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engine.go
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engine.go
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package engosdl
import (
"fmt"
"net/http"
"github.com/gorilla/mux"
"github.com/veandco/go-sdl2/img"
"github.com/veandco/go-sdl2/mix"
"github.com/veandco/go-sdl2/sdl"
"github.com/veandco/go-sdl2/ttf"
)
// Engine represents the main game engine in charge of running the game.
type Engine struct {
name string
width int32
height int32
active bool
window *sdl.Window
renderer *sdl.Renderer
delegateManager IDelegateManager
eventManager IEventManager
fontManager IFontManager
resourceManager IResourceManager
sceneManager ISceneManager
soundManager ISoundManager
gameManager IGameManager
cursorManager ICursorManager
debugServer bool
}
// NewEngine creates a new engine instance.
func NewEngine(name string, w, h int32, gameManager IGameManager) *Engine {
Logger.Trace().Str("engine", name).Msg("new engine")
if GetEngine() == nil {
if gameManager == nil {
gameManager = NewGameManager("engine-game-manager")
}
gameEngine = &Engine{
name: name,
width: w,
height: h,
delegateManager: NewDelegateManager("engine-delegate-manager"),
eventManager: NewEventManager("engine-event-manager"),
fontManager: NewFontManager("engine-font-manager"),
resourceManager: NewResourceManager("engine-resource-manager"),
sceneManager: NewSceneManager("engine-scene-manager"),
soundManager: NewSoundManager("engine-sound-manager"),
cursorManager: NewCursorManager("engine-cursor-manager"),
gameManager: gameManager,
debugServer: false,
}
}
return gameEngine
}
// AddScene adds a new scene to the engine.
func (engine *Engine) AddScene(scene IScene) bool {
Logger.Trace().Str("engine", engine.name).Msg("AddScene")
return engine.GetSceneManager().AddScene(scene)
}
// DestroyEntity removes the given entity from the game.
func (engine *Engine) DestroyEntity(entity IEntity) bool {
scene := entity.GetScene()
scene.DeleteEntity(entity)
entity.SetActive(false)
Logger.Trace().Str("engine", engine.name).Str("scene", scene.GetName()).Str("entity", entity.GetName()).Msg("destroy entity")
return true
}
// DoCleanup clean-ups all graphical resources created by teh engine.
func (engine *Engine) DoCleanup() {
Logger.Trace().Str("engine", engine.name).Msg("end engine")
defer ttf.Quit()
defer img.Quit()
defer mix.CloseAudio()
defer mix.Quit()
defer sdl.Quit()
defer engine.window.Destroy()
defer engine.renderer.Destroy()
}
// DoFrameEnd calls all methods to run at the end of a tick frame.
func (engine *Engine) DoFrameEnd() {
engine.GetGameManager().DoFrameEnd()
engine.GetSceneManager().DoFrameEnd()
}
// DoFrameStart calls all methods to run at the start of a tick frame.
func (engine *Engine) DoFrameStart() {
engine.GetGameManager().DoFrameStart()
engine.GetSceneManager().DoFrameStart()
}
// DoInit initializes basic engine resources.
func (engine *Engine) DoInit() {
Logger.Trace().Str("engine", engine.name).Msg("DoInit")
engine.DoInitSdl()
engine.DoInitResources()
engine.GetGameManager().DoInit()
}
// DoInitDebugServer initializes the debug server.
func (engine *Engine) DoInitDebugServer() {
if !engine.debugServer {
engine.debugServer = true
fmt.Printf("init debug server %s\n", engine.name)
go func() {
router := mux.NewRouter().StrictSlash(true)
router.HandleFunc("/", func(w http.ResponseWriter, r *http.Request) {
fmt.Fprintf(w, "debug server %s\n", engine.name)
fmt.Printf("debug server %s home page\n", engine.name)
})
router.HandleFunc("/scene", func(w http.ResponseWriter, r *http.Request) {
scene := engine.GetSceneManager().GetActiveScene()
fmt.Fprintf(w, "active scene: %s\n", scene.GetName())
})
router.HandleFunc("/entities", func(w http.ResponseWriter, r *http.Request) {
scene := engine.GetSceneManager().GetActiveScene()
for _, entity := range scene.GetEntities() {
fmt.Fprintf(w, "entity %s: %t\n", entity.GetName(), entity.GetActive())
}
})
Logger.Error().Err(http.ListenAndServe("localhost:6060", router))
}()
}
}
// DoInitResources initializes all internal resources, like scene handler and
// event handler.
func (engine *Engine) DoInitResources() {
Logger.Trace().Str("engine", engine.name).Msg("init resources")
engine.GetEventManager().DoInit()
engine.GetDelegateManager().DoInit()
engine.GetResourceManager().DoInit()
engine.GetFontManager().DoInit()
engine.GetSoundManager().DoInit()
engine.GetSceneManager().DoInit()
engine.GetGameManager().DoInit()
}
// DoInitSdl initializes all engine sdl structures.
func (engine *Engine) DoInitSdl() {
var err error
Logger.Trace().Str("engine", engine.name).Msg("init sdl module")
if err = sdl.Init(sdl.INIT_EVERYTHING); err != nil {
Logger.Error().Err(err).Msg("sdl.Init error")
panic(err)
}
Logger.Trace().Str("engine", engine.name).Msg("init ttf module")
if err = ttf.Init(); err != nil {
Logger.Error().Err(err).Msg("ttf.Init error")
panic(err)
}
Logger.Trace().Str("engine", engine.name).Msg("init img module")
if err = img.Init(img.INIT_PNG); err != nil {
Logger.Error().Err(err).Msg("img.Init error")
panic(err)
}
Logger.Trace().Str("engine", engine.name).Msg("open audio module")
if err = mix.OpenAudio(22050, mix.DEFAULT_FORMAT, 2, 4096); err != nil {
Logger.Error().Err(err).Msg("mix.OpenAudio error")
panic(err)
}
Logger.Trace().Str("engine", engine.name).Msg("init mix module")
if err = mix.Init(mix.INIT_MP3); err != nil {
Logger.Error().Err(err).Msg("mix.Init error")
panic(err)
}
engine.window, err = sdl.CreateWindow(engine.name,
sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED,
engine.width, engine.height,
sdl.WINDOW_SHOWN)
if err != nil {
Logger.Error().Err(err).Msg("CreateWindow error")
panic(err)
}
engine.renderer, err = sdl.CreateRenderer(engine.window, -1, sdl.RENDERER_ACCELERATED)
if err != nil {
Logger.Error().Err(err).Msg("CreateRenderer error")
panic(err)
}
}
// DoRun runs the engine.
func (engine *Engine) DoRun() {
Logger.Trace().Str("engine", engine.name).Msg("run engine")
for engine.active {
frameStart := sdl.GetTicks()
// Execute everything required at the start of a tick frame.
engine.DoFrameStart()
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
switch event.(type) {
case *sdl.QuitEvent:
Logger.Trace().Str("engine", engine.name).Msg("exit engine")
engine.active = false
break
}
}
engine.DoUpdate()
engine.renderer.SetDrawColor(255, 255, 255, 255)
engine.renderer.Clear()
engine.DoRender()
engine.renderer.Present()
// Execute everything required at the end of the tick frame.
engine.DoFrameEnd()
frameTime := sdl.GetTicks() - frameStart
if frameTime < _delay {
// fmt.Println(_delay - frameTime)
sdl.Delay(_delay - frameTime)
}
}
}
// DoRender calls on OnRender methods to run.
func (engine *Engine) DoRender() {
// Call game manager render.
engine.GetGameManager().OnRender()
// Execute all render calls.
engine.GetSceneManager().OnRender()
}
// DoStart starts the game engine. At this point all scenes and entities have
// been already added to the engine.
func (engine *Engine) DoStart(scene IScene) {
Logger.Trace().Str("engine", engine.name).Msg("DoStart")
engine.active = true
engine.GetEventManager().OnStart()
engine.GetDelegateManager().OnStart()
engine.GetResourceManager().OnStart()
engine.GetFontManager().OnStart()
engine.GetSoundManager().OnStart()
engine.GetSceneManager().OnStart()
engine.GetGameManager().OnStart()
engine.GetCursorManager().OnStart()
// Set first scene as the active by default.
if scene != nil {
engine.GetSceneManager().SetActiveScene(scene)
} else {
engine.GetSceneManager().SetActiveFirstScene()
}
}
// DoUpdate calls all OnUpdate and OnAfterUpdate methods to run.
func (engine *Engine) DoUpdate() {
// Call game manager update.
engine.GetGameManager().OnUpdate()
// Execute all update calls.
engine.GetSceneManager().OnUpdate()
// Call update for delegate handler.
engine.GetDelegateManager().OnUpdate()
// Execute any post updates behavior.
engine.GetSceneManager().OnAfterUpdate()
// Call game manager after update.
engine.GetGameManager().OnAfterUpdate()
// Call cursor manager after ALL updates.
engine.GetCursorManager().OnAfterUpdate()
}
// GetCursorManager returns the engine cursor manager.
func (engine *Engine) GetCursorManager() ICursorManager {
return engine.cursorManager
}
// GetDelegateManager returns the engine delegate manager.
func (engine *Engine) GetDelegateManager() IDelegateManager {
return engine.delegateManager
}
// GetEventManager returns the engine event manager.
func (engine *Engine) GetEventManager() IEventManager {
return engine.eventManager
}
// GetFontManager returns the engine font manager.
func (engine *Engine) GetFontManager() IFontManager {
return engine.fontManager
}
// GetGameManager returns the engine game manager.
func (engine *Engine) GetGameManager() IGameManager {
return engine.gameManager
}
// GetHeight returns engine window height
func (engine *Engine) GetHeight() int32 {
return engine.height
}
// GetRenderer returns the engine renderer.
func (engine *Engine) GetRenderer() *sdl.Renderer {
return engine.renderer
}
// GetResourceManager returns the engine resource handler.
func (engine *Engine) GetResourceManager() IResourceManager {
return engine.resourceManager
}
// GetSceneManager returns the engine scene handler.
func (engine *Engine) GetSceneManager() ISceneManager {
return engine.sceneManager
}
// GetSoundManager returns the engine sound handler.
func (engine *Engine) GetSoundManager() ISoundManager {
return engine.soundManager
}
// GetWidth returns engine window width.
func (engine *Engine) GetWidth() int32 {
return engine.width
}
// RunEngine runs the game engine.
func (engine *Engine) RunEngine(scene IScene) bool {
engine.DoInit()
engine.GetGameManager().CreateAssets()
engine.DoStart(scene)
engine.DoInitDebugServer()
engine.DoRun()
engine.DoCleanup()
return true
}