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ordoor/cmd/view-set/main.go

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package main
import (
"flag"
"log"
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"math"
"os"
"path/filepath"
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
"golang.org/x/image/colornames"
"ur.gs/ordoor/internal/conv"
"ur.gs/ordoor/internal/data"
"ur.gs/ordoor/internal/sets"
"ur.gs/ordoor/internal/ui"
)
var (
gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
setFile = flag.String("set", "", "Path to a .set file, e.g. ./orig/Sets/map01.set")
)
type env struct {
set *sets.MapSet
objects map[string]*conv.Object
batch *pixel.Batch
}
type state struct {
env *env
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step int
objIdx int
spriteIdx int
zoom float64
cam pixel.Matrix
camPos pixel.Vec
}
func main() {
flag.Parse()
if *gamePath == "" || *setFile == "" {
flag.Usage()
os.Exit(1)
}
mapSet, err := sets.LoadSet(*setFile)
if err != nil {
log.Fatalf("Couldn't load set file %s: %v", *setFile, err)
}
rawObjs := []*data.Object{}
for _, name := range mapSet.Palette {
objFile := filepath.Join(*gamePath, "Obj", name+".obj")
obj, err := data.LoadObject(objFile)
if err != nil {
log.Fatalf("Failed to load %s: %v", name, err)
}
obj.Name = name
rawObjs = append(rawObjs, obj)
}
objects, spritesheet := conv.ConvertObjects(rawObjs)
batch := pixel.NewBatch(&pixel.TrianglesData{}, spritesheet)
env := &env{objects: conv.MapByName(objects), set: mapSet, batch: batch}
// The main thread now belongs to pixelgl
pixelgl.Run(env.run)
}
func (e *env) run() {
win, err := ui.NewWindow("View Set: " + *setFile)
if err != nil {
log.Fatal("Couldn't create window: %v", err)
}
pWin := win.PixelWindow
state := &state{
env: e,
camPos: pixel.V(0, float64(-pWin.Bounds().Size().Y)),
zoom: 8.0,
}
// For now, just try to display the various objects
// left + right to change object, up + down to change frame
win.Run(func() {
oldState := *state
state = state.runStep(pWin)
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if oldState != *state || oldState.step == 0 {
log.Printf(
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"new state: numObj=%d object=%d (%s) numFrames=%d sprite=%d zoom=%.2f",
state.env.set.Count(),
state.objIdx,
state.env.set.Palette[state.objIdx], // FIXME: palette is a confusing name
len(state.curObject().Sprites),
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state.spriteIdx,
state.zoom,
)
state.present(pWin)
}
state.step += 1
})
}
func (s *state) runStep(pWin *pixelgl.Window) *state {
newState := *s
newState.handleKeys(pWin)
return &newState
}
func (s *state) present(pWin *pixelgl.Window) {
obj := s.curObject()
sprite := obj.Sprites[s.spriteIdx]
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pWin.Clear(colornames.Black)
s.env.batch.Clear()
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center := pWin.Bounds().Center()
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cam := pixel.IM
cam = cam.ScaledXY(center, pixel.Vec{1.0, -1.0}) // invert the Y axis
cam = cam.Scaled(center, s.zoom) // apply current zoom factor
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s.cam = cam
pWin.SetMatrix(s.cam)
sprite.Spr.Draw(s.env.batch, pixel.IM.Moved(center))
s.env.batch.Draw(pWin)
}
func (s *state) handleKeys(pWin *pixelgl.Window) {
if pWin.JustPressed(pixelgl.KeyLeft) {
if s.objIdx > 0 {
s.objIdx -= 1
s.spriteIdx = 0
}
}
if pWin.JustPressed(pixelgl.KeyRight) {
if s.objIdx < s.env.set.Count()-1 {
s.objIdx += 1
s.spriteIdx = 0
}
}
if pWin.JustPressed(pixelgl.KeyDown) {
if s.spriteIdx > 0 {
s.spriteIdx -= 1
}
}
if pWin.JustPressed(pixelgl.KeyUp) {
if s.spriteIdx < len(s.curObject().Sprites)-1 {
s.spriteIdx += 1
}
}
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// Zoom in and out with the mouse wheel
s.zoom *= math.Pow(1.2, pWin.MouseScroll().Y)
}
func (s *state) curObject() *conv.Object {
name := s.env.set.Palette[s.objIdx]
return s.env.objects[name]
}