go.mobile/sprite: initial check-in.
Mostly just a design sketch for now. LGTM=crawshaw R=crawshaw CC=golang-codereviews https://golang.org/cl/150390043
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// Copyright 2014 The Go Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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// Package portable blah blah blah TODO.
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package portable
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import (
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"fmt"
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"image"
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"code.google.com/p/go.mobile/f32"
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"code.google.com/p/go.mobile/sprite"
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)
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func Engine(dst *image.RGBA) sprite.Engine {
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return &engine{
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dst: dst,
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nodes: []*node{nil},
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sheets: []image.Image{nil},
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textures: []*texture{nil},
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}
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}
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type node struct {
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// TODO: move this into package sprite as Node.EngineFields.RelTransform??
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relTransform f32.Mat3
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}
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type texture struct {
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img image.Image
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bounds image.Rectangle
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}
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var _ sprite.Engine = (*engine)(nil)
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type engine struct {
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dst *image.RGBA
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nodes []*node
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sheets []image.Image
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textures []*texture
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absTransforms []f32.Mat3
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}
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func (e *engine) Register(n *sprite.Node) {
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if n.EngineFields.Index != 0 {
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panic("portable: sprite.Node already registered")
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}
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o := &node{}
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o.relTransform.Identity()
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e.nodes = append(e.nodes, o)
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n.EngineFields.Index = int32(len(e.nodes))
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}
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func (e *engine) Unregister(n *sprite.Node) {
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panic("todo")
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}
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func (e *engine) LoadSheet(a image.Image) (sprite.Sheet, error) {
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e.sheets = append(e.sheets, a)
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return sprite.Sheet(len(e.sheets)), nil
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}
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func (e *engine) LoadTexture(s sprite.Sheet, bounds image.Rectangle) (sprite.Texture, error) {
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if s < 0 || len(e.sheets) <= int(s) {
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return 0, fmt.Errorf("portable: LoadTexture: sheet %d is out of bounds", s)
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}
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e.textures = append(e.textures, &texture{
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img: e.sheets[s],
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bounds: bounds,
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})
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return sprite.Texture(len(e.textures)), nil
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}
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func (e *engine) UnloadSheet(s sprite.Sheet) error {
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panic("todo")
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}
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func (e *engine) UnloadTexture(x sprite.Texture) error {
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panic("todo")
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}
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func (e *engine) SetTexture(n *sprite.Node, t sprite.Time, x sprite.Texture) {
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n.EngineFields.Dirty = true // TODO: do we need to propagate dirtiness up/down the tree?
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n.EngineFields.Texture = x
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}
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func (e *engine) SetTransform(n *sprite.Node, t sprite.Time, m f32.Mat3) {
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n.EngineFields.Dirty = true // TODO: do we need to propagate dirtiness up/down the tree?
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e.nodes[n.EngineFields.Index].relTransform = m
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}
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func (e *engine) Render(scene *sprite.Node, t sprite.Time) {
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e.absTransforms = e.absTransforms[:0]
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e.render(scene, t)
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}
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func (e *engine) render(n *sprite.Node, t sprite.Time) {
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if n.Arranger != nil {
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n.Arranger.Arrange(e, n, t)
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}
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// Push absTransforms.
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// TODO: cache absolute transforms and use EngineFields.Dirty?
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rel := &e.nodes[n.EngineFields.Index].relTransform
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if len(e.absTransforms) == 0 {
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e.absTransforms = append(e.absTransforms, *rel)
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} else {
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m := f32.Mat3{}
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m.Mul(rel, &e.absTransforms[len(e.absTransforms)-1]) // TODO: swap args order??
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e.absTransforms = append(e.absTransforms, m)
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}
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if x := e.textures[n.EngineFields.Texture]; x != nil {
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// TODO: draw transformed image onto e.dst.
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}
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for c := n.FirstChild; c != nil; c = c.NextSibling {
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e.render(c, t)
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}
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// Pop absTransforms.
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e.absTransforms = e.absTransforms[:len(e.absTransforms)-1]
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}
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@ -0,0 +1,65 @@
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// Copyright 2014 The Go Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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// Package sprite blah blah blah TODO.
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//
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// Typical main loop:
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//
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// for each frame {
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// quantize time.Now() to a sprite.Time
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// process UI events
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// modify the scene's nodes and animations (Arranger values)
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// e.Render(scene, t)
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// }
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package sprite
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import (
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"image"
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"code.google.com/p/go.mobile/f32"
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)
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// TODO: move this to a code.google.com/p/go.mobile/clock package?
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type Time int32
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type Arranger interface {
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Arrange(e Engine, n *Node, t Time)
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}
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type Sheet int32
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type Texture int32
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type Engine interface {
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Register(n *Node)
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Unregister(n *Node)
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LoadSheet(a image.Image) (Sheet, error)
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LoadTexture(s Sheet, bounds image.Rectangle) (Texture, error)
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UnloadSheet(s Sheet) error
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UnloadTexture(x Texture) error
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SetTexture(n *Node, t Time, x Texture)
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SetTransform(n *Node, t Time, m f32.Mat3) // sets transform relative to parent.
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Render(scene *Node, t Time)
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}
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type Node struct {
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Parent, FirstChild, LastChild, PrevSibling, NextSibling *Node
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Arranger Arranger
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// EngineFields contains fields that should only be accessed by Engine
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// implementations. It is exported because such implementations can be
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// in other packages.
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EngineFields struct {
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// TODO: separate TexDirty and TransformDirty bits?
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Dirty bool
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Index int32
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Texture Texture
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}
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}
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// TODO: Node parent/sibling/child-related methods.
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