Begin Refactor StageXL into Engine

This commit is contained in:
Marty Oehme 2018-08-28 16:02:43 +02:00
parent 7db2e73f53
commit 78f63a0ea0
5 changed files with 173 additions and 55 deletions

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@ -2,6 +2,7 @@ import 'dart:html' as html;
import 'dart:math';
import 'package:rules_of_living/src/Grid.dart';
import 'package:rules_of_living/src/Render.dart';
class Engine {
// Elapsed Time Counter - useful for Safety Timeout
@ -29,6 +30,9 @@ class Engine {
// ms stuck in updateloop after which game will declare itself unresponsive
final int SAFETY_TIMEOUT = 2000;
bool running = false;
Render _render;
/// Grid Size
///
/// Number of cells on x coordinate and y coordinate. Can be set individually.
@ -42,17 +46,33 @@ class Engine {
num _updateLag = 0.0;
num _drawLag = 0.0;
Grid __grid;
Grid get _grid => __grid;
void set _grid(Grid value) {
__grid = value;
_resetRenderer();
}
/// The Canvas to Paint on
///
/// Manually define or change the canvas the engine should render to. Should
/// be used if no canvas was defined at engine creation and it should be
/// rendered later.
html.CanvasElement canvas;
Grid _grid;
bool running = false;
html.CanvasElement _canvas;
html.CanvasElement get canvas => _canvas;
void set canvas(html.CanvasElement canvas) {
_canvas = canvas;
_resetRenderer();
}
Engine([x = 100, y = 100, this.canvas]) {
void _resetRenderer() {
if (canvas == null || _grid == null) return;
_render = Render(canvas, gridSize);
}
Engine([x = 100, y = 100, canvas]) {
_grid = Grid(x, y);
this.canvas = canvas;
_elapsed.start();
_grid.addPattern(amount: 15, dispersal: 5);
@ -101,7 +121,13 @@ class Engine {
/// directly, since it is automatically taken care of by the processing function.
/// If simulation should be advanced manually one time, prefer using step().
void update() {
if (!_grid.update()) running = false;
Map<int, bool> stateChanges = _grid.update();
if (stateChanges.length == 0) {
running = false;
return;
} else {
_render.mergeChanges(stateChanges);
}
}
/// Advances Logic One Update
@ -119,9 +145,7 @@ class Engine {
/// Renders the simulation once. Will usually automatically be called by
/// the internal engine processing. Does not do anything if no canvas is
/// defined.
void render([num interp]) {
if (canvas != null) _grid.render(canvas, interp);
}
void render([num interp]) {}
void addPattern(
{CellPattern pattern,
@ -140,6 +164,6 @@ class Engine {
}
void toggleEdgeRendering() {
_grid.renderEdges = !_grid.renderEdges;
// _grid.renderEdges = !_grid.renderEdges;
}
}

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@ -1,4 +1,3 @@
import 'dart:html' as html;
import 'dart:math' as math;
import 'package:rules_of_living/src/Cell.dart';
@ -11,9 +10,6 @@ class Grid {
final int h;
final List<List<Cell>> map;
bool _dirty = true;
bool _renderEdges = true;
int _startingSeed;
int _x;
int _y;
@ -40,7 +36,6 @@ class Grid {
seed: _startingSeed,
x: _x,
y: _y);
_dirty = true;
}
void addPattern(
@ -97,7 +92,6 @@ class Grid {
}
break;
}
_dirty = true;
}
void setCellState(int x, int y, bool state) {
@ -148,8 +142,8 @@ class Grid {
return grid;
}
bool update() {
bool stateChanges = false;
Map<int, bool> update() {
Map<int, bool> stateChanges = Map();
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
// DEFAULTS TO CONWAY GAME OF LIFE RANGE OF ONE
@ -159,10 +153,8 @@ class Grid {
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
Cell c = map[y][x];
if (c.state != c.nextState) stateChanges = true;
if (c.state != c.nextState) stateChanges[y * w + x] = c.nextState;
c.advanceState();
if (!_dirty && map[y][x].dirty) _dirty = true;
}
}
return stateChanges;
@ -184,39 +176,4 @@ class Grid {
}
return count;
}
void render(html.CanvasElement canvas, [num interp]) {
// only renders if any cells changed between renders
if (!_dirty) return;
html.CanvasRenderingContext2D ctx = canvas.getContext('2d');
int brickW = (canvas.width ~/ map[0].length);
int brickH = (canvas.height ~/ map.length);
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (int y = 0; y < map.length; y++) {
for (int x = 0; x < map[y].length; x++) {
if (_renderEdges) {
ctx.setStrokeColorRgb(100, 100, 100);
ctx.strokeRect(x * brickW, y * brickH, brickW, brickH);
}
Cell c = map[y][x];
if (c.state == true)
ctx.setFillColorRgb(155, 155, 255);
else
ctx.setFillColorRgb(0, 0, 0);
ctx.fillRect(x * brickW, y * brickH, brickW, brickH);
}
}
_dirty = false;
}
void set renderEdges(bool on) {
_renderEdges = on;
_dirty = true;
}
bool get renderEdges => _renderEdges;
}

121
lib/src/Render.dart Normal file
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@ -0,0 +1,121 @@
import 'dart:html' as html;
import 'dart:math';
import 'package:stagexl/stagexl.dart' as sxl;
class ColorScheme {
//TODO make iterable (perhaps through backing list which gets accesses by the variables)
final int ON;
final int EXPANSION;
final int CORE;
final int OFF;
const ColorScheme(this.ON, this.EXPANSION, this.CORE,
[this.OFF = sxl.Color.Transparent]);
}
class Render {
final sxl.Stage _stage;
final sxl.RenderLoop _renderLoop = sxl.RenderLoop();
Map<int, sxl.BitmapData> _colorMap;
final sxl.BitmapContainer _renderContainer = sxl.BitmapContainer();
bool transparentBG = false;
bool _renderEdges = false;
bool get renderEdges => _renderEdges;
void set renderEdges(bool value) {
_renderEdges = value;
_colorMap = _getColorMap(_cellSize, _colorScheme);
}
Point<int> _gridSize;
Point<int> get _cellSize => Point(
_stage.stageWidth ~/ _gridSize.x, _stage.stageHeight ~/ _gridSize.y);
final ColorScheme _colorScheme;
//TODO replace with scheme data structure to enable different color scheme injection
static const defaultScheme =
ColorScheme(sxl.Color.Blue, 1, 1, sxl.Color.Black);
// TODO gridSize rendering can only be scaled uniformly currently - switch to Point(w,h)?
Render(html.CanvasElement canvas, Point<int> gridSize,
[ColorScheme colorScheme = defaultScheme])
: _stage = _createStage(canvas),
_colorScheme = colorScheme,
_gridSize = gridSize {
_colorMap = _getColorMap(_cellSize, colorScheme);
_initRenderGrid(_cellSize, gridSize).forEach((sxl.Bitmap bm) {
_renderContainer.addChild(bm);
});
_renderLoop.addStage(_stage);
_stage.addChild(_renderContainer);
setDirty();
}
static sxl.Stage _createStage(html.CanvasElement canvas) {
sxl.StageXL.stageOptions.renderEngine = sxl.RenderEngine.WebGL;
sxl.StageXL.stageOptions.stageRenderMode = sxl.StageRenderMode.AUTO_INVALID;
// sxl.StageXL.stageOptions.backgroundColor = sxl.Color.Yellow;
return sxl.Stage(canvas);
}
Map<int, sxl.BitmapData> _getColorMap(Point<int> size, ColorScheme scheme) {
print("${size.toString()}, ${scheme.toString()}");
// Creates a shape with color of each quad in scheme
sxl.Shape shape = sxl.Shape();
// ON
shape.graphics.beginPath();
shape.graphics.rect(0 * size.x, 0, size.x, size.y);
shape.graphics.fillColor(scheme.ON ?? sxl.Color.Transparent);
shape.graphics
.strokeColor(renderEdges ? sxl.Color.DarkGray : sxl.Color.Transparent);
shape.graphics.closePath();
// OFF
shape.graphics.beginPath();
shape.graphics.rect(1 * size.x, 0, size.x, size.y);
shape.graphics.fillColor(scheme.OFF ?? sxl.Color.Transparent);
shape.graphics
.strokeColor(renderEdges ? sxl.Color.DarkGray : sxl.Color.Transparent);
shape.graphics.closePath();
// creates one texture out of shape
sxl.BitmapData texture = sxl.BitmapData(2 * size.x, size.y);
texture.draw(shape);
// re-slice texture into individual BitmapDatas
Map<int, sxl.BitmapData> colorMap = Map();
List<sxl.BitmapData> colorBitmaps = texture.sliceIntoFrames(size.x, size.y);
print("Found ${colorBitmaps.length} colors.");
// TODO more elegant way through iterables etc; also include EXPANSION, CORE functionality
colorMap[scheme.ON] = colorBitmaps[0];
colorMap[scheme.OFF] = colorBitmaps[1];
return colorMap;
}
List<sxl.Bitmap> _initRenderGrid(Point<int> cellSize, Point<int> gridSize) {
List<sxl.Bitmap> grid = List();
for (int y = 0; y < gridSize.y; y++) {
for (int x = 0; x < gridSize.x; x++) {
sxl.Bitmap bm = sxl.Bitmap();
bm.bitmapData = _colorMap[_colorScheme.OFF];
bm.x = x * cellSize.x;
bm.y = y * cellSize.y;
grid.add(bm);
}
}
return grid;
}
void setDirty() => _stage.invalidate();
void mergeChanges(Map<int, bool> stateChanges) {
if (stateChanges.length == 0) return;
stateChanges.forEach((int i, bool state) {
_renderContainer.getChildAt(i).bitmapData =
(state ? _colorMap[_colorScheme.ON] : _colorMap[_colorScheme.OFF]);
});
setDirty();
}
}

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@ -10,6 +10,7 @@ environment:
dependencies:
angular: ^5.0.0-beta
angular_components: ^0.9.0-beta
stagexl: ^1.4.0+1
dev_dependencies:
angular_test: ^2.0.0-beta

15
test/src/render_test.dart Normal file
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@ -0,0 +1,15 @@
import 'dart:html' as html;
import 'dart:math';
@TestOn('browser')
import 'package:rules_of_living/src/Render.dart';
import 'package:test/test.dart';
void main() {
Render sut;
setUp(() {
html.CanvasElement canvas = html.CanvasElement();
sut = Render(canvas, 8);
});
group("colorMap", () {});
}