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screen.go
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screen.go
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package termloop
import "github.com/nsf/termbox-go"
// A Screen represents the current state of the display.
// To draw on the screen, create Drawables and set their positions.
// Then, add them to the Screen's Level, or to the Screen directly (e.g. a HUD).
type Screen struct {
oldCanvas Canvas
canvas Canvas
level Level
Entities []Drawable
width int
height int
delta float64
fps float64
offsetx int
offsety int
pixelMode bool
}
// NewScreen creates a new Screen, with no entities or level.
// Returns a pointer to the new Screen.
func NewScreen() *Screen {
s := Screen{Entities: make([]Drawable, 0)}
s.canvas = NewCanvas(10, 10)
return &s
}
// Tick is used to process events such as input. It is called
// on every frame by the Game.
func (s *Screen) Tick(ev Event) {
// TODO implement ticks using worker pools
if s.level != nil {
s.level.Tick(ev)
}
if ev.Type != EventNone {
for _, e := range s.Entities {
e.Tick(ev)
}
}
}
// Draw is called every frame by the Game to render the current
// state of the screen.
func (s *Screen) Draw() {
// Update termloop canvas
s.canvas = NewCanvas(s.width, s.height)
if s.level != nil {
s.level.DrawBackground(s)
s.level.Draw(s)
}
for _, e := range s.Entities {
e.Draw(s)
}
// Check if anything changed between Draws
if !s.canvas.equals(&s.oldCanvas) {
// Draw to terminal
if s.pixelMode {
termboxPixel(&s.canvas)
} else {
termboxNormal(&s.canvas)
}
termbox.Flush()
}
s.oldCanvas = s.canvas
}
func (s *Screen) resize(w, h int) {
s.width = w
s.height = h
if s.pixelMode {
s.height *= 2
}
c := NewCanvas(s.width, s.height)
// Copy old data that fits
for i := 0; i < min(s.width, len(s.canvas)); i++ {
for j := 0; j < min(s.height, len(s.canvas[0])); j++ {
c[i][j] = s.canvas[i][j]
}
}
s.canvas = c
}
// Size returns the width and height of the Screen
// in characters.
func (s *Screen) Size() (int, int) {
return s.width, s.height
}
// SetLevel sets the Screen's current level to be l.
func (s *Screen) SetLevel(l Level) {
s.level = l
}
// Level returns the Screen's current level.
func (s *Screen) Level() Level {
return s.level
}
// AddEntity adds a Drawable to the current Screen, to be rendered.
func (s *Screen) AddEntity(d Drawable) {
s.Entities = append(s.Entities, d)
}
// RemoveEntity removes Drawable d from the screen's entities.
func (s *Screen) RemoveEntity(d Drawable) {
for i, elem := range s.Entities {
if elem == d {
s.Entities = append(s.Entities[:i], s.Entities[i+1:]...)
return
}
}
}
// TimeDelta returns the number of seconds since the previous
// frame was rendered. Can be used for timings and animation.
func (s *Screen) TimeDelta() float64 {
return s.delta
}
// Set the screen framerate. By default, termloop will draw the
// the screen as fast as possible, which may use a lot of system
// resources.
func (s *Screen) SetFps(f float64) {
s.fps = f
}
// RenderCell updates the Cell at a given position on the Screen
// with the attributes in Cell c.
func (s *Screen) RenderCell(x, y int, c *Cell) {
newx := x + s.offsetx
newy := y + s.offsety
if newx >= 0 && newx < len(s.canvas) &&
newy >= 0 && newy < len(s.canvas[0]) {
renderCell(&s.canvas[newx][newy], c)
}
}
// EnablePixelMode sets the screen to 'pixel mode' - giving double
// the canvas height while sacrificing character drawing ability.
func (s *Screen) EnablePixelMode() {
s.pixelMode = true
}
func (s *Screen) offset() (int, int) {
return s.offsetx, s.offsety
}
func (s *Screen) setOffset(x, y int) {
s.offsetx, s.offsety = x, y
}
func renderCell(old, new_ *Cell) {
if new_.Ch != 0 {
old.Ch = new_.Ch
}
if new_.Bg != 0 {
old.Bg = new_.Bg
}
if new_.Fg != 0 {
old.Fg = new_.Fg
}
}
func termboxPixel(canvas *Canvas) {
for i, col := range *canvas {
for j := 0; j < len(col); j += 2 {
cellBack := col[j]
cellFront := col[j+1]
termj := j / 2
char := '\u2584'
if cellFront.Bg == 0 {
char = 0
}
termbox.SetCell(i, termj, char,
termbox.Attribute(cellFront.Bg),
termbox.Attribute(cellBack.Bg))
}
}
}
func termboxNormal(canvas *Canvas) {
for i, col := range *canvas {
for j, cell := range col {
termbox.SetCell(i, j, cell.Ch,
termbox.Attribute(cell.Fg),
termbox.Attribute(cell.Bg))
}
}
}