"
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)
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// all the settings comming from commandline, but maybe tweaked later from the UI
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type Config struct {
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Width, Height, Cellsize, Density int // measurements
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ScreenWidth, ScreenHeight int
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TPG int // ticks per generation/game speed, 1==max
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Debug, Empty, Invert, Paused, Markmode bool // game modi
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ShowEvolution, ShowGrid, RunOneStep bool // flags
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Rule *Rule // which rule to use, default: B3/S23
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RLE *rle.RLE // loaded GOL pattern from RLE file
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Statefile string // load game state from it if non-nil
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StateGrid *Grid // a grid from a statefile
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Wrap bool // wether wraparound mode is in place or not
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ShowVersion bool
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UseShader bool // to use a shader to render alife cells
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Restart, RestartGrid, RestartCache bool
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StartWithMenu bool
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Zoomfactor int
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ZoomOutFactor int
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InitialCamPos []float64
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DelayedStart bool // if true game, we wait. like pause but program induced
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// for internal profiling
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ProfileFile string
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ProfileDraw bool
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ProfileMaxLoops int64
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}
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const (
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VERSION = "v0.0.8"
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Alive = 1
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Dead = 0
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DEFAULT_GRID_WIDTH = 600
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DEFAULT_GRID_HEIGHT = 400
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DEFAULT_CELLSIZE = 4
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DEFAULT_ZOOMFACTOR = 150
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DEFAULT_GEOM = "640x384"
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)
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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
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// size is smaller than the screen in a centered position, but
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// 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 {
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// must be positive if world wider than screen
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config.InitialCamPos[0] = math.Abs(config.InitialCamPos[0])
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}
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// for Y we need only positive (really?)
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if config.Height*config.Cellsize > config.ScreenHeight {
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config.InitialCamPos[1] = math.Abs(
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float64(((config.ScreenHeight - (config.Height * config.Cellsize)) / 2)))
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}
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// Calculate zoom out factor, which shows 100% of the world. We
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// need to reverse math.Pow(1.01, $zoomfactor) to get the correct
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// percentage of the world to show. I.e: with a ScreenHeight of
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// 384px and a world of 800px the factor to show 100% of the world
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// is -75: math.Log(384/800) / math.Log(1.01). The 1.01 constant
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// is being used in camera.go:worldMatrix().
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// FIXME: determine if the diff is larger on width, then calc with
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// widh instead of height
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config.ZoomOutFactor = int(
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math.Log(float64(config.ScreenHeight)/(float64(config.Height)*float64(config.Cellsize))) /
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math.Log(1.01))
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}
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// parse given window geometry and adjust game settings according to it
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func (config *Config) ParseGeom(geom string) error {
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// force a geom
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geometry := strings.Split(geom, "x")
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if len(geometry) != 2 {
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return errors.New("failed to parse -g parameters, expecting WIDTHxHEIGHT")
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}
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width, err := strconv.Atoi(geometry[0])
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if err != nil {
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return errors.New("failed to parse width, expecting integer")
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}
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height, err := strconv.Atoi(geometry[1])
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if err != nil {
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return errors.New("failed to parse height, expecting integer")
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}
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config.ScreenWidth = width
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config.ScreenHeight = height
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config.Cellsize = DEFAULT_CELLSIZE
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return nil
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}
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// check if we have been given an RLE file to load, then load it and
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// adjust game settings accordingly
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func (config *Config) ParseRLE(rlefile string) error {
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if rlefile == "" {
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return nil
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}
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rleobj, err := rle.GetRLE(rlefile)
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if err != nil {
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return err
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}
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if rleobj == nil {
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return errors.New("failed to load RLE file (uncatched module error)")
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}
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config.RLE = rleobj
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// adjust geometry if needed
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if config.RLE.Width > config.Width || config.RLE.Height > config.Height {
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config.Width = config.RLE.Width * 2
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config.Height = config.RLE.Height * 2
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config.Cellsize = config.ScreenWidth / config.Width
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}
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fmt.Printf("width: %d, screenwidth: %d, rlewidth: %d, cellsize: %d\n",
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config.Width, config.ScreenWidth, config.RLE.Width, config.Cellsize)
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// RLE needs an empty grid
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config.Empty = true
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// it may come with its own rule
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if config.RLE.Rule != "" {
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config.Rule = ParseGameRule(config.RLE.Rule)
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}
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return nil
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}
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// parse a state file, if given, and adjust game settings accordingly
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func (config *Config) ParseStatefile() error {
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if config.Statefile == "" {
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return nil
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}
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grid, err := LoadState(config.Statefile)
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if err != nil {
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return fmt.Errorf("failed to load game state: %s", err)
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}
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config.Width = grid.Width
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config.Height = grid.Height
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config.StateGrid = grid
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return nil
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}
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func (config *Config) EnableCPUProfiling(filename string) error {
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if filename == "" {
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return nil
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}
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fd, err := os.Create(filename)
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if err != nil {
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return err
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}
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pprof.StartCPUProfile(fd)
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defer pprof.StopCPUProfile()
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return nil
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}
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func ParseCommandline() (*Config, error) {
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config := Config{}
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var (
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rule, rlefile, geom string
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)
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// commandline params, most configure directly config flags
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pflag.IntVarP(&config.Width, "width", "W", DEFAULT_GRID_WIDTH, "grid width in cells")
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pflag.IntVarP(&config.Height, "height", "H", DEFAULT_GRID_HEIGHT, "grid height in cells")
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pflag.IntVarP(&config.Cellsize, "cellsize", "c", 8, "cell size in pixels")
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pflag.StringVarP(&geom, "geom", "G", DEFAULT_GEOM, "window geometry in WxH in pixels, overturns -c")
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pflag.IntVarP(&config.Density, "density", "D", 10, "density of random cells")
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pflag.IntVarP(&config.TPG, "ticks-per-generation", "t", 10,
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"game speed: the higher the slower (default: 10)")
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pflag.StringVarP(&rule, "rule", "r", "B3/S23", "game rule")
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pflag.StringVarP(&rlefile, "rle-file", "f", "", "RLE pattern file")
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pflag.StringVarP(&config.Statefile, "load-state-file", "l", "", "game state file")
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pflag.BoolVarP(&config.ShowVersion, "version", "v", false, "show version")
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pflag.BoolVarP(&config.Paused, "paused", "p", false, "do not start simulation (use space to start)")
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pflag.BoolVarP(&config.Debug, "debug", "d", false, "show debug info")
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pflag.BoolVarP(&config.ShowGrid, "show-grid", "g", false, "draw grid lines")
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pflag.BoolVarP(&config.Empty, "empty", "e", false, "start with an empty screen")
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pflag.BoolVarP(&config.Invert, "invert", "i", false, "invert colors (dead cell: black)")
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pflag.BoolVarP(&config.ShowEvolution, "show-evolution", "s", false, "show evolution traces")
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pflag.BoolVarP(&config.Wrap, "wrap-around", "w", false, "wrap around grid mode")
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pflag.BoolVarP(&config.UseShader, "use-shader", "k", false, "use shader for cell rendering")
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pflag.StringVarP(&config.ProfileFile, "profile-file", "", "", "enable profiling")
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pflag.BoolVarP(&config.ProfileDraw, "profile-draw", "", false, "profile draw method (default false)")
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pflag.Int64VarP(&config.ProfileMaxLoops, "profile-max-loops", "", 10, "how many loops to execute (default 10)")
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pflag.Parse()
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err := config.ParseGeom(geom)
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if err != nil {
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return nil, err
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}
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err = config.ParseRLE(rlefile)
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if err != nil {
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return nil, err
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}
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err = config.ParseStatefile()
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if err != nil {
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return nil, err
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}
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// load rule from commandline when no rule came from RLE file,
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// default is B3/S23, aka conways game of life
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if config.Rule == nil {
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config.Rule = ParseGameRule(rule)
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}
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config.SetupCamera()
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//repr.Println(config)
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return &config, nil
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}
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func (config *Config) TogglePaused() {
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config.Paused = !config.Paused
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}
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func (config *Config) ToggleDebugging() {
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fmt.Println("DEBUG TOGGLED")
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config.Debug = !config.Debug
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}
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func (config *Config) ToggleInvert() {
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config.Invert = !config.Invert
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config.RestartCache = true
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}
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func (config *Config) ToggleGridlines() {
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config.ShowGrid = !config.ShowGrid
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config.RestartCache = true
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}
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func (config *Config) ToggleEvolution() {
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config.ShowEvolution = !config.ShowEvolution
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}
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