Example #1
0
func (g *graphics) init() error {
	if err := g.loadImages(); err != nil {
		return err
	}

	gl.ClearColor(0, 0, 0.7, 1)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	g.fontStash = fontstash.New(512, 512)
	fontID, err := g.fontStash.AddFont(resourcePath("MorrisRoman-Black.ttf"))
	if err != nil {
		return err
	}
	g.fontStash.SetYInverted(true)
	g.font = NewGLFont(g.fontStash, fontID, 45, [4]float32{0, 0, 0, 1})

	return nil
}
Example #2
0
func main() {
	runtime.LockOSThread()

	if err := glfw.Init(); err != nil {
		panic(err)
	}
	defer glfw.Terminate()

	window, err := glfw.CreateWindow(800, 600, "fontstash example", nil, nil)
	if err != nil {
		panic(err)
	}

	window.MakeContextCurrent()
	glfw.SwapInterval(1)
	gl.Init()

	stash := fontstash.New(512, 512)

	clearSansRegular, err := stash.AddFont(filepath.Join("..", "ClearSans-Regular.ttf"))
	if err != nil {
		panic(err)
	}

	clearSansItalic, err := stash.AddFont(filepath.Join("..", "ClearSans-Italic.ttf"))
	if err != nil {
		panic(err)
	}

	clearSansBold, err := stash.AddFont(filepath.Join("..", "ClearSans-Bold.ttf"))
	if err != nil {
		panic(err)
	}

	droidJapanese, err := stash.AddFont(filepath.Join("..", "DroidSansJapanese.ttf"))
	if err != nil {
		panic(err)
	}

	gl.ClearColor(0.3, 0.3, 0.32, 1.)

	for !window.ShouldClose() {
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
		gl.MatrixMode(gl.PROJECTION)
		gl.LoadIdentity()
		gl.Ortho(0, 800, 0, 600, -1, 1)
		gl.MatrixMode(gl.MODELVIEW)
		gl.LoadIdentity()
		gl.Disable(gl.DEPTH_TEST)
		gl.Color4ub(255, 255, 255, 255)
		gl.Enable(gl.BLEND)
		gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

		gl.Disable(gl.TEXTURE_2D)
		gl.Begin(gl.QUADS)
		gl.Vertex2i(0, -5)
		gl.Vertex2i(5, -5)
		gl.Vertex2i(5, -11)
		gl.Vertex2i(0, -11)
		gl.End()

		sx := float64(100)
		sy := float64(250)

		stash.BeginDraw()

		dx := sx
		dy := sy
		dx = stash.DrawText(clearSansRegular, 24, dx, dy, "The quick ", [4]float32{0, 0, 0, 1})
		dx = stash.DrawText(clearSansItalic, 48, dx, dy, "brown ", [4]float32{1, 1, 0.5, 1})
		dx = stash.DrawText(clearSansRegular, 24, dx, dy, "fox ", [4]float32{0, 1, 0.5, 1})
		_, _, lh := stash.VMetrics(clearSansItalic, 24)
		dx = sx
		dy -= lh * 1.2
		dx = stash.DrawText(clearSansItalic, 24, dx, dy, "jumps over ", [4]float32{0, 1, 1, 1})
		dx = stash.DrawText(clearSansBold, 24, dx, dy, "the lazy ", [4]float32{1, 0, 1, 1})
		dx = stash.DrawText(clearSansRegular, 24, dx, dy, "dog.", [4]float32{0, 1, 0, 1})
		dx = sx
		dy -= lh * 1.2
		dx = stash.DrawText(clearSansRegular, 12, dx, dy, "Now is the time for all good men to come to the aid of the party.", [4]float32{0, 0, 1, 1})
		_, _, lh = stash.VMetrics(clearSansItalic, 12)
		dx = sx
		dy -= lh * 1.2 * 2
		dx = stash.DrawText(clearSansItalic, 18, dx, dy, "Ég get etið gler án þess að meiða mig.", [4]float32{1, 0, 0, 1})
		_, _, lh = stash.VMetrics(clearSansItalic, 18)
		dx = sx
		dy -= lh * 1.2
		stash.DrawText(droidJapanese, 18, dx, dy, "どこかに置き忘れた、サングラスと打ち明け話。", [4]float32{1, 1, 1, 1})

		stash.EndDraw()
		gl.Enable(gl.DEPTH_TEST)

		window.SwapBuffers()
		glfw.PollEvents()
	}
}
Example #3
0
func main() {
	if err := glfw.Init(); err != nil {
		fmt.Println("glfw.Init():", err)
		return
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.Decorated, glfw.True)
	glfw.WindowHint(glfw.ContextVersionMajor, 1)
	glfw.WindowHint(glfw.ContextVersionMinor, 0)
	glfw.WindowHint(glfw.Resizable, glfw.True)

	window, err := glfw.CreateWindow(10, 10, "Settlers", nil, nil)
	if err != nil {
		fmt.Println("glfw.CreateWindow():", err)
		return
	}
	window.MakeContextCurrent()

	if err := gl.Init(); err != nil {
		fmt.Println("gl.Init():", err)
		return
	}

	stash := fontstash.New(512, 512)
	fontID, err := stash.AddFont(resourcePath("MorrisRoman-Black.ttf"))
	if err != nil {
		fmt.Println(err)
		return
	}
	stash.SetYInverted(true)
	font := &font{stash, fontID, 35}

	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()

	rand.Seed(time.Now().UnixNano())
	g := game.New([]game.Color{game.Red, game.White, game.Blue}, rand.Int())

	var lines []string
	window.SetCharCallback(func(_ *glfw.Window, r rune) {
		if len(lines) == 0 {
			lines = []string{""}
		}
		lines[len(lines)-1] += string(r)
	})
	window.SetCharModsCallback(func(_ *glfw.Window, r rune, _ glfw.ModifierKey) {
	})
	window.SetKeyCallback(func(_ *glfw.Window, key glfw.Key, _ int, action glfw.Action, _ glfw.ModifierKey) {
		if action == glfw.Release {
			return
		}
		if key == glfw.KeyEscape {
			window.SetShouldClose(true)
		}
		if key == glfw.Key1 {
			g.CurrentPlayer = 0
		}
		if key == glfw.Key2 {
			g.CurrentPlayer = 1
		}
		if key == glfw.Key3 {
			g.CurrentPlayer = 2
		}
		if key == glfw.Key4 {
			g.CurrentPlayer = 3
		}
		if key == glfw.KeyR {
			state = buildingRoad
		}
		if key == glfw.KeyS {
			state = buildingSettlement
		}
		if key == glfw.KeyKP2 {
			g.DealResources(2)
		}
		if key == glfw.KeyKP3 {
			g.DealResources(3)
		}
		if key == glfw.KeyKP4 {
			g.DealResources(4)
		}
		if key == glfw.KeyKP5 {
			g.DealResources(5)
		}
		if key == glfw.KeyKP6 {
			g.DealResources(6)
		}
		if key == glfw.KeyKP8 {
			g.DealResources(8)
		}
		if key == glfw.KeyKP9 {
			g.DealResources(9)
		}
		if key == glfw.KeyKP0 {
			g.DealResources(10)
		}
		if key == glfw.KeyKP1 {
			g.DealResources(11)
		}
		if key == glfw.KeyKP7 {
			g.DealResources(12)
		}
		if len(lines) > 0 && key == glfw.KeyBackspace && (action == glfw.Press || action == glfw.Repeat) {
			if len(lines[len(lines)-1]) == 0 {
				lines = lines[:len(lines)-1]
			} else {
				lines[len(lines)-1] = removeLastRune(lines[len(lines)-1])
			}
		}
		if (action == glfw.Press || action == glfw.Repeat) &&
			(key == glfw.KeyEnter || key == glfw.KeyKPEnter) {
			lines = append(lines, "")
		}
	})
	window.SetInputMode(glfw.CursorMode, glfw.CursorHidden)
	window.SetInputMode(glfw.CursorMode, glfw.CursorNormal)
	window.SetSizeCallback(func(_ *glfw.Window, w, h int) {
		windowW, windowH = w, h
		cam.WindowWidth, cam.WindowHeight = w, h
		gl.Viewport(0, 0, int32(w), int32(h))
	})

	if err := loadImages(); err != nil {
		fmt.Println(err)
		return
	}

	var background image.Image
	var backImg *glImage
	go func() {
		gameW, gameH := 7*200, 7*tileYOffset+tileSlopeHeight
		back := image.NewRGBA(image.Rect(0, 0, gameW, gameH))
		clearToTransparent(back)
		drawGameBackgroundIntoImage(back, g)
		background = back
	}()

	gameColorToString := func(c game.Color) string {
		switch c {
		case game.Red:
			return "red"
		case game.Orange:
			return "orange"
		case game.Blue:
			return "blue"
		default:
			return "white"
		}
	}

	roadImage := func(pos game.TileEdge, c game.Color) *glImage {
		color := gameColorToString(c)
		dir := "up"
		if isEdgeVertical(pos) {
			dir = "vertical"
		}
		if isEdgeGoingDown(pos) {
			dir = "down"
		}
		return glImages["road_"+color+"_"+dir]
	}

	settlementImage := func(c game.Color) *glImage {
		return glImages["settlement_"+gameColorToString(c)]
	}

	cityImage := func(c game.Color) *glImage {
		return glImages["city_"+gameColorToString(c)]
	}

	// TODO this is for showing the road/settlement being built currently
	var movingSettlementCorner game.TileCorner
	var movingSettlementVisible bool
	var movingRoadEdge game.TileEdge
	var movingRoadVisible bool
	window.SetCursorPosCallback(func(_ *glfw.Window, x, y float64) {
		mouseX, mouseY = x, y
		gameX, gameY := cam.screenToGame(x, y)
		movingSettlementCorner, movingSettlementVisible = screenToCorner(gameX, gameY)
		movingRoadEdge, movingRoadVisible = screenToEdge(gameX, gameY)
	})
	window.SetCursorEnterCallback(func(_ *glfw.Window, entered bool) {
		mouseIn = entered
		if entered == false {
			movingSettlementVisible = false
			movingRoadVisible = true
		}
	})
	//////////////////////////////////////////////////////////////////

	drawGame := func() {
		if backImg == nil && background != nil {
			backImg, _ = NewGLImageFromImage(background)
		}
		if backImg != nil {
			backImg.DrawAtXY(0, 0)

			for _, p := range g.GetPlayers() {
				for _, r := range p.GetBuiltRoads() {
					x, y := edgeToScreen(r.Position)
					img := roadImage(r.Position, p.Color)
					img.DrawAtXY(x-img.Width/2, y-img.Height/2)
				}
				for _, s := range p.GetBuiltSettlements() {
					x, y := cornerToScreen(s.Position)
					img := settlementImage(p.Color)
					img.DrawAtXY(x-img.Width/2, y-(5*img.Height/8))
				}
				for _, c := range p.GetBuiltCities() {
					x, y := cornerToScreen(c.Position)
					img := cityImage(p.Color)
					img.DrawAtXY(x-img.Width/2, y-(5*img.Height/8))
				}
			}

			if state == buildingSettlement && movingSettlementVisible && mouseIn {
				color := [4]float32{1, 1, 1, 1}
				x, y := cornerToScreen(movingSettlementCorner)
				if !movingSettlementVisible || !g.CanBuildSettlementAt(movingSettlementCorner) {
					color = [4]float32{0.7, 0.7, 0.7, 0.7}
					x, y = cam.screenToGame(mouseX, mouseY)
				}
				img := settlementImage(g.GetCurrentPlayer().Color)
				// TODO duplicate code:
				img.DrawColoredAtXY(x-img.Width/2, y-(5*img.Height/8), color)
			}
			if state == buildingRoad && movingRoadVisible && mouseIn {
				color := [4]float32{1, 1, 1, 1}
				x, y := edgeToScreen(movingRoadEdge)
				if !(!movingRoadVisible || !g.CanBuildRoadAt(movingRoadEdge)) {
					img := roadImage(movingRoadEdge, g.GetCurrentPlayer().Color)
					// TODO duplicate code:
					img.DrawColoredAtXY(x-img.Width/2, y-(5*img.Height/8), color)
				}
			}

			x, y, w, h := tileToScreen(g.Robber.Position)
			robber := glImages["robber"]
			robber.DrawAtXY(x+(w-robber.Width)/2, y+(h-robber.Height)/2)
		}
	}

	buildMenu := &menu{color{0.5, 0.4, 0.8, 0.9}, rect{0, 500, 800, 250}}

	showCursor := 0
	start := time.Now()
	frames := 0

	window.SetSize(windowW, windowH)

	for !window.ShouldClose() {
		glfw.PollEvents()

		gl.MatrixMode(gl.PROJECTION)
		gl.LoadIdentity()
		const controlsHeight = 0 // TODO reserve are for stats and menus
		gameW, gameH := 7.0*200, 7.0*tileYOffset+tileSlopeHeight+controlsHeight
		gameRatio := gameW / gameH
		windowRatio := float64(windowW) / float64(windowH)
		var left, right, bottom, top float64
		if windowRatio > gameRatio {
			// window is wider than game => borders left and right
			border := (windowRatio*gameH - gameW) / 2
			left, right = -border, border+gameW
			bottom, top = gameH, 0
		} else {
			// window is higher than game => borders on top and bottom
			border := (gameW/windowRatio - gameH) / 2
			left, right = 0, gameW
			bottom, top = gameH+border, -border
		}
		gl.Ortho(left, right, bottom, top, -1, 1)
		cam.Left, cam.Right, cam.Bottom, cam.Top = left, right, bottom, top
		gl.ClearColor(0, 0, 1, 1)
		gl.Clear(gl.COLOR_BUFFER_BIT)

		drawGame()

		lines = make([]string, g.PlayerCount*6)
		for i, player := range g.GetPlayers() {
			lines[i*6+0] = fmt.Sprintf("player %v has %v ore", i+1, player.Resources[game.Ore])
			lines[i*6+1] = fmt.Sprintf("player %v has %v grain", i+1, player.Resources[game.Grain])
			lines[i*6+2] = fmt.Sprintf("player %v has %v lumber", i+1, player.Resources[game.Lumber])
			lines[i*6+3] = fmt.Sprintf("player %v has %v wool", i+1, player.Resources[game.Wool])
			lines[i*6+4] = fmt.Sprintf("player %v has %v brick", i+1, player.Resources[game.Brick])
		}

		if len(lines) > 0 {
			stash.BeginDraw()
			const fontSize = 35
			const cursorText = "" //"_"
			cursor := ""
			if showCursor > 60 {
				cursor = cursorText
			}
			for i, line := range lines {
				output := line
				if i == len(lines)-1 {
					output += cursor
				}
				font.Write(output, 0, float64(i+1)*fontSize)
			}
			if len(lines) == 0 {
				font.Write(cursor, 0, fontSize)
			}
			stash.EndDraw()
		}

		buildMenu.draw()

		window.SwapBuffers()

		showCursor = (showCursor + 1) % 120
		frames++
		if time.Now().Sub(start).Seconds() >= 1.0 {
			fmt.Println(frames, "fps")
			frames = 0
			start = time.Now()
		}
	}
}