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Refactoring
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05fbee10d4
commit
698d176ec3
@ -14,13 +14,23 @@ var TexturePaths = map[string]string{
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"text": "images/text.png",
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}
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type Size struct {
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Width int
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Height int
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}
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var RenderTargetSizes = map[string]Size{
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"whole": Size{256, 254},
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}
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type drawInfo struct {
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textures map[string]graphics.TextureId
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inputStr string
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textureX int
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textureY int
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textureAngle float64
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textureGeo matrix.Geometry
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textures map[string]graphics.TextureId
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renderTargets map[string]graphics.RenderTargetId
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inputStr string
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textureX int
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textureY int
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textureAngle float64
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textureGeo matrix.Geometry
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}
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type Game struct {
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@ -40,11 +50,12 @@ func NewGame() *Game {
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inputPrevY: -1,
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counter: 0,
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drawInfo: drawInfo{
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textures: map[string]graphics.TextureId{},
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textureX: 0,
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textureY: 0,
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textureAngle: 0,
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textureGeo: matrix.IdentityGeometry(),
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textures: map[string]graphics.TextureId{},
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renderTargets: map[string]graphics.RenderTargetId{},
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textureX: 0,
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textureY: 0,
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textureAngle: 0,
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textureGeo: matrix.IdentityGeometry(),
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},
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}
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}
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@ -56,11 +67,32 @@ func (game *Game) OnTextureCreated(e graphics.TextureCreatedEvent) {
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game.textures[e.Tag.(string)] = e.Id
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}
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func (game *Game) OnRenderTargetCreated(e graphics.RenderTargetCreatedEvent) {
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if e.Error != nil {
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panic(e.Error)
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}
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game.renderTargets[e.Tag.(string)] = e.Id
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}
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func (game *Game) OnInputStateUpdated(e ui.InputStateUpdatedEvent) {
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game.inputX, game.inputY = e.X, e.Y
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}
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func (game *Game) isInitialized() bool {
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if len(game.drawInfo.textures) < len(TexturePaths) {
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return false
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}
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if len(game.drawInfo.renderTargets) < len(RenderTargetSizes) {
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return false
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}
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return true
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}
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func (game *Game) Update() {
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if !game.isInitialized() {
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return
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}
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const textureWidth = 57
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const textureHeight = 26
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@ -78,27 +110,37 @@ func (game *Game) Update() {
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}
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game.drawInfo.textureAngle = 2 * math.Pi * float64(game.counter) / 600
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game.drawInfo.textureGeo = matrix.IdentityGeometry()
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geo := matrix.IdentityGeometry()
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geo.Translate(-textureWidth/2, -textureHeight/2)
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geo.Rotate(game.drawInfo.textureAngle)
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geo.Translate(textureWidth/2, textureHeight/2)
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geo.Translate(float64(game.textureX), float64(game.textureY))
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game.drawInfo.textureGeo.Translate(-textureWidth/2, -textureHeight/2)
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game.drawInfo.textureGeo.Rotate(game.drawInfo.textureAngle)
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game.drawInfo.textureGeo.Translate(textureWidth/2, textureHeight/2)
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game.drawInfo.textureGeo.Translate(float64(game.textureX), float64(game.textureY))
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game.drawInfo.textureGeo = geo
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// Update for the next frame.
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game.inputPrevX, game.inputPrevY = game.inputX, game.inputY
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}
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func (game *Game) Draw(g graphics.Canvas) {
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if len(game.drawInfo.textures) < len(TexturePaths) {
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if !game.isInitialized() {
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return
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}
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g.Fill(128, 128, 255)
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whole := game.drawInfo.renderTargets["whole"]
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g.SetOffscreen(whole)
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g.Fill(0x40, 0x60, 0xb0)
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game.drawTexture(g, game.drawInfo.textureGeo, matrix.IdentityColor())
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game.drawText(g, game.drawInfo.inputStr, 6, 6, &color.RGBA{0x0, 0x0, 0x0, 0x80})
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game.drawText(g, game.drawInfo.inputStr, 5, 5, color.White)
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g.ResetOffscreen()
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g.DrawRenderTarget(whole, matrix.IdentityGeometry(), matrix.IdentityColor())
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wholeGeo := matrix.IdentityGeometry()
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wholeGeo.Scale(0.25, 0.25)
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wholeGeo.Translate(256*3/4, 240*3/4)
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g.DrawRenderTarget(whole, wholeGeo, matrix.IdentityColor())
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}
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func (game *Game) drawText(g graphics.Canvas, text string, x, y int, clr color.Color) {
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@ -42,6 +42,7 @@ func main() {
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var u UI = cocoa.New(screenWidth, screenHeight, screenScale, title)
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textureCreated := u.TextureCreated()
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renderTargetCreated := u.RenderTargetCreated()
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inputStateUpdated := u.InputStateUpdated()
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screenSizeUpdated := u.ScreenSizeUpdated()
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@ -57,6 +58,14 @@ func main() {
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}()
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}
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for tag, size := range RenderTargetSizes {
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tag := tag
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size := size
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go func() {
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u.CreateRenderTarget(tag, size.Width, size.Height)
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}()
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}
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drawing := make(chan *graphics.LazyCanvas)
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go func() {
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game := NewGame()
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@ -64,18 +73,12 @@ func main() {
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tick := time.Tick(frameTime)
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for {
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select {
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case e, ok := <-textureCreated:
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if ok {
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game.OnTextureCreated(e)
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} else {
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textureCreated = nil
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}
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case e, ok := <-inputStateUpdated:
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if ok {
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game.OnInputStateUpdated(e)
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} else {
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inputStateUpdated = nil
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}
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case e := <-textureCreated:
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game.OnTextureCreated(e)
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case e := <-renderTargetCreated:
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game.OnRenderTargetCreated(e)
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case e := <-inputStateUpdated:
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game.OnInputStateUpdated(e)
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case _, ok := <-screenSizeUpdated:
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if ok {
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// Do nothing
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@ -66,8 +66,6 @@ void* CreateWindow(size_t width, size_t height, const char* title, void* glConte
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return window;
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}
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static BOOL initialBoot = YES;
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void PollEvents(void) {
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for (;;) {
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NSEvent* event = [NSApp nextEventMatchingMask:NSAnyEventMask
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@ -79,6 +77,7 @@ void PollEvents(void) {
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}
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[NSApp sendEvent:event];
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}
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static BOOL initialBoot = YES;
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if (initialBoot) {
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[NSApp activateIgnoringOtherApps:YES];
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initialBoot = NO;
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