mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
Simplify the game interface
This commit is contained in:
@ -3,6 +3,7 @@ package engine
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import (
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"runtime"
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"github.com/bloeys/nmage/asserts"
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"github.com/bloeys/nmage/input"
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"github.com/bloeys/nmage/renderer"
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"github.com/bloeys/nmage/timing"
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@ -11,6 +12,10 @@ import (
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"github.com/veandco/go-sdl2/sdl"
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)
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var (
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isInited = false
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)
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type Window struct {
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SDLWin *sdl.Window
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GlCtx sdl.GLContext
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@ -96,6 +101,8 @@ func (w *Window) Destroy() error {
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func Init() error {
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isInited = true
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runtime.LockOSThread()
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timing.Init()
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err := initSDL()
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@ -139,6 +146,7 @@ func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowF
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func createWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
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asserts.T(isInited, "engine.Init was not called!")
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if x == -1 && y == -1 {
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x = sdl.WINDOWPOS_CENTERED
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y = sdl.WINDOWPOS_CENTERED
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@ -186,6 +194,8 @@ func initOpenGL() error {
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}
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func SetVSync(enabled bool) {
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asserts.T(isInited, "engine.Init was not called!")
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if enabled {
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sdl.GLSetSwapInterval(1)
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} else {
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@ -6,37 +6,32 @@ import (
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"github.com/go-gl/gl/v4.1-core/gl"
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)
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var (
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isRunning = false
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)
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type Game interface {
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Init()
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Start()
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FrameStart()
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Update()
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Render()
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FrameEnd()
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ShouldRun() bool
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GetWindow() *Window
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GetImGUI() nmageimgui.ImguiInfo
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Deinit()
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DeInit()
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}
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func Run(g Game) {
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w := g.GetWindow()
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ui := g.GetImGUI()
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func Run(g Game, w *Window, ui nmageimgui.ImguiInfo) {
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isRunning = true
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g.Init()
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//Simulate an imgui frame during init so any imgui calls are allowed within init
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tempWidth, tempHeight := w.SDLWin.GetSize()
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tempFBWidth, tempFBHeight := w.SDLWin.GLGetDrawableSize()
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ui.FrameStart(float32(tempWidth), float32(tempHeight))
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g.Start()
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ui.Render(float32(tempWidth), float32(tempHeight), tempFBWidth, tempFBHeight)
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for g.ShouldRun() {
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for isRunning {
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//PERF: Cache these
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width, height := w.SDLWin.GetSize()
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@ -46,8 +41,6 @@ func Run(g Game) {
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w.handleInputs()
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ui.FrameStart(float32(width), float32(height))
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g.FrameStart()
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g.Update()
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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@ -60,5 +53,9 @@ func Run(g Game) {
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timing.FrameEnded()
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}
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g.Deinit()
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g.DeInit()
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}
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func Quit() {
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isRunning = false
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}
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