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