mirror of
https://codeberg.org/scip/kageviewer.git
synced 2025-12-16 20:20:58 +01:00
156 lines
3.2 KiB
Go
156 lines
3.2 KiB
Go
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/*
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Copyright © 2024 Thomas von Dein
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package main
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import (
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"fmt"
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"image"
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_ "image/png"
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"log/slog"
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"os"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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)
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type Game struct {
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Conf *Config
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Images []*ebiten.Image
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Shader *ebiten.Shader
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Ticks int
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Slider float64
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Flag int
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}
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func LoadImage(name string) (*ebiten.Image, error) {
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fd, err := os.Open(name)
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if err != nil {
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return nil, err
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}
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defer fd.Close()
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img, _, err := image.Decode(fd)
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if err != nil {
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return nil, fmt.Errorf("failed to load image %s: %s", name, err)
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}
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return ebiten.NewImageFromImage(img), nil
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}
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func (game *Game) Init() error {
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for _, image := range game.Conf.Image {
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slog.Debug("Loading images", "image", image)
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img, err := LoadImage(image)
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if err != nil {
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return err
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}
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game.Images = append(game.Images, img)
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}
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data, err := os.ReadFile(game.Conf.Shader)
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if err != nil {
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return fmt.Errorf("failed to load shader %s: %s", game.Conf.Shader, err)
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}
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shader, err := ebiten.NewShader(data)
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if err != nil {
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return fmt.Errorf("failed to create new shader %s: %s", game.Conf.Shader, err)
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}
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game.Shader = shader
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return nil
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}
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func (g *Game) CheckInput() bool {
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pressed := false
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switch {
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case inpututil.IsMouseButtonJustPressed(ebiten.MouseButton0):
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fallthrough
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case inpututil.IsKeyJustPressed(ebiten.KeySpace):
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g.Toggle()
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pressed = true
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case inpututil.IsKeyJustPressed(ebiten.KeyUp):
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g.Up()
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pressed = true
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case inpututil.IsKeyJustPressed(ebiten.KeyDown):
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g.Down()
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pressed = true
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case inpututil.IsKeyJustPressed(ebiten.KeyQ):
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os.Exit(0)
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}
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return pressed
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}
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func (g *Game) Toggle() {
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g.Flag = 1 - g.Flag
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}
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func (g *Game) Up() {
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g.Slider += 0.1
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if g.Slider > 1.0 {
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g.Slider = 1.0
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}
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}
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func (g *Game) Down() {
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g.Slider -= 0.1
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if g.Slider < 0 {
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g.Slider = 0.0
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}
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}
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func (game *Game) Update() error {
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if game.CheckInput() {
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slog.Debug("Key pressed", "Slider", game.Slider, "Flag", game.Flag)
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}
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game.Ticks++
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return nil
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}
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func (game *Game) Draw(screen *ebiten.Image) {
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op := &ebiten.DrawRectShaderOptions{}
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mousex, mousey := ebiten.CursorPosition()
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op.Uniforms = map[string]any{
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"Flag": game.Flag,
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"Slider": game.Slider,
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"Ticks": game.Ticks,
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"Mouse": []float64{float64(mousex), float64(mousey)},
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}
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for idx, image := range game.Images {
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op.Images[idx] = image
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}
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op.GeoM.Translate(float64(game.Conf.X), float64(game.Conf.Y))
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screen.DrawRectShader(game.Conf.Width, game.Conf.Height, game.Shader, op)
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}
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func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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return game.Conf.Width, game.Conf.Height
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}
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