Files
sdlife/main.nim

170 lines
5.9 KiB
Nim

include options
import sdl2, sdl2/gfx
import grid
import geo2d
import mmath/smatrix
import mmath/svector
from nwo/utils import box
discard sdl2.init(INIT_EVERYTHING)
proc drawLine(renderer : RendererPtr, p0, p1 : P2d) = renderer.drawLine(p0.x.cint, p0.y.cint, p1.x.cint, p1.y.cint)
proc fillRect(renderer : RendererPtr, rect : Rect2d) =
var rect : Rect = (rect.left.cint, rect.top.cint, rect.width.cint, rect.height.cint)
renderer.fillRect(addr(rect))
var
window: WindowPtr
render: RendererPtr
window = createWindow("Game of Life in SDL",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
640, 480,
SDL_WINDOW_SHOWN or SDL_WINDOW_RESIZABLE)
render = createRenderer(window, -1, Renderer_Accelerated or Renderer_PresentVsync or Renderer_TargetTexture)
var
evt = sdl2.defaultEvent
quit = false
freeze = true
fpsman: FpsManager
fpsman.init
let side = 5
let
pixelx = 200
pixely = 200
var
current_grid, next_grid : ref[Grid]
block:
var grid = newGrid(pixelx, pixely)
grid.rand_init()
current_grid = box(grid)
next_grid = box(grid)
let bb = newRect2d(0f32, 0f32, float32(side * pixelx), float32(side * pixely))
var step = 3
var elapsed_time_sec = 0
var
xform : X2d = identity[3, float32]()
uxform : X2d = identity[3, float32]()
pan_start : Option[P2d] = none[P2d]()
while not quit:
let windowSize = block:
var w, h : cint
window.getSize(w, h)
Rect2d(tl: newP2d(0f32, 0f32), br: newP2d(w.float32, h.float32))
while pollEvent(evt):
case evt.kind:
of QuitEvent:
quit = true
break
of KeyDown:
let keyboardEvent = cast[KeyboardEventPtr](addr(evt))
case keyboardEvent.keysym.sym:
of ' '.int:
freeze = not freeze
of 'h'.int:
uxform = identity[3, float32]()
of 'c'.int:
current_grid[].clear()
of 's'.int:
next_step(current_grid[], next_grid[])
of '['.int:
if step > 1:
step -= 1
of ']'.int:
if step < 10:
step += 1
else:
discard
of MouseButtonDown:
let mouseButtonDownEvent = cast[MouseButtonEventPtr](addr(evt))
case mouseButtonDownEvent.button:
of BUTTON_RIGHT:
pan_start = some(newP2d(mouseButtonDownEvent.x.float32, mouseButtonDownEvent.y.float32))
of BUTTON_LEFT:
let inv = xform.invert()
let position = newP2d(mouseButtonDownEvent.x.float32, mouseButtonDownEvent.y.float32) * inv / side.float32
let row = position.x.int
let column = position.y.int
current_grid[][row, column] = not current_grid[][row, column]
else:
discard
of MouseButtonUp:
let mouseButtonUpEvent = cast[MouseButtonEventPtr](addr(evt))
case mouseButtonUpEvent.button:
of BUTTON_RIGHT:
let xlation = newP2d(mouseButtonUpEvent.x.float32, mouseButtonUpEvent.y.float32) - pan_start.get()
pan_start = none[P2d]()
uxform = uxform * xlate(xlation.x, xlation.y)
else:
discard
of MouseWheel:
let mouseWheelEvent = cast[MouseWheelEventPtr](addr(evt))
let zoomCenter = (block:
var x,y : cint
getMouseState(x,y)
newP2d(x.float32, y.float32)
)
if mouseWheelEvent.y > 0:
uxform = uxform * scale(zoomCenter, 1.1f32, 1.1f32)
else:
uxform = uxform * scale(zoomCenter, 0.9f32, 0.9f32)
# of MouseMotion:
# let mouseMotionEvent = cast[MouseMotionEventPtr](addr(evt))
# if pan_start.isSome:
# pan = pan * xlate(newP2d(mouseMotionEvent.x.float32, mouseMotionEvent.y.float32) - pan_start.get())
else:
discard
let dt = fpsman.getFramerate() / 1000
render.setDrawColor 0,0,0,255
render.clear
var
x : float32 = bb.left
y : float32 = bb.top
render.setDrawColor 127,127,127,255
let f = min(windowSize.width / bb.width, windowSize.height / bb.height)
# let pan_xform = block:
# if pan_start.isSome():
# x
let pan = block:
if pan_start.isSome:
var x, y : cint
getMouseState(x, y)
xlate(newP2d(x.float32, y.float32) - pan_start.get())
else:
identity[3, float32]()
xform = xlate(-bb.width / 2.0f32, -bb.height / 2.0f32) * scale(f, f) *
xlate(windowSize.width / 2.0f32, windowSize.height / 2.0f32) * uxform * pan
while x <= bb.width:
render.drawLine(newP2d(x, bb.top) * xform, newP2d(x, bb.height) * xform)
x += side.float32
while y <= bb.height:
render.drawLine(newP2d(bb.left, y) * xform, newP2d(bb.width, y) * xform)
y += side.float32
render.setDrawColor 255,255,255,255
for i in 0..<current_grid.columns:
for j in 0..<current_grid.rows:
if current_grid[][i, j]:
render.fillRect(newRect2d((i * side).float32, (j * side).float32, side.float32, side.float32) * xform)
render.present
fpsman.delay
let current_time_sec = fpsman.getFramecount() div step
if not freeze and current_time_sec > elapsed_time_sec:
elapsed_time_sec = current_time_sec
next_step(current_grid[], next_grid[])
destroy render
destroy window