initial commit
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132
main.nim
Normal file
132
main.nim
Normal file
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include options
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import sdl2, sdl2/gfx
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import grid
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import geo2d
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import mmath/smatrix
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import mmath/svector
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from nwo/utils import box
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discard sdl2.init(INIT_EVERYTHING)
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proc drawLine(renderer : RendererPtr, p0, p1 : P2d) = renderer.drawLine(p0.x.cint, p0.y.cint, p1.x.cint, p1.y.cint)
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proc fillRect(renderer : RendererPtr, rect : Rect2d) =
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var rect : Rect = (rect.left.cint, rect.top.cint, rect.width.cint, rect.height.cint)
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renderer.fillRect(addr(rect))
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var
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window: WindowPtr
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render: RendererPtr
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window = createWindow("Game of Life in SDL",
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SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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640, 480,
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SDL_WINDOW_SHOWN or SDL_WINDOW_RESIZABLE)
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render = createRenderer(window, -1, Renderer_Accelerated or Renderer_PresentVsync or Renderer_TargetTexture)
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var
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evt = sdl2.defaultEvent
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quit = false
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freeze = true
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fpsman: FpsManager
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fpsman.init
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let side : uint32 = 5
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let
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pixelx = 200u32
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pixely = 200u32
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var
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current_grid, next_grid : ref[Grid]
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block:
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var grid = newGrid(pixelx, pixely)
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grid.rand_init()
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current_grid = box(grid)
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next_grid = box(grid)
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let bb = newRect2d(0f32, 0f32, float32(side * pixelx), float32(side * pixely))
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let step = 3
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var elapsed_time_sec = 0
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var
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uxform : X2d = identity[3, float32]()
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pan_start : Option[P2d] = none[P2d]()
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while not quit:
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let windowSize = block:
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var w, h : cint
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window.getSize(w, h)
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Rect2d(tl: newP2d(0f32, 0f32), br: newP2d(w.float32, h.float32))
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while pollEvent(evt):
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case evt.kind:
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of QuitEvent:
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quit = true
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break
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of KeyDown:
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let keyboardEvent = cast[KeyboardEventPtr](addr(evt))
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case keyboardEvent.keysym.sym.char:
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of ' ':
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freeze = not freeze
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of 'h':
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uxform = identity[3, float32]()
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else:
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discard
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of MouseButtonDown:
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let mouseButtonDownEvent = cast[MouseButtonEventPtr](addr(evt))
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if mouseButtonDownEvent.which == BUTTON_RIGHT:
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pan_start = some(newP2d(mouseButtonDownEvent.x.float32, mouseButtonDownEvent.y.float32))
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of MouseButtonUp:
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let mouseButtonDownEvent = cast[MouseButtonEventPtr](addr(evt))
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if mouseButtonDownEvent.which == BUTTON_RIGHT and pan_start.isSome():
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let xlation = newP2d(mouseButtonDownEvent.x.float32, mouseButtonDownEvent.y.float32) - pan_start.get()
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pan_start = none[P2d]()
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uxform = uxform * xlate(xlation.x, xlation.y)
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of MouseWheel:
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let mouseWheelEvent = cast[MouseWheelEventPtr](addr(evt))
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if mouseWheelEvent.y > 0:
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uxform = uxform * scale(newP2d(windowSize.width.float32 / 2f32, windowSize.height.float32 / 2f32), 1.1f32, 1.1f32)
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else:
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uxform = uxform * scale(newP2d(windowSize.width.float32 / 2f32, windowSize.height.float32 / 2f32), 0.9f32, 0.9f32)
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of MouseMotion:
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let mouseMotionEvent = cast[MouseMotionEventPtr](addr(evt))
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let position = newP2d(mouseMotionEvent.x.float32, mouseMotionEvent.y.float32)
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else:
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discard
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let dt = fpsman.getFramerate() / 1000
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render.setDrawColor 0,0,0,255
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render.clear
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var
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x : float32 = bb.left
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y : float32 = bb.top
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render.setDrawColor 127,127,127,255
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let f = min(windowSize.width / bb.width, windowSize.height / bb.height)
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let xform = xlate(-bb.width / 2.0f32, -bb.height / 2.0f32) * scale(f, f) *
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xlate(windowSize.width / 2.0f32, windowSize.height / 2.0f32) * uxform
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while x <= bb.width:
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render.drawLine(newP2d(x, bb.top) * xform, newP2d(x, bb.height) * xform)
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x += side.float32
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while y <= bb.height:
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render.drawLine(newP2d(bb.left, y) * xform, newP2d(bb.width, y) * xform)
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y += side.float32
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render.setDrawColor 255,255,255,255
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for i in 0..<current_grid.columns:
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for j in 0..<current_grid.rows:
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if current_grid[][i, j]:
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render.fillRect(newRect2d((i * side).float32, (j * side).float32, side.float32, side.float32) * xform)
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render.present
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fpsman.delay
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let current_time_sec = fpsman.getFramecount() div step
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if not freeze and current_time_sec > elapsed_time_sec:
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elapsed_time_sec = current_time_sec
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next_step(current_grid[], next_grid[])
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let tmp = current_grid
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current_grid = next_grid
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next_grid = tmp
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destroy render
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destroy window
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