26 Commits

Author SHA1 Message Date
d8551c7428 Bump version 2020-03-24 10:34:14 -05:00
0017c841dd Added Shader.delete, shaders now clean up after themselves 2020-03-24 10:33:44 -05:00
8cedb40283 Increase shader error message buffer size 2020-03-22 17:28:03 -05:00
93a4e9a2b8 Fixed Vector#== erroring out with doing Vector == SomeObject 2020-01-30 20:08:17 -06:00
a0c0180411 Merge branch 'master' of https://github.com/cyberarm/cyberarm_engine 2020-01-29 18:22:33 -06:00
7f25cd49fe Added ConfigFile for persistent hash storage 2020-01-29 18:22:24 -06:00
7e6a17fe9f Updated README, added some docs for Shader 2020-01-29 11:52:51 -06:00
0ea1e5c2ff Add documentation for Vector 2020-01-29 10:55:51 -06:00
8c34293307 Updated required gosu to 0.15 series, bumped version 2020-01-28 10:53:58 -06:00
8172dafa8c Refactored Shader to duplicate code in shader compilation step, added support for @include preprocessor in shaders 2020-01-28 10:51:36 -06:00
9a3caabc7e Make UI events travel up parent hierarchy until event is either :handled or there is no parent to notify 2020-01-15 21:03:21 -06:00
4b25d724b5 Improved shoes-iness; no longer need to pass clear blocks an element to parent to, todo: replace global var with something else. 2020-01-13 20:13:03 -06:00
a267695b1c dry up DSL's flow/stack methods 2019-12-29 11:30:33 -06:00
d76da62ee1 Update animator pass in from and to objects 2019-12-19 16:54:33 -06:00
3a83e616d3 Added Animator for creating animations with various tweeners, supports Gosu::Color's and numbers 2019-12-19 13:08:29 -06:00
52940d1cfe Fixed element borders not always lining up when using dynamic width/height 2019-12-19 11:17:31 -06:00
e59771e412 Refactored Shader.set_uniform into multiple methods 2019-12-09 11:49:46 -06:00
b382bf6960 Fix passing Vector (as vec3) to Shader 2019-12-09 08:51:31 -06:00
a5ed650970 Got 3D rotations working as expected 2019-12-08 17:16:12 -06:00
935d6e9178 Added Transform.perspective and .view matrix helpers, fixed array index out of bounds for Transform * Vector 2019-12-07 09:59:47 -06:00
cc813c023f Added initial 3D support to Transform 2019-12-05 17:23:47 -06:00
5f359a8313 Fixed wrong method called in DSL.progress, removed unneed line, and made DSL.background use element_parent 2019-11-22 17:20:03 -06:00
c67d6f9d26 Trigger recalculate when Container#clear is called 2019-11-21 14:24:01 -06:00
7f97ec85dd Added Container#clear to remove child elements and optionally eval block, improvements to EditLine to show current selection. 2019-11-21 14:07:42 -06:00
89a54e90a1 Added Vector.xy 2019-10-25 13:57:23 -05:00
48d2924c9b Probably fixed Element dynamic width/height 2019-10-24 10:47:13 -05:00
17 changed files with 837 additions and 133 deletions

View File

@@ -1,8 +1,13 @@
# CyberarmEngine
Welcome to your new gem! In this directory, you'll find the files you need to be able to package up your Ruby library into a gem. Put your Ruby code in the file `lib/cyberarm_engine`. To experiment with that code, run `bin/console` for an interactive prompt.
Yet Another Game Engine On Top Of Gosu
TODO: Delete this and the text above, and describe your gem
## Features
* [Shoes-like](http://shoesrb.com) GUI support
* OpenGL Shader support (requires [opengl-bindings](https://github.com/vaiorabbit/ruby-opengl) gem)
* Includes classes for handling Vectors, Rays, Bounding Boxes, and Transforms
* GameState system
* Monolithic GameObjects
## Installation
@@ -22,7 +27,32 @@ Or install it yourself as:
## Usage
TODO: Write usage instructions here
```ruby
require "cyberarm_engine"
class Hello < CyberarmEngine::GuiState
def setup
stack do
label "Hello World!"
button "close" do
window.close
end
end
end
end
class Window < CyberarmEngine::Engine
def initialize
super
self.show_cursor = true
push_state(Hello)
end
end
Window.new.show
```
## Development

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@@ -28,7 +28,7 @@ Gem::Specification.new do |spec|
spec.executables = spec.files.grep(%r{^exe/}) { |f| File.basename(f) }
spec.require_paths = ["lib"]
spec.add_dependency "gosu", "~> 0.14.0"
spec.add_dependency "gosu", "~> 0.15.0"
spec.add_development_dependency "bundler", "~> 1.16"
spec.add_development_dependency "rake", "~> 10.0"

View File

@@ -4,6 +4,7 @@ rescue LoadError => e
pp e
require "gosu"
end
require "json"
require_relative "cyberarm_engine/version"
@@ -20,9 +21,13 @@ require_relative "cyberarm_engine/transform"
require_relative "cyberarm_engine/ray"
require_relative "cyberarm_engine/shader" if defined?(OpenGL)
require_relative "cyberarm_engine/background"
require_relative "cyberarm_engine/animator"
require_relative "cyberarm_engine/text"
require_relative "cyberarm_engine/timer"
require_relative "cyberarm_engine/config_file"
require_relative "cyberarm_engine/ui/dsl"
require_relative "cyberarm_engine/ui/theme"
require_relative "cyberarm_engine/ui/event"
@@ -40,7 +45,5 @@ require_relative "cyberarm_engine/ui/elements/stack"
require_relative "cyberarm_engine/ui/elements/check_box"
require_relative "cyberarm_engine/ui/elements/progress"
require_relative "cyberarm_engine/ui/dsl"
require_relative "cyberarm_engine/game_state"
require_relative "cyberarm_engine/ui/gui_state"

View File

@@ -0,0 +1,54 @@
module CyberarmEngine
class Animator
DEFAULT_TWEEN = :linear
def initialize(start_time:, duration:, from:, to:, &block)
@start_time, @duration = start_time, duration
@from, @to = from.dup, to.dup
@block = block
end
def update
@block.call(self, @from, @to) if @block
end
def progress
(@start_time.to_f + (Gosu.milliseconds - @start_time)) / (@start_time + @duration.to_f)
end
def complete?
progress >= 1.0
end
def transition(from, to, tween = DEFAULT_TWEEN)
from + (to - from) * send("tween_#{tween}", progress)
end
def color_transition(from, to, tween = DEFAULT_TWEEN)
r = transition(from.red, to.red)
g = transition(from.green, to.green)
b = transition(from.blue, to.blue)
a = transition(from.alpha, to.alpha)
Gosu::Color.rgba(r, g, b, a)
end
def color_hsv_transition(from, to, tween = DEFAULT_TWEEN)
hue = transition(from.hue, to.hue, tween)
saturation = transition(from.saturation, to.saturation, tween)
value = transition(from.value, to.value, tween)
alpha = transition(from.alpha, to.alpha, tween)
Gosu::Color.from_ahsv(alpha, hue, saturation, value)
end
# NOTE: Use this for future reference? https://github.com/danro/easing-js/blob/master/easing.js
def tween_linear(t)
t
end
def tween_sine(t)
Math.sin(t) * t
end
end
end

View File

@@ -0,0 +1,46 @@
module CyberarmEngine
class ConfigFile
def initialize(file:)
@file = file
if File.exist?(@file)
deserialize
else
@data = {}
end
end
def []= *keys, value
last_key = keys.last
if keys.size == 1
hash = @data
else
keys.pop
hash = @data[keys.shift] ||= {}
keys.each do |key|
hash[key] ||= {}
end
end
hash[last_key] = value
end
def get(*keys)
@data.dig(*keys)
end
def serialize
JSON.dump(@data)
end
def deserialize
@data = JSON.parse(File.read(@file), symbolize_names: true)
end
def save!
File.open(@file, "w") { |f| f.write(serialize) }
end
end
end

View File

@@ -3,7 +3,7 @@ module CyberarmEngine
include Common
attr_accessor :options, :global_pause
attr_reader :game_objects, :containers
attr_reader :game_objects
def initialize(options={})
@options = options

View File

@@ -2,12 +2,44 @@ module CyberarmEngine
# Ref: https://github.com/vaiorabbit/ruby-opengl/blob/master/sample/OrangeBook/brick.rb
class Shader
include OpenGL
@@shaders = {}
@@shaders = {} # Cache for {Shader} instances
PREPROCESSOR_CHARACTER = "@".freeze # magic character for preprocessor phase of {Shader} compilation
# add instance of {Shader} to cache
#
# @param name [String]
# @param instance [Shader]
def self.add(name, instance)
@@shaders[name] = instance
end
# removes {Shader} from cache and cleans up
#
# @param name [String]
def self.delete(name)
shader = @@shaders.dig(name)
if shader
@@shaders.delete(name)
if shader.compiled?
glDeleteProgram(shader.program)
end
end
end
##
# runs _block_ using {Shader} with _name_
#
# @example
#
# CyberarmEngine::Shader.use("blur") do |shader|
# shader.uniform_float("radius", 20.0)
# # OpenGL Code that uses shader
# end
#
# @param name [String] name of {Shader} to use
# @return [void]
def self.use(name, &block)
shader = @@shaders.dig(name)
if shader
@@ -17,22 +49,37 @@ module CyberarmEngine
end
end
# returns whether {Shader} with _name_ is in cache
#
# @param name [String]
# @return [Boolean]
def self.available?(name)
@@shaders.dig(name).is_a?(Shader)
end
# returns instance of {Shader}, if it exists
#
# @param name [String]
# @return [Shader?]
def self.get(name)
@@shaders.dig(name)
end
# returns currently active {Shader}, if one is active
#
# @return [Shader?]
def self.active_shader
@active_shader
end
# sets currently active {Shader}
#
# @param instance [Shader] instance of {Shader} to set as active
def self.active_shader=(instance)
@active_shader = instance
end
# stops using currently active {Shader}
def self.stop
shader = Shader.active_shader
@@ -43,96 +90,175 @@ module CyberarmEngine
end
end
# returns location of OpenGL Shader uniform
#
# @param variable [String]
def self.attribute_location(variable)
raise RuntimeError, "No active shader!" unless Shader.active_shader
Shader.active_shader.attribute_location(variable)
end
# sets _variable_ to _value_
#
# @param variable [String]
# @param value
def self.set_uniform(variable, value)
raise RuntimeError, "No active shader!" unless Shader.active_shader
Shader.active_shader.set_uniform(variable, value)
end
attr_reader :name, :program
def initialize(name:, vertex: "shaders/default.vert", fragment:)
def initialize(name:, includes_dir: nil, vertex: "shaders/default.vert", fragment:)
raise "Shader name can not be blank" if name.length == 0
@name = name
@vertex_file = vertex
@fragment_file = fragment
@includes_dir = includes_dir
@compiled = false
@program = nil
@error_buffer_size = 1024
@error_buffer_size = 1024 * 8
@variable_missing = {}
raise ArgumentError, "Shader files not found: #{@vertex_file} or #{@fragment_file}" unless shader_files_exist?
@data = {shaders: {}}
create_shaders
compile_shaders
unless shader_files_exist?(vertex: vertex, fragment: fragment)
raise ArgumentError, "Shader files not found: #{vertex} or #{fragment}"
end
create_shader(type: :vertex, source: File.read(vertex))
create_shader(type: :fragment, source: File.read(fragment))
compile_shader(type: :vertex)
compile_shader(type: :fragment)
link_shaders
@data[:shaders].each { |key, id| glDeleteShader(id) }
# Only add shader if it successfully compiles
if @compiled
puts "compiled!"
puts "Compiled shader: #{@name}"
Shader.add(@name, self)
else
puts "FAILED to compile shader: #{@name}", ""
glDeleteProgram(@program)
warn "FAILED to compile shader: #{@name}", ""
end
end
def shader_files_exist?
File.exist?(@vertex_file) && File.exist?(@fragment_file)
# whether vertex and fragment files exist on disk
#
# @return [Boolean]
def shader_files_exist?(vertex:, fragment:)
File.exist?(vertex) && File.exist?(fragment)
end
def create_shaders
@vertex = glCreateShader(GL_VERTEX_SHADER)
@fragment = glCreateShader(GL_FRAGMENT_SHADER)
# creates an OpenGL Shader of _type_ using _source_
#
# @param type [Symbol] valid values are: :vertex, :fragment
# @param source [String] source code for shader
def create_shader(type:, source:)
_shader = nil
source = [File.read(@vertex_file)].pack('p')
size = [File.size(@vertex_file)].pack('I')
glShaderSource(@vertex, 1, source, size)
case type
when :vertex
_shader = glCreateShader(GL_VERTEX_SHADER)
when :fragment
_shader = glCreateShader(GL_FRAGMENT_SHADER)
else
raise ArgumentError, "Unsupported shader type: #{type.inspect}"
end
source = [File.read(@fragment_file)].pack('p')
size = [File.size(@fragment_file)].pack('I')
glShaderSource(@fragment, 1, source, size)
processed_source = preprocess_source(source: source)
_source = [processed_source].pack("p")
_size = [processed_source.length].pack("I")
glShaderSource(_shader, 1, _source, _size)
@data[:shaders][type] =_shader
end
def compile_shaders
return unless shader_files_exist?
# evaluates shader preprocessors
#
# currently supported preprocessors:
#
# @include "file/path" "another/file/path" # => Replace line with contents of file; Shader includes_dir must be specified in constructor
#
# @example
# # Example Vertex Shader #
# # #version 330 core
# # @include "material_struct"
# # void main() {
# # gl_Position = vec4(1, 1, 1, 1);
# # }
#
# Shader.new(name: "model_renderer", includes_dir: "path/to/includes", vertex: "path/to/vertex_shader.glsl")
#
# @param source shader source code
def preprocess_source(source:)
lines = source.lines
glCompileShader(@vertex)
lines.each_with_index do |line, i|
if line.start_with?(PREPROCESSOR_CHARACTER)
preprocessor = line.strip.split(" ")
lines.delete(line)
case preprocessor.first
when "@include"
raise ArgumentError, "Shader preprocessor include directory was not given for shader #{@name}" unless @includes_dir
preprocessor[1..preprocessor.length - 1].join.scan(/"([^"]*)"/).flatten.each do |file|
source = File.read("#{@includes_dir}/#{file}.glsl")
lines.insert(i, source)
end
else
warn "Unsupported preprocessor #{preprocessor.first} for #{@name}"
end
end
end
lines.join
end
# compile OpenGL Shader of _type_
#
# @return [Boolean] whether compilation succeeded
def compile_shader(type:)
_compiled = false
_shader = @data[:shaders][type]
raise ArgumentError, "No shader for #{type.inspect}" unless _shader
glCompileShader(_shader)
buffer = ' '
glGetShaderiv(@vertex, GL_COMPILE_STATUS, buffer)
glGetShaderiv(_shader, GL_COMPILE_STATUS, buffer)
compiled = buffer.unpack('L')[0]
if compiled == 0
log = ' ' * @error_buffer_size
glGetShaderInfoLog(@vertex, @error_buffer_size, nil, log)
glGetShaderInfoLog(_shader, @error_buffer_size, nil, log)
puts "Shader Error: Program \"#{@name}\""
puts " Vectex Shader InfoLog:", " #{log.strip.split("\n").join("\n ")}\n\n"
puts " #{type.to_s.capitalize} Shader InfoLog:", " #{log.strip.split("\n").join("\n ")}\n\n"
puts " Shader Compiled status: #{compiled}"
puts " NOTE: assignment of uniforms in shaders is illegal!"
puts
return
else
_compiled = true
end
glCompileShader(@fragment)
buffer = ' '
glGetShaderiv(@fragment, GL_COMPILE_STATUS, buffer)
compiled = buffer.unpack('L')[0]
if compiled == 0
log = ' ' * @error_buffer_size
glGetShaderInfoLog(@fragment, @error_buffer_size, nil, log)
puts "Shader Error: Program \"#{@name}\""
puts " Fragment Shader InfoLog:", " #{log.strip.split("\n").join("\n ")}\n\n"
puts " Shader Compiled status: #{compiled}"
puts " NOTE: assignment of uniforms in shader is illegal!"
puts
return
end
return _compiled
end
# link compiled OpenGL Shaders in to a OpenGL Program
#
# @note linking must succeed or shader cannot be used
#
# @return [Boolean] whether linking succeeded
def link_shaders
@program = glCreateProgram
glAttachShader(@program, @vertex)
glAttachShader(@program, @fragment)
@data[:shaders].values.each do |_shader|
glAttachShader(@program, _shader)
end
glLinkProgram(@program)
buffer = ' '
@@ -149,7 +275,10 @@ module CyberarmEngine
@compiled = linked == 0 ? false : true
end
# Returns the location of a uniform variable
# Returns the location of a uniform _variable_
#
# @param variable [String]
# @return [Integer] location of uniform
def variable(variable)
loc = glGetUniformLocation(@program, variable)
if (loc == -1)
@@ -159,6 +288,7 @@ module CyberarmEngine
return loc
end
# @see Shader.use Shader.use
def use(&block)
return unless compiled?
raise "Another shader is already in use! #{Shader.active_shader.name.inspect}" if Shader.active_shader
@@ -172,34 +302,97 @@ module CyberarmEngine
end
end
# stop using shader, if shader is active
def stop
Shader.active_shader = nil if Shader.active_shader == self
glUseProgram(0)
end
# @return [Boolean] whether {Shader} successfully compiled
def compiled?
@compiled
end
# returns location of a uniform _variable_
#
# @note Use {#variable} for friendly error handling
# @see #variable Shader#variable
#
# @param variable [String]
# @return [Integer]
def attribute_location(variable)
glGetUniformLocation(@program, variable)
end
def set_uniform(variable, value, location = nil)
# send {Transform} to {Shader}
#
# @param variable [String]
# @param value [Transform]
# @param location [Integer]
# @return [void]
def uniform_transform(variable, value, location = nil)
attr_loc = location ? location : attribute_location(variable)
case value.class.to_s.downcase.to_sym
when :integer
glUniform1i(attr_loc, value)
when :float
glUniform1f(attr_loc, value)
when :string
when :array
else
raise NotImplementedError, "Shader support for #{value.class.inspect} not implemented."
end
glUniformMatrix4fv(attr_loc, 1, GL_FALSE, value.to_gl.pack("F16"))
end
Window.handle_gl_error
# send Boolean to {Shader}
#
# @param variable [String]
# @param value [Boolean]
# @param location [Integer]
# @return [void]
def uniform_boolean(variable, value, location = nil)
attr_loc = location ? location : attribute_location(variable)
glUniform1i(attr_loc, value ? 1 : 0)
end
# send Integer to {Shader}
# @param variable [String]
# @param value [Integer]
# @param location [Integer]
# @return [void]
def uniform_integer(variable, value, location = nil)
attr_loc = location ? location : attribute_location(variable)
glUniform1i(attr_loc, value)
end
# send Float to {Shader}
#
# @param variable [String]
# @param value [Float]
# @param location [Integer]
# @return [void]
def uniform_float(variable, value, location = nil)
attr_loc = location ? location : attribute_location(variable)
glUniform1f(attr_loc, value)
end
# send {Vector} (x, y, z) to {Shader}
#
# @param variable [String]
# @param value [Vector]
# @param location [Integer]
# @return [void]
def uniform_vec3(variable, value, location = nil)
attr_loc = location ? location : attribute_location(variable)
glUniform3f(attr_loc, *value.to_a[0..2])
end
# send {Vector} to {Shader}
#
# @param variable [String]
# @param value [Vector]
# @param location [Integer]
# @return [void]
def uniform_vec4(variable, value, location = nil)
attr_loc = location ? location : attribute_location(variable)
glUniform4f(attr_loc, *value.to_a)
end
end
end

View File

@@ -1,12 +1,28 @@
module CyberarmEngine
# Basic 4x4 matrix operations
class Transform
attr_reader :elements
def initialize(matrix)
@elements = matrix
raise "Transform is wrong size! Got #{@elements.size}, expected 16" if 16 != @elements.size
raise "Invalid value for matrix, must all be numeric!" if @elements.any? { |e| e.nil? || !e.is_a?(Numeric)}
end
def self.identity
Transform.new(
[
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
]
)
end
### 2D Operations meant for interacting with Gosu ###
# 2d rotate operation, replicates Gosu's Gosu.rotate function
def self.rotate(angle, rotate_around = nil)
double c = Math.cos(angle).degrees_to_radians
double s = Math.sin(angle).degrees_to_radians
@@ -31,6 +47,7 @@ module CyberarmEngine
return rotate_matrix
end
# 2d translate operation, replicates Gosu's Gosu.translate function
def self.translate(vector)
x, y, z = vector.to_a[0..2]
matrix = [
@@ -43,6 +60,7 @@ module CyberarmEngine
Transform.new(matrix)
end
# 2d scale operation, replicates Gosu's Gosu.rotate function
def self.scale(vector, center_around = nil)
scale_x, scale_y, scale_z = vector.to_a[0..2]
matrix = [
@@ -80,5 +98,176 @@ module CyberarmEngine
Transform.new(matrix)
end
#### 3D Operations meant for OpenGL ###
def self.translate_3d(vector)
x, y, z = vector.to_a[0..2]
matrix = [
1, 0, 0, x,
0, 1, 0, y,
0, 0, 1, z,
0, 0, 0, 1,
]
Transform.new(matrix)
end
def self.rotate_3d(vector, order = "zyx")
x, y, z = vector.to_a[0..2].map { |axis| axis * Math::PI / 180.0 }
rotation_x = Transform.new(
[
1, 0, 0, 0,
0, Math.cos(x), -Math.sin(x), 0,
0, Math.sin(x), Math.cos(x), 0,
0, 0, 0, 1
]
)
rotation_y = Transform.new(
[
Math.cos(y), 0, Math.sin(y), 0,
0, 1, 0, 0,
-Math.sin(y), 0, Math.cos(y), 0,
0, 0, 0, 1
]
)
rotation_z = Transform.new(
[
Math.cos(z), -Math.sin(z), 0, 0,
Math.sin(z), Math.cos(z), 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
]
)
rotation_z * rotation_y * rotation_x
end
# Implements glRotatef
# https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glRotate.xml
def self.rotate_gl(angle, axis)
radians = angle * Math::PI / 180.0
s = Math.sin(radians)
c = Math.cos(radians)
axis = axis.normalized
x, y, z = axis.to_a[0..2]
n = (1.0 - c)
Transform.new(
[
x * x * n + c, x * y * n - z * s, x * z * n + y * s, 0,
y * x * n + z * s, y * y * n + c, y * z * n - x * s, 0,
x * z * n - y * s, y * z * n + x * s, z * z * n + c, 0,
0, 0, 0, 1.0
]
)
end
def self.scale_3d(vector)
x, y, z = vector.to_a[0..2]
Transform.new(
[
x, 0, 0, 0,
0, y, 0, 0,
0, 0, z, 0,
0, 0, 0, 1
]
)
end
def self.perspective(fov_y, aspect_ratio, near, far)
f = 1.0 / Math.tan(fov_y.degrees_to_radians / 2.0) # cotangent
zn = (far + near.to_f) / (near - far.to_f)
zf = (2.0 * far * near.to_f) / (near - far.to_f)
Transform.new(
[
f / aspect_ratio, 0.0, 0.0, 0.0,
0.0, f, 0.0, 0.0,
0.0, 0.0, zn, zf,
0.0, 0.0, -1.0, 0.0
]
)
end
def self.view(eye, orientation)
# https://www.3dgep.com/understanding-the-view-matrix/#The_View_Matrix
cosPitch = Math.cos(orientation.z * Math::PI / 180.0)
sinPitch = Math.sin(orientation.z * Math::PI / 180.0)
cosYaw = Math.cos(orientation.y * Math::PI / 180.0)
sinYaw = Math.sin(orientation.y * Math::PI / 180.0)
x_axis = Vector.new(cosYaw, 0, -sinYaw)
y_axis = Vector.new(sinYaw * sinPitch, cosPitch, cosYaw * sinPitch)
z_axis = Vector.new(sinYaw * cosPitch, -sinPitch, cosPitch * cosYaw)
Transform.new(
[
x_axis.x, y_axis.y, z_axis.z, 0,
x_axis.x, y_axis.y, z_axis.z, 0,
x_axis.x, y_axis.y, z_axis.z, 0,
-x_axis.dot(eye), -y_axis.dot(eye), -z_axis.dot(eye), 1
]
)
end
def *(other)
case other
when CyberarmEngine::Vector
matrix = @elements.clone
list = other.to_a
@elements.each_with_index do |e, i|
matrix[i] = e + list[i % 4]
end
Transform.new(matrix)
when CyberarmEngine::Transform
return multiply_matrices(other)
else
p other.class
raise TypeError, "Expected CyberarmEngine::Vector or CyberarmEngine::Transform got #{other.class}"
end
end
def get(x, y)
width = 4
# puts "Transform|#{self.object_id} -> #{@elements[width * y + x].inspect} (index: #{width * y + x})"
@elements[width * y + x]
end
def multiply_matrices(other)
matrix = Array.new(16, 0)
4.times do |x|
4.times do |y|
4.times do |k|
matrix[4 * y + x] += get(x, k) * other.get(k, y)
end
end
end
return Transform.new(matrix)
end
# arranges Matrix in column major form
def to_gl
e = @elements
[
e[0], e[4], e[8], e[12],
e[1], e[5], e[9], e[13],
e[2], e[6], e[10], e[14],
e[3], e[7], e[11], e[15]
]
end
end
end

View File

@@ -1,102 +1,99 @@
module CyberarmEngine
module DSL
def flow(options = {}, &block)
options[:parent] = @containers.last
options[:theme] = current_theme
_container = Element::Flow.new(options, block)
@containers << _container
_container.build
_container.parent.add(_container)
@containers.pop
return _container
container(CyberarmEngine::Element::Flow, options, &block)
end
def stack(options = {}, &block)
options[:parent] = @containers.last
options[:theme] = current_theme
_container = Element::Stack.new(options, block)
@containers << _container
_container.build
_container.parent.add(_container)
@containers.pop
return _container
container(CyberarmEngine::Element::Stack, options, &block)
end
def label(text, options = {}, &block)
options[:parent] = @containers.last
options[:parent] = element_parent
options[:theme] = current_theme
_element = Element::Label.new(text, options, block)
@containers.last.add(_element)
return _element
add_element( Element::Label.new(text, options, block) )
end
def button(text, options = {}, &block)
options[:parent] = @containers.last
options[:parent] = element_parent
options[:theme] = current_theme
_element = Element::Button.new(text, options, block) { if block.is_a?(Proc); block.call; end }
@containers.last.add(_element)
return _element
add_element( Element::Button.new(text, options, block) { if block.is_a?(Proc); block.call; end } )
end
def edit_line(text, options = {}, &block)
options[:parent] = @containers.last
options[:parent] = element_parent
options[:theme] = current_theme
_element = Element::EditLine.new(text, options, block)
@containers.last.add(_element)
return _element
add_element( Element::EditLine.new(text, options, block) )
end
def toggle_button(options = {}, &block)
options[:parent] = @containers.last
options[:parent] = element_parent
options[:theme] = current_theme
_element = Element::ToggleButton.new(options, block)
@containers.last.add(_element)
return _element
add_element( Element::ToggleButton.new(options, block) )
end
def check_box(text, options = {}, &block)
options[:parent] = @containers.last
options[:parent] = element_parent
options[:theme] = current_theme
_element = Element::CheckBox.new(text, options, block)
@containers.last.add(_element)
return _element
add_element( Element::CheckBox.new(text, options, block) )
end
def image(path, options = {}, &block)
options[:parent] = @containers.last
options[:parent] = element_parent
options[:theme] = current_theme
_element = Element::Image.new(path, options, block)
@containers.last.add(_element)
return _element
add_element( Element::Image.new(path, options, block) )
end
def progress(options = {}, &block)
options[:parent] = @containers.last
options[:parent] = element_parent
options[:theme] = current_theme
_element = Element::Progress.new(options, block)
@containers.last.add(_element)
return _element
add_element( Element::Progress.new(options, block) )
end
def background(color = Gosu::Color::NONE)
@containers.last.style.background = color
element_parent.style.background = color
end
def theme(theme)
@containers.last.options[:theme] = theme
element_parent.options[:theme] = theme
end
def current_theme
@containers.last.options[:theme]
element_parent.options[:theme]
end
private def add_element(element)
element_parent.add(element)
return element
end
private def element_parent
$__current_container__
end
private def container(klass, options = {}, &block)
options[:parent] = element_parent
options[:theme] = current_theme
_container = klass.new(options, block)
old_parent = element_parent
$__current_container__ = _container
_container.build
_container.parent.add(_container)
$__current_container__ = old_parent
return _container
end
end
end

View File

@@ -168,6 +168,14 @@ module CyberarmEngine
end
end
def content_width
@width
end
def noncontent_width
(inner_width + outer_width) - width
end
def outer_width
@style.margin_left + width + @style.margin_right
end
@@ -184,6 +192,14 @@ module CyberarmEngine
end
end
def content_height
@height
end
def noncontent_height
(inner_height + outer_height) - height
end
def outer_height
@style.margin_top + height + @style.margin_bottom
end
@@ -196,7 +212,7 @@ module CyberarmEngine
raise "dimension must be either :width or :height" unless dimension == :width || dimension == :height
if size && size.is_a?(Numeric)
if size.between?(0.0, 1.0)
@parent.send(:"#{dimension}") * size
((@parent.send(:"content_#{dimension}") - self.send(:"noncontent_#{dimension}") - 1) * size).round
else
size
end

View File

@@ -31,6 +31,20 @@ module CyberarmEngine
recalculate
end
def clear(&block)
@children.clear
old_container = $__current_container__
$__current_container__ = self
block.call(self) if block
$__current_container__ = old_container
recalculate
root.gui_state.request_recalculate
end
def render
Gosu.clip_to(@x, @y, width, height) do
@children.each(&:draw)

View File

@@ -16,16 +16,31 @@ module CyberarmEngine
@text_input = Gosu::TextInput.new
@text_input.text = text
@offset_x = 0
return self
end
def render
Gosu.clip_to(@text.x, @text.y, @style.width, @text.height) do
draw_text
Gosu.draw_rect(caret_position, @text.y, @caret_width, @caret_height, @caret_color, @z + 40) if @focus && @show_caret
Gosu.translate(-@offset_x, 0) do
draw_selection
draw_caret if @focus && @show_caret
draw_text
end
end
end
def draw_caret
Gosu.draw_rect(caret_position, @text.y, @caret_width, @caret_height, @caret_color, @z)
end
def draw_selection
selection_width = caret_position - selection_start_position
Gosu.draw_rect(selection_start_position, @text.y, selection_width, @text.height, default(:selection_color), @z)
end
def update
if @type == :password
@text.text = default(:password_character) * @text_input.text.length
@@ -38,6 +53,51 @@ module CyberarmEngine
@show_caret = !@show_caret
end
keep_caret_visible
end
def move_caret_to_mouse(mouse_x)
1.upto(@text.text.length) do |i|
if mouse_x < @text.x + @text.textobject.text_width(@text.text[0...i])
@text_input.caret_pos = @text_input.selection_start = i - 1;
return
end
end
@text_input.caret_pos = @text_input.selection_start = @text_input.text.length
end
def keep_caret_visible
caret_pos = (caret_position - @text.x) + @caret_width
@last_text ||= "/\\"
@last_pos ||= -1
puts "caret pos: #{caret_pos}, width: #{@width}, offset: #{@offset_x}" if (@last_text != @text.text) || (@last_pos != caret_pos)
@last_text = @text.text
@last_pos = caret_pos
if caret_pos.between?(@offset_x, @width + @offset_x)
# Do nothing
elsif caret_pos < @offset_x
if caret_pos > @width
@offset_x = caret_pos + @width
else
@offset_x = 0
end
elsif caret_pos > @width
@offset_x = caret_pos - @width
puts "triggered"
else
# Reset to Zero
@offset_x = 0
end
end
def left_mouse_button(sender, x, y)
@@ -47,6 +107,8 @@ module CyberarmEngine
@caret_last_interval = Gosu.milliseconds
@show_caret = true
move_caret_to_mouse(x)
return :handled
end
@@ -79,12 +141,19 @@ module CyberarmEngine
return :handled
end
# TODO: Fix caret rendering in wrong position unless caret_pos is at end of text
def caret_position
text_input_position_for(:caret_pos)
end
def selection_start_position
text_input_position_for(:selection_start)
end
def text_input_position_for(method)
if @type == :password
@text.x + @text.textobject.text_width(default(:password_character) * @text_input.text[0..@text_input.caret_pos-1].length)
@text.x + @text.textobject.text_width(default(:password_character) * @text_input.text[0..@text_input.send(method)].length)
else
@text.x + @text.textobject.text_width(@text_input.text[0..@text_input.caret_pos-1])
@text.x + @text.textobject.text_width(@text_input.text[0..@text_input.send(method)])
end
end

View File

@@ -23,6 +23,7 @@ module CyberarmEngine
return :handled if handler.call(self, *args) == :handled
end
parent.publish(event, *args) if parent
return nil
end

View File

@@ -12,7 +12,7 @@ module CyberarmEngine
@root_container = Element::Stack.new(gui_state: self)
@game_objects << @root_container
@containers = [@root_container]
$__current_container__ = @root_container
@active_width = window.width
@active_height = window.height

View File

@@ -88,6 +88,7 @@ module CyberarmEngine
caret_width: 2,
caret_color: Gosu::Color::WHITE,
caret_interval: 500,
selection_color: Gosu::Color::GREEN,
},
Image: { # < Element
@@ -111,7 +112,7 @@ module CyberarmEngine
height: 36,
background: 0xff111111,
fraction_background: [0xffc75e61, 0xffe26623],
border_thickness: 4,
border_thickness: 1,
border_color: [0xffd59674, 0xffff8746]
}
}.freeze

View File

@@ -1,25 +1,61 @@
module CyberarmEngine
class Vector
##
# Creates a up vector
#
# Vector.new(0, 1, 0)
#
# @return [CyberarmEngine::Vector]
def self.up
Vector.new(0, 1, 0)
end
##
# Creates a down vector
#
# Vector.new(0, -1, 0)
#
# @return [CyberarmEngine::Vector]
def self.down
Vector.new(0, -1, 0)
end
##
# Creates a left vector
#
# Vector.new(-1, 0, 0)
#
# @return [CyberarmEngine::Vector]
def self.left
Vector.new(-1, 0, 0)
end
##
# Creates a right vector
#
# Vector.new(1, 0, 0)
#
# @return [CyberarmEngine::Vector]
def self.right
Vector.new(1, 0, 0)
end
##
# Creates a forward vector
#
# Vector.new(0, 0, 1)
#
# @return [CyberarmEngine::Vector]
def self.forward
Vector.new(0, 0, 1)
end
##
# Creates a backward vector
#
# Vector.new(0, 0, -1)
#
# @return [CyberarmEngine::Vector]
def self.backward
Vector.new(0, 0, -1)
end
@@ -43,21 +79,30 @@ module CyberarmEngine
alias w weight
alias w= weight=
# @return [Boolean]
def ==(other)
if other.is_a?(Numeric)
@x == other &&
@y == other &&
@z == other &&
@weight == other
else
elsif other.is_a?(Vector)
@x == other.x &&
@y == other.y &&
@z == other.z &&
@weight == other.weight
else
other == self
end
end
# Performs math operation, excluding @weight
# Create a new vector using {x} and {y} values
# @return [CyberarmEngine::Vector]
def xy
Vector.new(@x, @y)
end
# Performs math operation, excluding {weight}
private def operator(function, other)
if other.is_a?(Numeric)
Vector.new(
@@ -74,22 +119,26 @@ module CyberarmEngine
end
end
# Adds Vector and Numberic or Vector and Vector, excluding @weight
# Adds Vector and Numeric or Vector and Vector, excluding {weight}
# @return [CyberarmEngine::Vector]
def +(other)
operator("+", other)
end
# Subtracts Vector and Numberic or Vector and Vector, excluding @weight
# Subtracts Vector and Numeric or Vector and Vector, excluding {weight}
# @return [CyberarmEngine::Vector]
def -(other)
operator("-", other)
end
# Multiplies Vector and Numberic or Vector and Vector, excluding @weight
# Multiplies Vector and Numeric or Vector and Vector, excluding {weight}
# @return [CyberarmEngine::Vector]
def *(other)
operator("*", other)
end
# Divides Vector and Numberic or Vector and Vector, excluding @weight
# Divides Vector and Numeric or Vector and Vector, excluding {weight}
# @return [CyberarmEngine::Vector]
def /(other)
# Duplicated to protect from DivideByZero
if other.is_a?(Numeric)
@@ -107,6 +156,8 @@ module CyberarmEngine
end
end
# dot product of {Vector}
# @return [Integer|Float]
def dot(other)
product = 0
@@ -120,6 +171,8 @@ module CyberarmEngine
return product
end
# cross product of {Vector}
# @return [CyberarmEngine::Vector]
def cross(other)
a = self.to_a
b = other.to_a
@@ -132,24 +185,40 @@ module CyberarmEngine
end
# returns degrees
# @return [Float]
def angle(other)
Math.acos( self.normalized.dot(other.normalized) ) * 180 / Math::PI
end
# returns magnitude of Vector, ignoring #weight
# @return [Float]
def magnitude
Math.sqrt((@x * @x) + (@y * @y) + (@z * @z))
end
##
# returns normalized {Vector}
#
# @example
# CyberarmEngine::Vector.new(50, 21.2, 45).normalized
# # => <CyberarmEngine::Vector:0x001 @x=0.7089... @y=0.3005... @z=0.6380... @weight=0>
#
# @return [CyberarmEngine::Vector]
def normalized
mag = magnitude
self / Vector.new(mag, mag, mag)
end
# returns a direction {Vector}
#
# z is pitch
#
# y is yaw
#
# x is roll
# @return [CyberarmEngine::Vector]
def direction
# z is pitch
# y is yaw
# x is roll
_x = -Math.sin(@y.degrees_to_radians) * Math.cos(@z.degrees_to_radians)
_y = Math.sin(@z.degrees_to_radians)
_z = Math.cos(@y.degrees_to_radians) * Math.cos(@z.degrees_to_radians)
@@ -157,41 +226,63 @@ module CyberarmEngine
Vector.new(_x, _y, _z)
end
# returns an inverse {Vector}
# @return [CyberarmEngine::Vector]
def inverse
Vector.new(1.0 / @x, 1.0 / @y, 1.0 / @z)
end
# Adds up values of {x}, {y}, and {z}
# @return [Integer|Float]
def sum
@x + @y + @z
end
##
# Linear interpolation: smoothly transition between two {Vector}
#
# CyberarmEngine::Vector.new(100, 100, 100).lerp( CyberarmEngine::Vector.new(0, 0, 0), 0.75 )
# # => <CyberarmEngine::Vector:0x0001 @x=75.0, @y=75.0, @z=75.0, @weight=0>
#
# @param other [CyberarmEngine::Vector | Integer | Float] value to subtract from
# @param factor [Float] how complete transition to _other_ is, in range [0.0..1.0]
# @return [CyberarmEngine::Vector]
def lerp(other, factor)
(self - other) * factor.clamp(0.0, 1.0)
end
# 2D distance using X and Y
# @return [Float]
def distance(other)
Math.sqrt((@x-other.x)**2 + (@y-other.y)**2)
end
# 2D distance using X and Z
# @return [Float]
def gl_distance2d(other)
Math.sqrt((@x-other.x)**2 + (@z-other.z)**2)
end
# 3D distance using X, Y, and Z
# @return [Float]
def distance3d(other)
Math.sqrt((@x-other.x)**2 + (@y-other.y)**2 + (@z-other.z)**2)
end
# Converts {Vector} to Array
# @return [Array]
def to_a
[@x, @y, @z, @weight]
end
# Converts {Vector} to String
# @return [String]
def to_s
"X: #{@x}, Y: #{@y}, Z: #{@z}, Weight: #{@weight}"
end
# Converts {Vector} to Hash
# @return [Hash]
def to_h
{x: @x, y: @y, z: @z, weight: @weight}
end

View File

@@ -1,4 +1,4 @@
module CyberarmEngine
NAME = "InDev"
VERSION = "0.12.1"
VERSION = "0.13.1"
end