⚡ Optimization and ready jump to godot
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@ -36,8 +36,6 @@ func (p *Player) Update() {
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if keys[sdl.SCANCODE_RIGHT] == 1 || keys[sdl.SCANCODE_D] == 1 {
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p.Move(1, 0)
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}
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p.BaseObject.Update()
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}
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func (p *Player) Move(deltaX, deltaY float64) {
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@ -19,12 +19,7 @@ type BaseObject struct {
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func (p *BaseObject) Create() {}
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func (p *BaseObject) Update() {
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// Update each child
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for _, child := range p.Children {
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child.Update()
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}
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}
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func (p *BaseObject) Update() {}
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func (p *BaseObject) AddChild(child Object) {
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p.Children = append(p.Children, child)
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@ -5,8 +5,9 @@ import "github.com/veandco/go-sdl2/sdl"
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type BaseWidget struct {
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BaseObject
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Position Vector2D
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Size Vector2D
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IsVisible bool
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Position Vector2D
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Size Vector2D
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}
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func (p *BaseWidget) Draw(pen *sdl.Renderer) {
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@ -6,7 +6,8 @@ import (
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)
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type RootObject struct {
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BaseObject
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Children []Object
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Overlays []Object
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Analyzer *PerformanceAnalyzer
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}
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@ -21,6 +22,14 @@ func NewRootObject() *RootObject {
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return in
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}
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func (p *RootObject) AddChild(child Object) {
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p.Children = append(p.Children, child)
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}
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func (p *RootObject) AddOverlay(overlay Object) {
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p.Overlays = append(p.Overlays, overlay)
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}
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func (p *RootObject) RunEventLoop(tickDuration time.Duration) {
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for {
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startTime := time.Now()
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@ -45,7 +54,12 @@ func (p *RootObject) ForEachChildren(cb func(child Object)) {
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}
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}
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caller(p)
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for _, child := range p.Children {
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caller(child)
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}
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for _, child := range p.Overlays {
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caller(child)
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}
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}
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func (p *RootObject) HandleUserEvent(event sdl.Event) {
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@ -77,7 +91,9 @@ func (p *RootObject) HandleUserEvent(event sdl.Event) {
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}
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func (p *RootObject) Update() {
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p.BaseObject.Update()
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p.ForEachChildren(func(child Object) {
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child.Update()
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})
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// Check collision
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p.ForEachChildren(func(child Object) {
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@ -110,10 +126,6 @@ func (p *RootObject) Draw(pen *sdl.Renderer) {
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// Render each child
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p.ForEachChildren(func(child Object) {
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if child == p {
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// Skip the current to prevent infinite drawing
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return
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}
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if drawableChild, ok := child.(DrawableObject); ok {
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drawableChild.Draw(pen)
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}
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@ -2,7 +2,6 @@ package ui
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import (
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"git.solsynth.dev/highland/codingland/pkg/internal/land"
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"git.solsynth.dev/highland/codingland/pkg/internal/land/renderer"
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"github.com/veandco/go-sdl2/sdl"
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"github.com/veandco/go-sdl2/ttf"
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"log"
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@ -20,6 +19,10 @@ type ButtonWidget struct {
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}
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func (p *ButtonWidget) Draw(pen *sdl.Renderer) {
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if !p.BaseWidget.IsVisible {
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return
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}
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var borderColor, bgColor sdl.Color
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if p.isClicking {
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borderColor = sdl.Color{R: 200, G: 0, B: 0, A: 255}
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@ -35,18 +38,19 @@ func (p *ButtonWidget) Draw(pen *sdl.Renderer) {
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var borderWidth int32 = 2
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pen.SetDrawColor(borderColor.R, borderColor.G, borderColor.B, borderColor.A)
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renderer.FillRoundedRect(pen, &sdl.Rect{
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pen.FillRect(&sdl.Rect{
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X: int32(p.Position.X),
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Y: int32(p.Position.Y),
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W: int32(p.Size.X),
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H: int32(p.Size.Y),
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}, borderColor, 16)
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renderer.FillRoundedRect(pen, &sdl.Rect{
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})
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pen.SetDrawColor(bgColor.R, bgColor.G, bgColor.B, bgColor.A)
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pen.FillRect(&sdl.Rect{
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X: int32(p.Position.X) + borderWidth/2,
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Y: int32(p.Position.Y) + borderWidth/2,
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W: int32(p.Size.X) - borderWidth,
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H: int32(p.Size.Y) - borderWidth,
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}, bgColor, 16)
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})
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surface, err := p.Font.RenderUTF8Blended(p.Label, sdl.Color{R: 255, G: 255, B: 255, A: 255})
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if err != nil {
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@ -62,10 +62,11 @@ func main() {
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Position: land.Vector2D{X: 50, Y: 50},
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Size: land.Vector2D{X: 50, Y: 50},
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})
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root.AddChild(&ui.ButtonWidget{
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root.AddOverlay(&ui.ButtonWidget{
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BaseWidget: land.BaseWidget{
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Position: land.Vector2D{X: windowWidth/2 - 60, Y: windowHeight/2 - 25},
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Size: land.Vector2D{X: 120, Y: 50},
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IsVisible: true,
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Position: land.Vector2D{X: windowWidth/2 - 60, Y: windowHeight/2 - 25},
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Size: land.Vector2D{X: 120, Y: 50},
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},
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Label: "Hello, World!",
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Font: font,
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