func InsertOnlineMenu(ui gui.WidgetParent) error { var sm OnlineMenu datadir := base.GetDataDir() err := base.LoadAndProcessObject(filepath.Join(datadir, "ui", "start", "online", "layout.json"), "json", &sm.layout) if err != nil { return err } sm.buttons = []ButtonLike{ &sm.layout.Back, &sm.layout.Unstarted.Up, &sm.layout.Unstarted.Down, &sm.layout.Active.Up, &sm.layout.Active.Down, &sm.layout.User, &sm.layout.NewGame, } sm.control.in = make(chan struct{}) sm.control.out = make(chan struct{}) sm.layout.Back.f = func(interface{}) { ui.RemoveChild(&sm) InsertStartMenu(ui) } sm.ui = ui fmt.Sscanf(base.GetStoreVal("netid"), "%d", &net_id) if net_id == 0 { net_id = mrgnet.NetId(mrgnet.RandomId()) base.SetStoreVal("netid", fmt.Sprintf("%d", net_id)) } in_newgame := false sm.layout.NewGame.f = func(interface{}) { if in_newgame { return } in_newgame = true go func() { var req mrgnet.NewGameRequest req.Id = net_id var resp mrgnet.NewGameResponse done := make(chan bool, 1) go func() { mrgnet.DoAction("new", req, &resp) done <- true }() select { case <-done: case <-time.After(5 * time.Second): resp.Err = "Couldn't connect to server." } <-sm.control.in defer func() { in_newgame = false sm.control.out <- struct{}{} }() if resp.Err != "" { sm.layout.Error.err = resp.Err base.Error().Printf("Couldn't make new game: %v", resp.Err) return } ui.RemoveChild(&sm) err := InsertMapChooser( ui, func(name string) { ui.AddChild(MakeGamePanel(name, nil, nil, resp.Game_key)) }, InsertOnlineMenu, ) if err != nil { base.Error().Printf("Error making Map Chooser: %v", err) } }() } for _, _glb := range []*gameListBox{&sm.layout.Active, &sm.layout.Unstarted} { glb := _glb glb.Up.f = func(interface{}) { glb.Scroll.Up() } glb.Up.valid_func = func() bool { return glb.Scroll.Height > glb.Scroll.Dy } glb.Down.f = func(interface{}) { glb.Scroll.Down() } glb.Down.valid_func = func() bool { return glb.Scroll.Height > glb.Scroll.Dy } glb.update = make(chan mrgnet.ListGamesResponse) } go func() { var resp mrgnet.ListGamesResponse mrgnet.DoAction("list", mrgnet.ListGamesRequest{Id: net_id, Unstarted: true}, &resp) sm.layout.Unstarted.update <- resp }() go func() { var resp mrgnet.ListGamesResponse mrgnet.DoAction("list", mrgnet.ListGamesRequest{Id: net_id, Unstarted: false}, &resp) sm.layout.Active.update <- resp }() sm.layout.User.Button.f = func(interface{}) { var req mrgnet.UpdateUserRequest req.Name = sm.layout.User.Entry.text req.Id = net_id var resp mrgnet.UpdateUserResponse go func() { mrgnet.DoAction("user", req, &resp) <-sm.control.in sm.layout.User.SetText(resp.Name) sm.update_alpha = 1.0 sm.update_time = time.Now() sm.control.out <- struct{}{} }() } go func() { var resp mrgnet.UpdateUserResponse mrgnet.DoAction("user", mrgnet.UpdateUserRequest{Id: net_id}, &resp) <-sm.control.in sm.layout.User.SetText(resp.Name) sm.update_alpha = 1.0 sm.update_time = time.Now() sm.control.out <- struct{}{} }() ui.AddChild(&sm) return nil }
func main() { defer func() { if r := recover(); r != nil { data := debug.Stack() base.Error().Printf("PANIC: %v\n", r) base.Error().Printf("PANIC: %s\n", string(data)) base.CloseLog() fmt.Printf("PANIC: %s\n", string(data)) } }() base.Log().Printf("Version %s", Version()) sys.Startup() sound.Init() render.Init() render.Queue(func() { sys.CreateWindow(10, 10, wdx, wdy) sys.EnableVSync(true) err := gl.Init() if err != nil { panic(err) } gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) }) base.InitShaders() runtime.GOMAXPROCS(8) ui, err := gui.Make(gin.In(), gui.Dims{wdx, wdy}, filepath.Join(datadir, "fonts", "skia.ttf")) if err != nil { panic(err.Error()) } loadAllRegistries() // TODO: Might want to be able to reload stuff, but this is sensitive because it // is loading textures. We should probably redo the sprite system so that this // is easier to safely handle. game.LoadAllEntities() // Set up editors editors = map[string]house.Editor{ "room": house.MakeRoomEditorPanel(), "house": house.MakeHouseEditorPanel(), } for name, editor := range editors { path := base.GetStoreVal(fmt.Sprintf("last %s path", name)) path = filepath.Join(datadir, path) if path != "" { editor.Load(path) } } editor_name = "room" editor = editors[editor_name] edit_mode := false game.Restart = func() { base.Log().Printf("Restarting...") ui.RemoveChild(game_box) game_box = &lowerLeftTable{gui.MakeAnchorBox(gui.Dims{1024, 768})} err = game.InsertStartMenu(game_box) if err != nil { panic(err) } ui.AddChild(game_box) base.Log().Printf("Restarted") } game.Restart() if base.IsDevel() { ui.AddChild(base.MakeConsole()) } sys.Think() // Wait until now to create the dictionary because the render thread needs // to be running in advance. render.Queue(func() { ui.Draw() }) render.Purge() var profile_output *os.File heap_prof_count := 0 for key_map["quit"].FramePressCount() == 0 { sys.Think() render.Queue(func() { sys.SwapBuffers() ui.Draw() }) render.Purge() for _, child := range game_box.GetChildren() { if gp, ok := child.(*game.GamePanel); ok { game_panel = gp } } if base.IsDevel() { if key_map["cpu profile"].FramePressCount() > 0 { if profile_output == nil { profile_output, err = os.Create(filepath.Join(datadir, "cpu.prof")) if err == nil { err = pprof.StartCPUProfile(profile_output) if err != nil { base.Log().Printf("Unable to start CPU profile: %v\n", err) profile_output.Close() profile_output = nil } base.Log().Printf("profout: %v\n", profile_output) } else { base.Log().Printf("Unable to start CPU profile: %v\n", err) } } else { pprof.StopCPUProfile() profile_output.Close() profile_output = nil } } if key_map["heap profile"].FramePressCount() > 0 { out, err := os.Create(filepath.Join(datadir, fmt.Sprintf("heap-%d.prof", heap_prof_count))) heap_prof_count++ if err == nil { err = pprof.WriteHeapProfile(out) out.Close() if err != nil { base.Warn().Printf("Unable to write heap profile: %v", err) } } else { base.Warn().Printf("Unable to create heap profile: %v", err) } } if key_map["manual mem"].FramePressCount() > 0 { base.Log().Printf(memory.TotalAllocations()) } if key_map["game mode"].FramePressCount()%2 == 1 { base.Log().Printf("Game mode change: %t", edit_mode) if edit_mode { ui.RemoveChild(editor) ui.AddChild(game_box) } else { ui.RemoveChild(game_box) ui.AddChild(editor) } edit_mode = !edit_mode if key_map["row up"].FramePressCount() > 0 { house.Num_rows += 25 } if key_map["row down"].FramePressCount() > 0 { house.Num_rows -= 25 } if key_map["steps up"].FramePressCount() > 0 { house.Num_steps++ } if key_map["steps down"].FramePressCount() > 0 { house.Num_steps-- } if key_map["noise up"].FramePressCount() > 0 { house.Noise_rate += 10 } if key_map["noise down"].FramePressCount() > 0 { house.Noise_rate -= 10 } if key_map["foo"].FramePressCount() > 0 { house.Foo = (house.Foo + 1) % 2 } } if edit_mode { editMode() } else { gameMode() } } // Draw a cursor at the cursor - for testing an osx bug in glop. // zx, zy := gin.In().GetCursor("Mouse").Point() // render.Queue(func() { // gl.Color4ub(255, 0, 0, 255) // gl.Begin(gl.LINES) // { // gl.Vertex2i(int32(zx-25), int32(zy)) // gl.Vertex2i(int32(zx+25), int32(zy)) // gl.Vertex2i(int32(zx), int32(zy-25)) // gl.Vertex2i(int32(zx), int32(zy+25)) // } // gl.End() // }) } }
func (sm *OnlineMenu) Think(g *gui.Gui, t int64) { if sm.last_t == 0 { sm.last_t = t return } dt := t - sm.last_t sm.last_t = t if sm.mx == 0 && sm.my == 0 { sm.mx, sm.my = gin.In().GetCursor("Mouse").Point() } done := false for !done { select { case sm.control.in <- struct{}{}: <-sm.control.out default: done = true } } var net_id mrgnet.NetId fmt.Sscanf(base.GetStoreVal("netid"), "%d", &net_id) for i := range []*gameListBox{&sm.layout.Active, &sm.layout.Unstarted} { glb := []*gameListBox{&sm.layout.Active, &sm.layout.Unstarted}[i] select { case list := <-glb.update: glb.games = glb.games[0:0] for j := range list.Games { var b Button var name string base.Log().Printf("Adding button: %s", list.Games[j].Name) b.Text.Justification = sm.layout.Text.Justification b.Text.Size = sm.layout.Text.Size if net_id == list.Games[j].Denizens_id { name = list.Games[j].Name } else { name = list.Games[j].Name } b.Text.String = "Join!" game_key := list.Game_keys[j] active := (glb == &sm.layout.Active) in_joingame := false b.f = func(interface{}) { if in_joingame { return } in_joingame = true if active { go func() { var req mrgnet.StatusRequest req.Id = net_id req.Game_key = game_key var resp mrgnet.StatusResponse done := make(chan bool, 1) go func() { mrgnet.DoAction("status", req, &resp) done <- true }() select { case <-done: case <-time.After(5 * time.Second): resp.Err = "Couldn't connect to server." } <-sm.control.in defer func() { in_joingame = false sm.control.out <- struct{}{} }() if resp.Err != "" || resp.Game == nil { sm.layout.Error.err = resp.Err base.Error().Printf("Couldn't join game: %v", resp.Err) return } sm.ui.RemoveChild(sm) sm.ui.AddChild(MakeGamePanel("", nil, nil, game_key)) }() } else { go func() { var req mrgnet.JoinGameRequest req.Id = net_id req.Game_key = game_key var resp mrgnet.JoinGameResponse done := make(chan bool, 1) go func() { mrgnet.DoAction("join", req, &resp) done <- true }() select { case <-done: case <-time.After(5 * time.Second): resp.Err = "Couldn't connect to server." } <-sm.control.in defer func() { in_joingame = false sm.control.out <- struct{}{} }() if resp.Err != "" || !resp.Successful { sm.layout.Error.err = resp.Err base.Error().Printf("Couldn't join game: %v", resp.Err) return } sm.ui.RemoveChild(sm) sm.ui.AddChild(MakeGamePanel("", nil, nil, game_key)) }() } } if active { d := Button{} d.Text.String = "Delete!" d.Text.Justification = "right" d.Text.Size = sm.layout.Text.Size d.f = func(interface{}) { go func() { var req mrgnet.KillRequest req.Id = net_id req.Game_key = game_key var resp mrgnet.KillResponse done := make(chan bool, 1) go func() { mrgnet.DoAction("kill", req, &resp) done <- true }() select { case <-done: case <-time.After(5 * time.Second): resp.Err = "Couldn't connect to server." } <-sm.control.in if resp.Err != "" { sm.layout.Error.err = resp.Err base.Error().Printf("Couldn't kill game: %v", resp.Err) } else { algorithm.Choose(&glb.games, func(gf gameField) bool { return gf.key != req.Game_key }) } sm.control.out <- struct{}{} }() } glb.games = append(glb.games, gameField{&b, &d, name, list.Game_keys[j], list.Games[j]}) } else { glb.games = append(glb.games, gameField{&b, nil, name, list.Game_keys[j], list.Games[j]}) } } glb.Scroll.Height = int(base.GetDictionary(sm.layout.Text.Size).MaxHeight() * float64(len(list.Games))) default: } sm.hover_game = nil if (gui.Point{sm.mx, sm.my}.Inside(glb.Scroll.Region())) { for i := range glb.games { game := &glb.games[i] var region gui.Region region.X = game.join.(*Button).bounds.x region.Y = game.join.(*Button).bounds.y region.Dx = glb.Scroll.Dx region.Dy = int(base.GetDictionary(sm.layout.Text.Size).MaxHeight()) if (gui.Point{sm.mx, sm.my}.Inside(region)) { sm.hover_game = game } game.join.Think(sm.region.X, sm.region.Y, sm.mx, sm.my, dt) if game.delete != nil { game.delete.Think(sm.region.X, sm.region.Y, sm.mx, sm.my, dt) } } } else { for _, game := range glb.games { game.join.Think(sm.region.X, sm.region.Y, 0, 0, dt) if game.delete != nil { game.delete.Think(sm.region.X, sm.region.Y, 0, 0, dt) } } } glb.Scroll.Think(dt) } if sm.update_alpha > 0.0 && time.Now().Sub(sm.update_time).Seconds() >= 2 { sm.update_alpha = doApproach(sm.update_alpha, 0.0, dt) } for _, button := range sm.buttons { button.Think(sm.region.X, sm.region.Y, sm.mx, sm.my, dt) } }