Files
test/SFMLGame/Program.cs
2024-10-24 16:16:43 +02:00

287 lines
8.7 KiB
C#

using GameOfLife;
using Microsoft.VisualBasic;
using SFML.Graphics;
using SFML.System;
using SFML.Window;
using System.Diagnostics;
using System.Security.Cryptography.X509Certificates;
using System.Security.Principal;
namespace SFMLGame
{
public class Programm
{
public static Game game;
public static int WindowWidth, WindowHeight;
private static bool paused = false;
private static bool dmsg = true;
private static bool leftBtnDown;
public static async Task Main()
{
WindowHeight = 1080;
WindowWidth = 1920;
byte[] fontarial = File.ReadAllBytes("fonts\\arial.ttf");
Font font = new(fontarial);
RenderWindow window = new(new VideoMode((uint)WindowWidth, (uint)WindowHeight), "GameOfLife SFML");
window.Closed += new EventHandler(OnClosedEvent);
window.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressedEvent);
window.MouseButtonPressed += new EventHandler<MouseButtonEventArgs>(OnMouseDown);
window.MouseMoved += new EventHandler<MouseMoveEventArgs>(OnMouseMoved);
window.MouseButtonReleased += new EventHandler<MouseButtonEventArgs>(OnMouseReleased);
Transform t = new();
t.Scale(0.5f, 0.5f);
RenderStates rs = new();
rs.BlendMode = BlendMode.Add;
rs.Transform = t;
game = new(WindowHeight / 4, WindowWidth / 4);
game.SetRandomStart(WindowHeight, WindowWidth, mod: 4);
VertexArray vtx = new(PrimitiveType.Points);
int framecount = 0;
int CurrentFPS = 0;
window.SetFramerateLimit(120);
Stopwatch fpsWatch = new();
fpsWatch.Start();
int CellCount = 0;
int drawcalls;
List<RectangleShape> objects = [];
while (window.IsOpen)
{
Stopwatch watch = new();
window.DispatchEvents();
window.Clear();
if (!paused)
{
watch.Start();
game.Update();
if (dmsg)
{
Console.WriteLine($"Update took {watch.ElapsedMilliseconds}ms");
}
};
if (fpsWatch.ElapsedMilliseconds > 1000)
{
CurrentFPS = framecount;
framecount = 0;
fpsWatch.Restart();
}
Render(game.getActiveMap(), out drawcalls, ref window);
//DrawAll(ref window, ref objects);
watch.Restart();
DrawFPSText(CurrentFPS, font, ref window);
window.Draw(GetCellCountText(CellCount, font));
window.Draw(GetIterationText(game.Iteration, font));
if (dmsg)
{
Console.WriteLine($"UI took {watch.ElapsedMilliseconds}ms | {watch.ElapsedTicks}ticks");
}
if (framecount % 5 == 0)
{
watch.Restart();
CellCount = game.getActiveMap().GetAliveCells(); if (dmsg)
{
Console.WriteLine($"Cell Count took {watch.ElapsedMilliseconds}ms | {watch.ElapsedTicks}ticks");
}
}
//window.Draw(vtx);
//if (dmsg)
//{
// Console.WriteLine($"Drawing took {watch.ElapsedMilliseconds}ms");
//}
watch.Restart();
window.Display();
if (dmsg)
{
Console.WriteLine($"Display took {watch.ElapsedMilliseconds}ms | {watch.ElapsedTicks}ticks");
}
framecount++;
watch.Stop();
}
window.Dispose();
}
private static void DrawAll(ref RenderWindow window, ref List<RectangleShape> objects)
{
foreach (var draw in objects)
{
window.Draw(draw);
}
}
private static Drawable GetIterationText(int iteration, Font font)
{
Text ret = new Text($"Iterations: {iteration}", font);
ret.Position = new Vector2f(0, 20);
return ret;
}
private static Drawable GetCellCountText(int value, Font font)
{
Text ret = new Text($"Cell Count: {value}", font);
ret.Position = new Vector2f(0, 40);
return ret;
}
private static void OnMouseMoved(object? sender, MouseMoveEventArgs e)
{
if (leftBtnDown)
{
game.getActiveMap().GetCell(e.Y / 4, e.X / 4).isAlive = true;
Console.WriteLine($"Edit Cell at {e.Y},{e.X}");
}
}
private static void OnMouseReleased(object? sender, MouseButtonEventArgs e)
{
if (e.Button == Mouse.Button.Left)
{
Console.WriteLine($"X: {e.X} Y: {e.Y}");
leftBtnDown = false;
}
}
private static void OnMouseDown(object? sender, MouseButtonEventArgs e)
{
if (e.Button == Mouse.Button.Left)
{
Console.WriteLine($"X: {e.X} Y: {e.Y}");
game.getActiveMap().GetCell(e.Y / 4, e.X / 4).isAlive = true;
leftBtnDown = true;
}
//game.getActiveMap().GetCell(e.Y/4, e.X/4).isAlive = true;
}
private static void DrawFPSText(int currentFPS, Font font, ref RenderWindow window)
{
Text txt = new($"FPS: {currentFPS}", font);
window.Draw(txt);
txt.Dispose();
}
private static void Render(in GameMap gameMap, ref VertexArray vtx)
{
vtx.Clear();
foreach (var cell in gameMap.GetAllCells())
{
vtx.Append(new Vertex(new Vector2f(cell.YCoord * 4, cell.XCoord * 4), GetColor(cell)));
}
}
private static void Render(in GameMap gameMap, out int DrawCalls, ref RenderWindow window)
{
#if DEBUG
Stopwatch stopwatch = new Stopwatch();
stopwatch.Start();
#endif
var sizeScalar = new Vector2f(4f, 4f);
DrawCalls = 0;
VertexArray vtx = new VertexArray(PrimitiveType.Quads);
Color cellColor;
Vector2f position;
object lockObj = new object();
foreach (var cell in gameMap.GetAllCells())
{
position.X = cell.YCoord * 4;
position.Y = cell.XCoord * 4;
cellColor = GetColor(cell);
// Create four vertices for each rectangle (since it's a quad)
vtx.Append(new Vertex(position, cellColor)); // Top-left
vtx.Append(new Vertex(new Vector2f(position.X + sizeScalar.X, position.Y), cellColor)); // Top-right
vtx.Append(new Vertex(new Vector2f(position.X + sizeScalar.X, position.Y + sizeScalar.Y), cellColor)); // Bottom-right
vtx.Append(new Vertex(new Vector2f(position.X, position.Y + sizeScalar.Y), cellColor)); // Bottom-left
}
window.Draw(vtx);
vtx.Dispose();
#if DEBUG
if (dmsg)
{
Console.WriteLine($"Drawing took {stopwatch.ElapsedMilliseconds}ms | {stopwatch.ElapsedTicks}ticks");
}
stopwatch.Stop();
#endif
//Console.WriteLine($"Draw Calls per Frame: {drawCalls}");
return;
}
private static Color GetColor(CellState cell)
{
return cell.isAlive ? Color.White : Color.Black;
}
public static void OnClosedEvent(object sender, EventArgs e)
{
((Window)sender).Close();
// ((Window)sender).Dispose();
}
public static void OnKeyPressedEvent(object sender, KeyEventArgs e)
{
if (e.Code == Keyboard.Key.Escape)
{
((Window)sender).Close();
}
if (e.Code == Keyboard.Key.R)
{
game.SetRandomStart(WindowHeight, WindowWidth, mod: 4);
}
if (e.Code == Keyboard.Key.P)
{
paused = !paused;
}
if (e.Code == Keyboard.Key.D)
{
dmsg = !dmsg;
}
}
public void InitWindow()
{
}
}
}