gb-player/ui/controller.go

107 lines
2.0 KiB
Go

package ui
import (
"fmt"
"log"
"github.com/veandco/go-sdl2/sdl"
"github.com/veandco/go-sdl2/ttf"
"gb-player/gb"
)
type Controller struct {
window *sdl.Window
renderer *sdl.Renderer
font *ttf.Font
view *View
timestamp uint64
}
func NewController(window *sdl.Window, renderer *sdl.Renderer, font *ttf.Font) *Controller {
controller := Controller{}
controller.window = window
controller.renderer = renderer
controller.font = font
return &controller
}
func (c *Controller) Start(path string) {
console, err := gb.NewConsole(path)
if err != nil {
log.Fatal(err)
}
c.view = NewView(c, console)
c.Run()
}
func (c *Controller) Step() {
timestamp := sdl.GetTicks64()
dt := timestamp - c.timestamp
c.timestamp = timestamp
c.view.Update(dt)
}
func (c *Controller) Run() {
var fps float64
var frameCount uint32
var frameStart = sdl.GetTicks64()
running := true
for running {
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
switch event.(type) {
case *sdl.QuitEvent:
println("Quit")
running = false
}
}
// Clear screen
c.renderer.SetDrawColor(0x63, 0x94, 0xED, 0xff)
c.renderer.Clear()
// Update state
c.Step()
c.drawDebugWindow(fps)
// Present to screen
c.renderer.Present()
// Calculate framerate
frameCount++
frameEnd := sdl.GetTicks64()
elapsed := frameEnd - frameStart
if elapsed >= 1000 {
fps = float64(frameCount) / (float64(elapsed) / 1000.0)
// Reset framerate counters
frameCount = 0
frameStart = frameEnd
}
}
}
func (c *Controller) drawDebugWindow(fps float64) {
renderer := c.renderer
font := c.font
// FPS
textSurface, err := font.RenderUTF8Blended(fmt.Sprintf("FPS: %.2f", fps), sdl.Color{R: 0, G: 0, B: 0, A: 255})
if err != nil {
log.Fatal(err)
}
defer textSurface.Free()
textTexture, err := renderer.CreateTextureFromSurface(textSurface)
if err != nil {
log.Fatal(err)
}
defer textTexture.Destroy()
textRect := sdl.Rect{X: 0, Y: 0, W: textSurface.W, H: textSurface.H}
renderer.Copy(textTexture, nil, &textRect)
}