6 Commits
Author SHA1 Message Date
sanspie 3d8e3b2fd3 Web export: the page build key covers the runtime and scripts, so a new engine gets new immutable URLs
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci / release (push) Successful in 5m0s
ci / checks (push) Successful in 3m50s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 4m21s
2026-10-22 19:26:12 +03:00
sanspie c6a24ba393 Try it: scene keys in the hint, J label on Health and Hurtbox, faster Respawn, sound starts with the Try click; lighter web audio pump; release notes from tools/release/notes
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
ci / release (push) Successful in 7m34s
ci / checks (push) Successful in 2m53s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 5m2s
2026-10-22 18:55:33 +03:00
sanspie 7dca06e4b1 Icons in the engine style for gameplay, shake, clips, curves, dice, debug draw and install; web loader retries a stalled download
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 17m5s
ci / release (push) Successful in 9m30s
ci / checks (push) Successful in 2m25s
2026-10-22 17:38:02 +03:00
sanspie 6dfdb824e2 Stage 10d3b: physics debug layers follow Game View overlays, PHY diagnostics pages
ci / checks (push) Successful in 3m4s
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 3m53s
ci / release (push) Successful in 5m37s
2026-10-22 16:25:06 +03:00
sanspie de49a53172 Stage 10d3: docs, site demo, check levels, boundary audit (D316)
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
ci / checks (push) Successful in 21m50s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 6m46s
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci / release (push) Successful in 17m42s
2026-10-22 16:00:33 +03:00
sanspie 1030dc9a43 Stage 10d2: audio fast path, shutdown order, profiler and monitor sections
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
ci / checks (push) Successful in 4m58s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 27m47s
ci / release (push) Successful in 11m57s
2026-10-22 14:41:24 +03:00
196 changed files with 2718 additions and 173 deletions
+73 -23
View File
File diff suppressed because it is too large Load Diff
+35 -4
View File
@@ -40,14 +40,14 @@ BENCH_PHYSICS_PKGS :=
.DEFAULT_GOAL := bootstrap
-include modules/*/module.mk
.PHONY: dmg nsis-check appimage bootstrap build test test-nonative test-editor test-runtime test-gl vet lint depcheck smoke run genfont genicons icons icons-doc res genpreviews golden golden-update site-headless bench bench-baseline bench-scripts bench-build bench-compare bench-profile bench-scripts-run bench-allocs playground playground-size site site-check cli example example-platformer check-all ci clean fuzz runtime export-smoke editor-app shaders test-wasm web-smoke web-smoke-update try-size shots shots-check
.PHONY: dmg nsis-check appimage bootstrap build test test-nonative test-editor test-runtime test-gl vet lint depcheck smoke run genfont genicons icons icons-doc res genpreviews golden golden-update site-headless bench bench-baseline bench-scripts bench-build bench-compare bench-profile bench-scripts-run bench-allocs playground playground-size site site-check cli example example-platformer check-all ci clean fuzz runtime export-smoke editor-app shaders test-wasm web-smoke web-smoke-update try-size shots shots-check affected quick check-camera check-audio check-gameplay check-mutate check-editor check-web check-docs pkgsize
XVFB := $(shell command -v xvfb-run 2>/dev/null)
GL_OVERRIDE = MESA_GL_VERSION_OVERRIDE=3.3 MESA_GLSL_VERSION_OVERRIDE=330
ifneq ($(XVFB),)
GL_ENV = $(XVFB) -a -s "-screen 0 1280x720x24" env SDL_VIDEODRIVER=x11 LIBGL_ALWAYS_SOFTWARE=1 GALLIUM_DRIVER=llvmpipe $(GL_OVERRIDE)
GL_ENV = $(XVFB) -a -s "-screen 0 1280x720x24" env SDL_VIDEODRIVER=x11 SDL_AUDIO_DRIVER=dummy LIBGL_ALWAYS_SOFTWARE=1 GALLIUM_DRIVER=llvmpipe $(GL_OVERRIDE)
else
GL_ENV = env SDL_VIDEODRIVER=offscreen LIBGL_ALWAYS_SOFTWARE=1 GALLIUM_DRIVER=llvmpipe $(GL_OVERRIDE)
GL_ENV = env SDL_VIDEODRIVER=offscreen SDL_AUDIO_DRIVER=dummy LIBGL_ALWAYS_SOFTWARE=1 GALLIUM_DRIVER=llvmpipe $(GL_OVERRIDE)
endif
NONATIVE_PKGS = $$(go list ./... | grep -v -e '/platform/sdl$$' -e '/gpu/gl33$$' -e '/gpu/gl33/gl$$')
@@ -247,6 +247,7 @@ try-size:
go run ./tools/wasmsize -top 15 -depth 2 .cache/aego-try.wasm
web-smoke: site
sh tools/webbudget.sh site
$(WEB_SMOKE) --report=$(CURDIR)/.cache/web-bench.json
$(WEB_DEMO)
$(WEB_TRY)
@@ -255,6 +256,7 @@ web-smoke: site
web-smoke-update: site
$(WEB_SMOKE) --update
$(WEB_DEMO) --update
$(WEB_TRY) --update
cli: bootstrap
go build -o .cache/bin/aego ./cmd/aego
@@ -290,13 +292,42 @@ fuzz:
go test -run '^$$' -fuzz '^FuzzWAV$$' -fuzztime $(FUZZTIME) ./audio/codec
go test -run '^$$' -fuzz '^FuzzVorbis$$' -fuzztime $(FUZZTIME) ./audio/codec
affected:
@pkgs=$$(sh tools/affected.sh $(BASE)); if [ -z "$$pkgs" ]; then echo "nothing affected"; else go vet $$pkgs && go test $$pkgs; fi
quick:
@pkgs=$$(sh tools/affected.sh $(BASE)); if [ -n "$$pkgs" ]; then go build $$pkgs && go test -short $$pkgs; fi
check-camera:
go test ./modules/camera/... ./tests/camera/...
check-audio:
go test ./audio/... ./modules/audio/... ./tests/audio/...
check-gameplay:
go test ./modules/gameplay/... ./tests/gameplay/... ./modules/physics/...
check-mutate:
go test ./scene/mutate/... ./tests/mutate/... ./app/agent/...
check-editor:
go test ./editor/... ./app/edit/...
check-web: test-wasm web-smoke
check-docs: site-check
pkgsize:
@sh tools/pkgsize.sh
ci: build vet lint depcheck test test-nonative test-editor test-runtime test-wasm runtime smoke fuzz golden shots-check test-gl cli playground web-smoke site-check example example-platformer check-all export-smoke $(MODULE_CI) bench-allocs
# Documentation screenshots of the real editor on the platformer example, under a clean user profile.
SHOTS_TMP = $(CURDIR)/.cache/shots
ifneq ($(XVFB),)
SHOTS_ENV = $(XVFB) -a -s "-screen 0 1600x900x24" env SDL_VIDEODRIVER=x11 LIBGL_ALWAYS_SOFTWARE=1 GALLIUM_DRIVER=llvmpipe $(GL_OVERRIDE)
SHOTS_ENV = $(XVFB) -a -s "-screen 0 1600x900x24" env SDL_VIDEODRIVER=x11 SDL_AUDIO_DRIVER=dummy LIBGL_ALWAYS_SOFTWARE=1 GALLIUM_DRIVER=llvmpipe $(GL_OVERRIDE)
else
SHOTS_ENV = $(GL_ENV)
endif
+8
View File
@@ -0,0 +1,8 @@
# Aego
A 2D and 3D game engine with an editor, a scripting language and a web export, written in Go.
- Documentation and the playground: <https://aego.akarpov.ru>
- Installing and building from source: [engine/res/docs/install.md](engine/res/docs/install.md)
- Contributing, check levels and rules for engine code: [docs/contributing.md](docs/contributing.md)
- Architecture and decisions: [ARCHITECTURE.md](ARCHITECTURE.md)
+4
View File
@@ -2,6 +2,7 @@ package agent
import (
"errors"
"maps"
"os"
"path"
"slices"
@@ -287,6 +288,9 @@ func (s *Session) sceneRun(a Args) (*Output, error) {
}
var b strings.Builder
b.WriteString("frames: " + strconv.Itoa(rep.Frames) + "\nhash: " + rep.Hash + "\n")
for _, k := range slices.Sorted(maps.Keys(rep.Counters)) {
b.WriteString(k + ": " + strconv.FormatUint(rep.Counters[k], 10) + "\n")
}
for _, l := range rep.Log {
b.WriteString(l + "\n")
}
+55
View File
@@ -1,6 +1,7 @@
package agent
import (
"aego/script/abi"
"errors"
"strings"
@@ -34,6 +35,14 @@ type TypeView struct {
Requires []string `json:"requires,omitempty"`
Doc string `json:"doc,omitempty"`
Fields []FieldView `json:"fields,omitempty"`
Methods []CallView `json:"methods,omitempty"`
Signals []CallView `json:"signals,omitempty"`
}
type CallView struct {
Name string `json:"name"`
Sig string `json:"sig"`
Doc string `json:"doc,omitempty"`
}
func schemaCommands() []*Command {
@@ -163,5 +172,51 @@ func (s *Session) schemaShow(a Args) (*Output, error) {
}
b.WriteString("\n")
}
if s.kit != nil {
for _, cm := range s.kit.methods(td.FullName) {
v.Methods = append(v.Methods, CallView{Name: cm.Name, Sig: methodSig(cm.Sig, cm.Params), Doc: summary(cm.Doc)})
}
}
for _, sg := range td.Signals {
params := make([]string, len(sg.Params))
for i, p := range sg.Params {
params[i] = p
if i < len(sg.Names) && sg.Names[i] != "" {
params[i] = sg.Names[i] + " " + p
}
}
v.Signals = append(v.Signals, CallView{Name: sg.Name, Sig: "(" + strings.Join(params, ", ") + ")", Doc: summary(sg.Doc)})
}
for _, sec := range []struct {
title string
list []CallView
}{{"methods", v.Methods}, {"signals", v.Signals}} {
if len(sec.list) == 0 {
continue
}
b.WriteString(sec.title + ":\n")
for _, c := range sec.list {
b.WriteString(" " + c.Name + c.Sig)
if c.Doc != "" {
b.WriteString(" — " + c.Doc)
}
b.WriteString("\n")
}
}
return &Output{Value: v, Text: b.String()}, nil
}
func methodSig(sig abi.Signature, names []string) string {
params := make([]string, len(sig.Params))
for i, p := range sig.Params {
params[i] = p.String()
if i < len(names) && names[i] != "" {
params[i] = names[i] + " " + params[i]
}
}
out := "(" + strings.Join(params, ", ") + ")"
if sig.Result.Kind != abi.Void {
out += " " + sig.Result.String()
}
return out
}
+21
View File
@@ -28,6 +28,7 @@ import (
"aego/scene/sceneio"
"aego/schema"
"aego/script/bind"
"aego/script/bind/manifest"
"aego/script/reload"
"aego/script/runtime"
"aego/script/workspace"
@@ -48,6 +49,7 @@ type RunRequest struct {
type RunReport struct {
Frames int `json:"frames"`
Hash string `json:"hash"`
Counters map[string]uint64 `json:"counters,omitempty"`
Log []string `json:"log,omitempty"`
Error string `json:"error,omitempty"`
}
@@ -79,6 +81,25 @@ type Kit struct {
ws *workspace.Workspace
binds *bind.Registry
opt Options
man *manifest.Manifest
}
// methods lists the script methods the bindings give a component type, built once per kit.
func (k *Kit) methods(comp string) []manifest.CompMethod {
if k.man == nil {
m, err := manifest.FromRegistry(k.binds, k.Types.Schema())
if err != nil {
return nil
}
k.man = m
}
var out []manifest.CompMethod
for _, cm := range k.man.CompMethods {
if cm.Comp == comp {
out = append(out, cm)
}
}
return out
}
func NewKit(p *project.Project, opt Options) (*Kit, error) {
+5 -3
View File
@@ -41,6 +41,7 @@ type Config struct {
Editor bool
FailOnScriptErrors bool
Catalog assembly.Catalog
Platform platform.Platform
Profile string
NoProfile bool
}
@@ -98,6 +99,9 @@ func (h *Host) build(cfg Config, mods []module.Module) error {
ecfg.LoopScope = cfg.LoopScope
}
builder := engine.NewBuilder(ecfg).WithLogger(lg).Use(rmod)
if cfg.Platform != nil {
builder.WithPlatform(cfg.Platform)
}
if h.Types, err = assembly.NewTypes(); err != nil {
return err
}
@@ -187,6 +191,7 @@ func (h *Host) build(cfg Config, mods []module.Module) error {
}
h.Settings.SetNames(h.Sections.Names)
h.Engine.SetService(settings.ServiceID, h.Settings)
h.Engine.OnClose(h.Modules.Shutdown)
if err = h.Modules.Init(&module.InitContext{Engine: h.Engine, Assets: h.Loader, Log: lg, Editor: cfg.Editor, Sections: h.Sections, Problems: h.Problems, Settings: h.Settings}); err != nil {
return err
}
@@ -227,9 +232,6 @@ func (h *Host) Close() {
return
}
h.closed = true
if h.Modules != nil {
h.Modules.Shutdown()
}
if h.Engine != nil {
h.Engine.Close()
}
+70
View File
@@ -0,0 +1,70 @@
package docstool
import (
"fmt"
"io"
"strings"
"aego/app/playground"
"aego/engine/docs"
"aego/engine/module"
)
// CheckExamples loads the example scene of every module code, validates it and runs it headless; the code must be among the problems it reports (D146).
func CheckExamples(reg *docs.Registry, w io.Writer) int {
pg, err := playground.New()
if err != nil {
fmt.Fprintln(w, "examples: cannot start the docs runtime:", err)
return 1
}
pg.SetGame(playground.GameConfig{Headless: true, FrameTime: 1.0 / 60})
defer func() {
if g := pg.Game(); g != nil {
g.Close()
}
}()
bad := 0
for _, e := range reg.All() {
if e.Kind != docs.Code || e.Diag == nil || e.Diag.Example == "" {
continue
}
found, why := false, ""
code := ""
if e.Diag.ExampleScript != "" {
c, err := pg.TryCode(e.Diag.ExampleScript)
if err != nil {
fmt.Fprintf(w, "%s: error: example script does not compile: %v\n", e.ID, err)
bad++
continue
}
code = c
}
if res := pg.PlayScene("example-"+e.ID, []byte(e.Diag.Example), code, nil); !res.Started {
why = "does not load: " + res.Error
} else {
for _, d := range module.ValidateScene(pg.Game().Scene(), nil) {
found = found || d.Code == e.ID
}
if err := pg.Game().Step(tryFrames); err != nil {
why = "stops the engine: " + err.Error()
}
}
poll := pg.Poll()
for _, f := range poll.Faults {
found = found || f.Code == e.ID
}
for _, l := range poll.Log {
found = found || strings.Contains(l.Text, e.ID)
}
switch {
case why != "":
fmt.Fprintf(w, "%s: error: example %s %s\n", e.ID, e.Diag.ExampleFile, why)
bad++
case !found:
fmt.Fprintf(w, "%s: error: example of %s does not produce %s\n", e.ID, e.ID, e.ID)
bad++
}
}
pg.Stop()
return bad
}
+3
View File
@@ -76,6 +76,9 @@ func (e *Env) Check(strict bool) int {
if CheckTry(reg, e.Stdout) > 0 && code == 0 {
code = 1
}
if CheckExamples(reg, e.Stdout) > 0 && code == 0 {
code = 1
}
return code
}
+13
View File
@@ -19,6 +19,7 @@ type request struct {
Component string `json:"component"`
Field string `json:"field"`
Value float64 `json:"value"`
Node string `json:"node"`
}
type Reply struct {
@@ -27,6 +28,7 @@ type Reply struct {
Error string `json:"error,omitempty"`
State *docsession.State `json:"state,omitempty"`
Log []Line `json:"log,omitempty"`
Pose []float64 `json:"pose,omitempty"`
}
func (a *App) Call(method string, payload []byte) Reply {
@@ -64,6 +66,17 @@ func (a *App) Call(method string, payload []byte) Reply {
case "state":
st := s.State()
return Reply{State: &st}
case "pose":
sc := s.Controller().Scene()
if sc == nil {
return Reply{Error: "the scene is not running"}
}
h := sc.Find(sc.Root(), req.Node)
if h.IsZero() || !sc.IsAlive(h) {
return Reply{Error: "no node " + strconv.Quote(req.Node)}
}
p := sc.WorldPosition(h)
return Reply{Pose: []float64{float64(p.X), float64(p.Y)}}
case "log":
out := Reply{Log: a.lines}
a.lines = nil
+1 -1
View File
@@ -179,7 +179,7 @@ func TestProfilerSectionsFollowPlay(t *testing.T) {
s.Step()
}
drawPanel(s, prof)
expectSections(t, prof.Sections(), "Frame", "Memory", "Game", "Scripts", "Physics", "Audio")
expectSections(t, prof.Sections(), "Frame", "Memory", "Game", "Scripts", "Physics", "Audio", "Camera", "Gameplay")
if _, err := ctx.Docs.Open("scenes/other.aescene"); err != nil {
t.Fatal(err)
}
+67 -1
View File
@@ -7,8 +7,10 @@ import (
"os"
"path/filepath"
"aego/core/ids"
"aego/editor/core/command"
"aego/editor/core/context"
"aego/editor/core/vectors"
"aego/editor/core/workspace"
"aego/editor/panels/gameview"
"aego/editor/shell"
@@ -56,7 +58,60 @@ func (s *Session) shots(dir string) error {
}
return selectNamed(ctx, "Player")
}},
{name: "hitbox-gizmo", frames: 60, setup: func(s *Session) error {
sc := ctx.Scene()
var span []ids.NodeID
for _, n := range []string{"EnemyLeft", "PatrolA1", "PatrolB1"} {
span = append(span, sc.ID(sc.Find(sc.Root(), n)))
}
ctx.Select(span...)
if err := ctx.Commands.Run(command.SceneFrame); err != nil {
return err
}
for i := 0; i < 30; i++ {
s.Step()
}
return selectNamed(ctx, "EnemyLeft")
}},
{name: "camera-follow", frames: 60, setup: func(s *Session) error {
sc := ctx.Scene()
ctx.Select(sc.ID(sc.Find(sc.Root(), "Camera")), sc.ID(sc.Find(sc.Root(), "Player")))
if err := ctx.Commands.Run(command.SceneFrame); err != nil {
return err
}
for i := 0; i < 30; i++ {
s.Step()
}
return selectNamed(ctx, "Camera")
}},
{name: "camera-zone", frames: 60, setup: func(s *Session) error {
sc := ctx.Scene()
ctx.Select(sc.ID(sc.Find(sc.Root(), "ArenaZone")), sc.ID(sc.Find(sc.Root(), "PatrolA2")), sc.ID(sc.Find(sc.Root(), "PatrolB2")), sc.ID(sc.Find(sc.Root(), "GroundRight")))
if err := ctx.Commands.Run(command.SceneFrame); err != nil {
return err
}
for i := 0; i < 30; i++ {
s.Step()
}
return selectNamed(ctx, "ArenaZone")
}},
{name: "clip-inspector", frames: 60, setup: func(s *Session) error {
id, ok := s.Pipeline.Lookup("assets/audio/music.ogg")
if !ok {
return fmt.Errorf("no assets/audio/music.ogg")
}
s.App.Data().Inspect(id)
return nil
}},
{name: "add-required", frames: 30, setup: func(s *Session) error {
if err := selectNamed(ctx, "PatrolA1"); err != nil {
return err
}
s.App.Inspector().OpenAdd("follow")
return nil
}},
{name: "tags", frames: 60, setup: func(s *Session) error {
ctx.UI.CloseAllPopups()
return selectNamed(ctx, "Player")
}},
{name: "prefab", frames: 60, setup: func(s *Session) error {
@@ -83,12 +138,23 @@ func (s *Session) shots(dir string) error {
scene()
return ctx.Commands.Run(command.PlayStart)
}},
{name: "motion-play", frames: 30, setup: func(s *Session) error {
s.App.Workspace().Show(workspace.Inspector)
s.App.Inspector().ScrollTo("gameplay.Motion2D")
return selectNamed(ctx, "Player")
}},
{name: "mixer", frames: 120, setup: func(s *Session) error {
s.App.Workspace().Switch(workspace.Audio)
s.App.Workspace().Show(workspace.Mixer)
return nil
}},
{name: "physics-debug", frames: 30, setup: func(s *Session) error {
s.App.Workspace().Switch(workspace.Design)
ctx.Overlay.Set("physics.debug.contacts", true)
return ctx.Commands.Run(gameview.CommandOverlays)
}},
{name: "demo", frames: 60, inset: 2, bottom: 28, setup: func(s *Session) error {
for _, f := range []string{"physics.debug", "physics.debug.shapes", "physics.debug.contacts", "physics.debug.joints"} {
for _, f := range []string{gameview.CommandOverlays, vectors.CommandToggle} {
ctx.Overlay.Set(f, false)
}
return ctx.Commands.Run(shell.CommandFullscreenPlay)
+20 -3
View File
@@ -3,7 +3,9 @@ package export
import (
"bytes"
"compress/gzip"
"crypto/sha256"
"embed"
"encoding/hex"
"encoding/json"
"html/template"
"io/fs"
@@ -141,6 +143,21 @@ func (j *job) webTitle() string {
return AppName(j.p)
}
// webBuild keys the page's ?v= URLs on the data, the runtime and both scripts, so a new engine gets new URLs under immutable caching.
func (j *job) webBuild(scripts ...[]byte) (string, error) {
wasm, err := os.ReadFile(j.l.binary())
if err != nil {
return "", errs.Wrap(err, errs.VFSIO, "cannot read the web runtime")
}
h := sha256.New()
h.Write([]byte(j.rep.Hash))
h.Write(wasm)
for _, s := range scripts {
h.Write(s)
}
return hex.EncodeToString(h.Sum(nil))[:buildKeyLen], nil
}
func (j *job) packWeb() error {
src, err := wasmExecPath(j.goroot)
if err != nil {
@@ -176,9 +193,9 @@ func (j *job) packWeb() error {
if err := writeFile(filepath.Join(j.l.data, WebFiles), list, WebFiles); err != nil {
return err
}
build := j.rep.Hash
if len(build) > buildKeyLen {
build = build[:buildKeyLen]
build, err := j.webBuild(exec, loader)
if err != nil {
return err
}
var page bytes.Buffer
if err := webIndexTmpl.Execute(&page, webPage{Title: j.webTitle(), Build: build, Icon: j.icon != nil}); err != nil {
-1
View File
@@ -26,7 +26,6 @@ canvas { display: block; width: 100%; height: 100%; outline: none; touch-action:
#mute .off, #mute.muted .on { display: none; }
#mute.muted .off { display: inline; }
</style>
<link rel="preload" href="game.wasm?v={{.Build}}" as="fetch" type="application/wasm" crossorigin>
</head>
<body>
<canvas id="game" data-aego tabindex="0" aria-label="{{.Title}}"></canvas>
+39 -5
View File
@@ -71,9 +71,22 @@
status.textContent = `${mb(got)} of ${mb(total)}`;
}
async function read(url) {
const resp = await fetch(url);
// A request that delivers nothing for STALL ms is aborted and made again past the HTTP cache; a stuck cache entry must not leave the page on "Loading…".
const STALL = 8000;
const TRIES = 3;
async function readOnce(url, cache) {
const ctl = new AbortController();
let timer = setTimeout(() => ctl.abort(), STALL);
const kick = () => {
clearTimeout(timer);
timer = setTimeout(() => ctl.abort(), STALL);
};
let counted = 0;
try {
const resp = await fetch(url, { signal: ctl.signal, cache });
if (!resp.ok) throw new Error(`${url}: HTTP ${resp.status}`);
kick();
if (!resp.body) {
const all = new Uint8Array(await resp.arrayBuffer());
progress(all.byteLength);
@@ -85,8 +98,10 @@
for (;;) {
const { done, value } = await reader.read();
if (done) break;
kick();
parts.push(value);
size += value.byteLength;
counted += value.byteLength;
progress(value.byteLength);
}
const out = new Uint8Array(size);
@@ -96,6 +111,26 @@
at += p.byteLength;
}
return out;
} catch (e) {
got -= counted;
throw e;
} finally {
clearTimeout(timer);
}
}
async function read(url) {
for (let i = 0; ; i++) {
try {
return await readOnce(url, i === 0 ? "default" : "reload");
} catch (e) {
if (!(e && e.name === "AbortError") || i + 1 >= TRIES) throw e;
}
}
}
async function readJSON(url) {
return JSON.parse(new TextDecoder().decode(await read(url)));
}
async function each(items, fn) {
@@ -107,9 +142,8 @@
}
async function start() {
const resp = await fetch(`data/files.json?v=${build}`);
if (!resp.ok) throw new Error(`data/files.json: HTTP ${resp.status}`);
const list = await resp.json();
const list = await readJSON(`data/files.json?v=${build}`);
got = 0;
total = list.wasm + list.manifest.size + list.files.reduce((s, f) => s + f.size, 0);
const wasm = read(`game.wasm?v=${build}`);
const manifest = read(`data/${list.manifest.path}?v=${build}`);
+9 -1
View File
@@ -5,6 +5,7 @@ import (
"encoding/json"
"os"
"path/filepath"
"regexp"
"strings"
"testing"
@@ -60,9 +61,16 @@ func TestPackWeb(t *testing.T) {
if !strings.Contains(string(page), "&lt;Game &amp;") || strings.Contains(string(page), "<Game") {
t.Fatal("the title is not escaped")
}
if !strings.Contains(string(page), `data-build="abababababab"`) {
key := regexp.MustCompile(`data-build="([0-9a-f]{12})"`).FindStringSubmatch(string(page))
if key == nil {
t.Fatal("the build key is missing")
}
if err := os.WriteFile(j.l.binary(), append(wasm, '!'), 0o644); err != nil {
t.Fatal(err)
}
if again, err := j.webBuild(); err != nil || again == key[1] {
t.Fatalf("a new runtime kept the build key %s (%v)", again, err)
}
raw, err := os.ReadFile(filepath.Join(j.l.data, WebFiles))
if err != nil {
t.Fatal(err)
+5
View File
@@ -198,6 +198,11 @@ func (g *Game) Engine() *engine.Engine {
return g.e
}
// Scene is the scene Play loaded, nil before the first Play or after Stop.
func (g *Game) Scene() *scene.Scene {
return g.scene
}
func (g *Game) Play(name string, src []byte, mods []*bytecode.Module) error {
g.Stop()
rt := scriptruntime.New(scriptruntime.Options{Bindings: g.reg, Schema: g.types.Schema(), Log: g.log, VM: playmods.SandboxVM()})
+29
View File
@@ -9,6 +9,10 @@ import (
"aego/app/agent"
"aego/core/log"
"aego/core/rewind"
"aego/engine/recorder"
"aego/modules/audio"
"aego/modules/camera"
"aego/modules/gameplay"
"aego/project"
"aego/sdk"
)
@@ -45,6 +49,7 @@ func AgentRunner(mods ...sdk.Module) agent.Runner {
}
sum, _, _ := WorldHash(a.Engine.MainWorld(), rewind.NewHasher())
rep.Hash = hex.EncodeToString(sum[:])
rep.Counters = counters(a)
a.Close()
rep.Log = logLines(buf.String())
return rep, nil
@@ -63,3 +68,27 @@ func logLines(s string) []string {
}
return out
}
// counters sums what the modules counted during the run, for scene run and run_headless.
func counters(a *App) map[string]uint64 {
out := map[string]uint64{}
w := a.Engine.MainWorld()
if s := gameplay.Of(w); s != nil {
st := s.Stats()
out["gameplay.steps"], out["gameplay.casts"], out["gameplay.hits"] = st.Steps, st.Casts, st.Hits
out["gameplay.deaths"], out["gameplay.respawns"], out["gameplay.pickups"] = st.Deaths, st.Respawns, st.Pickups
}
if c := camera.Of(w); c != nil {
c.Outputs(func(camera.OutputInfo) { out["camera.outputs"]++ })
}
if m := audio.ModuleOf(a.Engine); m != nil {
c, st := m.Counts(), m.Stats()
out["audio.finished"], out["audio.stolen"], out["audio.rejected"], out["audio.starved"] = c.Finished, c.Stolen, c.Rejected, c.Starved
out["audio.underruns"] = st.Underruns
}
if r := w.Recorder; r != nil {
counts := r.Counts()
out["events.audio"], out["events.gameplay"] = counts[recorder.Audio], counts[recorder.Gameplay]
}
return out
}
+1
View File
@@ -80,6 +80,7 @@ type bus struct {
target float32
delta float32
ramp int
live bool
acc []float32
peak atomic.Uint32
rms atomic.Uint32
+84
View File
@@ -441,3 +441,87 @@ func TestVoicePositionAndKill(t *testing.T) {
t.Fatalf("kill: %+v, live %v", ev, m.Live(id))
}
}
func directPair(tb testing.TB, mem *Memory, loop bool) (*Mixer, voice, voice) {
m := newMixer(tb)
m.Play(PlayParams{Memory: mem, Gain: 0.7, Pan: 0.3, Loop: loop, FadeIn: 0.005})
buf := make([]float32, 64*2)
m.Mix(buf)
for i := range m.voices {
if m.voices[i].state == voicePlaying {
return m, m.voices[i], m.voices[i]
}
}
tb.Fatal("no playing voice")
return nil, voice{}, voice{}
}
// The direct path for pitch 1 gives the same samples, position, gain and end as Hermite, through fades, loops and the stop ramp.
func TestDirectPathMatchesHermite(t *testing.T) {
for _, ch := range []int{1, 2} {
for _, loop := range []bool{false, true} {
mem := sine(440, rate/20, ch, 0.5)
if loop {
mem.LoopStart, mem.LoopEnd = 100, mem.Frames()-50
}
m, a, b := directPair(t, mem, loop)
if b.step != 1 {
t.Fatalf("step %v, the direct path needs 1", b.step)
}
const n = 256
accA, accB := make([]float32, n*2), make([]float32, n*2)
for block := 0; block < 40; block++ {
if block == 20 {
a.rampTo(0, 300)
b.rampTo(0, 300)
a.stopping, b.stopping = true, true
}
clear(accA)
clear(accB)
da := m.renderMemory(&a, accA, n)
db := m.renderMemoryDirect(&b, accB, n)
if da != db || a.pos != b.pos || a.gain != b.gain {
t.Fatalf("ch=%d loop=%v block %d: done %v/%v pos %v/%v gain %v/%v", ch, loop, block, da, db, a.pos, b.pos, a.gain, b.gain)
}
for i := range accA {
if accA[i] != accB[i] {
t.Fatalf("ch=%d loop=%v block %d sample %d: %v != %v", ch, loop, block, i, accA[i], accB[i])
}
}
if da {
break
}
}
}
}
}
func loadedPitch1(tb testing.TB) (*Mixer, []float32) {
m := newMixer(tb)
mem := sine(440, rate/10, 1, 0.5)
for i := 0; i < 64; i++ {
m.Play(PlayParams{Memory: mem, Gain: 0.1, Pan: float32(i%3 - 1), Pitch: 1, Loop: true})
}
buf := make([]float32, 512*2)
m.Mix(buf)
if m.Active() != 64 {
tb.Fatalf("%d active voices", m.Active())
}
return m, buf
}
func TestMixPitch1Allocs(t *testing.T) {
m, buf := loadedPitch1(t)
if n := testing.AllocsPerRun(200, func() { m.Mix(buf) }); n != 0 {
t.Fatalf("Mix allocates %v times per call", n)
}
}
func BenchmarkMix64Pitch1(b *testing.B) {
m, buf := loadedPitch1(b)
b.ReportAllocs()
b.ResetTimer()
for b.Loop() {
m.Mix(buf)
}
}
+91 -1
View File
File diff suppressed because it is too large Load Diff
+1 -1
View File
@@ -141,7 +141,7 @@ func (p *Pump) Start() {
func (p *Pump) run(stop, done chan struct{}) {
defer close(done)
period := time.Duration(float64(p.cfg.Block) / float64(p.cfg.SampleRate) / 2 * float64(time.Second))
period := time.Duration(float64(p.cfg.Block*p.cfg.Target) / float64(p.cfg.SampleRate) / 6 * float64(time.Second))
t := time.NewTicker(max(period, time.Millisecond))
defer t.Stop()
for {
+30
View File
@@ -102,3 +102,33 @@ func TestAgentSceneTreeJSON(t *testing.T) {
t.Fatalf("output %v:\n%s", err, out)
}
}
// The top-down example needs no native module, so the CLI can run it from a copy.
func TestAgentSceneRunCounters(t *testing.T) {
dir := copyProject(t, "topdown")
r, w, err := os.Pipe()
if err != nil {
t.Fatal(err)
}
stdout := os.Stdout
os.Stdout = w
code := dispatch([]string{"scene", "run", "scenes/main.aescene", "--frames", "300", "--json", "--project", dir})
os.Stdout = stdout
w.Close()
out, _ := io.ReadAll(r)
if code != 0 {
t.Fatalf("exit %d:\n%s", code, out)
}
var v struct {
Value struct {
Counters map[string]uint64 `json:"counters"`
} `json:"value"`
}
if err := json.Unmarshal(out, &v); err != nil {
t.Fatalf("output %v:\n%s", err, out)
}
c := v.Value.Counters
if c["gameplay.steps"] == 0 || c["camera.outputs"] != 1 {
t.Fatalf("counters %v, want gameplay steps and one camera output", c)
}
}
+37
View File
@@ -0,0 +1,37 @@
# Contributing
## Build and run
```sh
bash tools/bootstrap-native.sh
make cli
.cache/bin/aego edit examples/platformer
```
`make res` regenerates icons, previews and ES shaders; `make golden-update` rewrites golden images after an intended UI change.
## Check levels
| Level | When | Command |
|---|---|---|
| 1 | after an edit | `make quick`: build and short tests of the packages your change touches and everything that imports them |
| 2 | before a commit | `make affected`, plus `make check-camera`, `check-audio`, `check-gameplay`, `check-mutate`, `check-editor`, `check-web` or `check-docs` for the areas you touched, and `make golden` after UI changes |
| 3 | before a push or a tag | `make ci` |
`tools/affected.sh [base]` lists the affected packages (default base `origin/master`, uncommitted files included). The CI server always runs the full `make ci`.
## Rules for engine code
- **Modules talk through contracts.** A module never imports another module: shared types and services live in `contracts/` (`physics2d`, `camera2d`, `scriptcall`, `signals`, `debugdraw`, …). `tools/depcheck` enforces the import rules; an exception goes into `tools/depcheck/exceptions.txt` with its file and reason.
- **Kernel stays neutral.** Kernel, editor and `sdk` never name a built-in module, its components or its diagnostic codes in string literals; names come from the module catalog.
- **Every component has a Try it scene.** It lives at `res/docs/try/<Component>.aescene` (with `<Component>.aes` and prefabs next to it when needed), shows the component's own effect and runs without warnings; `aego docs check` fails without it.
- **Internal state is not a component.** Controller state lives in unexported fields of the component it belongs to or in a world service. A component that exists only to carry state for a service is registered `Hidden`: it is not in Create, Add Component, Try it or the docs.
- **Requirements add, they do not block.** Declare `Requires`; Add Component, `scene add-comp`, Paste and presets add the missing components in the same undo step.
- **Every diagnostic code has a page with an example.** Component codes (`CAM`, `AUD`, `GMP`, `PHY`, …) also have an example scene that produces the code; `aego docs check` fails without one. Asset codes say `scope: asset`, codes that only an edit during Play produces say `scope: play`.
- **Nodes are labelled, not pathed.** UI shows nodes with `props.NodeLabel` (icon and name, the path in the tooltip).
- **Editor edits go through history.** Every edit is a history command, normally `commands.Mutation`, so Undo, the Play changes diff and agents see it.
- **Hot paths do not allocate.** Systems, mixers and controllers allocate nothing per frame; add `testing.AllocsPerRun` checks and a benchmark next to new hot code.
## Commits
One commit per sub-stage, named `Stage <n><x>: <what>`; decisions go into `ARCHITECTURE.md` as `D<number>` in the same commit.
+13 -1
View File
@@ -97,6 +97,16 @@ sdk.Component[Wind](r, sdk.Name("weather.Wind")).
`engine/problems` collects `sdk.Diagnostic{Owner, Code, Severity, Message, Subject, BlocksPlay}` from sources with a revision; the service rebuilds the list only when a revision changes. `sdk.Diagnostics(ctx)` in `Init` returns the service; a module adds runtime diagnostics as a `sdk.ProblemSource` from `AttachWorld` and removes it in `DetachWorld`. The Problems panel shows them with the owner as category; an error with `BlocksPlay` stops Play (D210).
Every code a module reports is listed in `Info.Codes` and has a page `res/docs/diagnostics/<CODE>.md` with front matter `code`, `title`, `severity` (`error`, `warning` or `info`) and either `example: <CODE>.aescene`, a scene next to the page that produces the code (with `<CODE>.aes` next to it when a script has to act, as for PHY007), `scope: asset` for codes that come from importing or checking an asset, or `scope: play` for codes that only an edit during Play produces (PHY006). `aego docs check` fails on a declared code without a page, a page whose code is not declared, a component code without an example, and an example that does not produce its code after `module.ValidateScene` and 60 headless frames. The pages appear under Reference → Diagnostics next to the script codes (D146, D316).
### Contracts between modules
A module never imports another module. What two modules share lives in `contracts/<name>` as plain types, a service ID and an interface; the provider registers the service in its world, the consumer looks it up with `engine.ServiceOf` and works without it.
- **Provisions.** A value handed over at load time, keyed by a kind. `camera2d.AccessibilityKind` (`"camera2d.accessibility"`) carries the IDs of the Screen Shake and Reduce Motion settings: the settings module provides them with `r.Provide(camera2d.AccessibilityKind, camera2d.Accessibility{...})`, the camera module reads `ctx.Provided(camera2d.AccessibilityKind)` in `Init` and scales shake by them every frame.
- **`physics2d.Queries`** (`physics2d.ServiceID`). Ray, point, circle and box queries; shape casts `CastCircle`, `CastBox`, `CastCapsule` and `CastBody`, which sweeps every non-trigger collider of a body and returns the first hit with its fraction, normal and, when the shapes already overlap, `Initial` and `Depth`; `Penetration` lists the overlaps of a body for depenetration; `BodyPose`, `BodyVelocity`, `MoveKinematic` (moves a kinematic body so contacts see its velocity), `Teleport`, `ApplyImpulse` and `Gravity`. `QueryFilter` selects layers and triggers; `SkipDynamic` ignores dynamic bodies, and `ExcludeNode` and `ExcludeBody` skip the caller's own collider or body. The gameplay controller is written only against this interface.
- **`scriptcall.Caller`** (`scriptcall.ServiceID`). `Method(node, name, params)` finds a plain method by name in the scripts on a node and returns a `Ref`; `Call(&ref, args)` runs it. A hot reload starts a new `Generation`, which makes every older `Ref` stale: look the method up again when `Ref.Gen` differs. The State Machine finds its hooks this way.
### Resources
Module icons are named `<owner>.*` or `cat.<owner>`; a clash with the engine atlas or another module is a build error. Built-in modules list their icon sources through `IconDir()`. Docs registered with `Registry.Docs` carry the module as owner and are left out of runtime builds (D211).
@@ -169,4 +179,6 @@ A panel gets a fresh `Frame` every draw (`UI`, drag and drop, time, focus). Anyt
A module can give any of its components a live example on the documentation site: put a scene in `res/docs/try/<Component>.aescene`, named after the last part of the component ID (`try/Body2D.aescene` for `physics.Body2D`). The page of that component gets a Try it block that runs the scene in the browser with the Inspector, selecting the first node that has the component; a guide page can show a scene with `try: try/name.aescene` and `try_select: module.Component` in its front matter.
Try scenes run on the sandbox catalog (core, input, render2d, scripting, physics, debug) with builtin assets only and no scripts. `aego docs check` loads each one, runs it for 60 frames and fails on a load error, a warning or a fault, and on a scene of a module outside the sandbox. Keep the scene to what the component needs, put the documented node first, and add a camera.
Try scenes run on the docs runtime catalog (core, input, render2d, render3d, scripting, physics, debug, tween, cameras, gameplay, spawn, savegame and audio) with builtin assets only. A script `<Component>.aes` and prefabs `<Component>.<name>.aeprefab` (with their `.meta`) next to the scene are compiled and mounted with it. `aego docs check` loads each one, runs it for 60 frames and fails on a load error, a warning or a fault, and on a scene of a module outside the catalog. Keep the scene to what the component needs, put the documented node first, and add a camera.
Every visible component needs one. A component registered `Hidden`, which only carries state for a service, has none and is left out of Create, Add Component, Try it and the docs. The rules for engine code, including these, are in [contributing.md](contributing.md).
+4
View File
@@ -61,8 +61,10 @@ Sources are `<id>.svg` files in `engine/res/icons/src` and `modules/<id>/res/ico
| `edit.paste` | engine | 16 | Paste (nodes, assets, inspector field) | ok |
| `edit.rename` | engine | 16 | Rename (nodes, assets, workspace) | ok |
| `edit.select_all` | engine | 16 | Edit → Select All | ok |
| `file.audio` | engine | 16 | Documentation: sound clips page | ok |
| `file.autosave` | engine | 16 | File → Autosave Scripts | ok |
| `file.data` | engine | 24 | Assets: data asset tiles | ok |
| `file.download` | engine | 16 | Documentation: Install and run page | ok |
| `file.folder` | engine | 24 | Assets: folders | ok |
| `file.mesh` | engine | 24 | Assets: mesh tiles | ok |
| `file.open` | engine | 16 | Assets menu: Open | ok |
@@ -134,6 +136,7 @@ Sources are `<id>.svg` files in `engine/res/icons/src` and `modules/<id>/res/ico
| `prefab.variant` | engine | 16 | Assets menu: Create Variant | ok |
| `shape.cube` | engine | 16 | template render3d.cube | ok |
| `shape.cylinder` | engine | 16 | template render3d.cylinder | ok |
| `shape.dice` | engine | 16 | Documentation: random numbers module | ok |
| `shape.plane` | engine | 16 | template render3d.plane | ok |
| `shape.sphere` | engine | 16 | template render3d.sphere | ok |
| `status.busy` | engine | 14 | Task Center: running task | ok |
@@ -151,6 +154,7 @@ Sources are `<id>.svg` files in `engine/res/icons/src` and `modules/<id>/res/ico
| `ui.chevron_down` | engine | 16 | trees, combos and drop-downs | ok |
| `ui.chevron_right` | engine | 16 | trees and submenus | ok |
| `ui.close` | engine | 16 | tabs, chips and dialogs | ok |
| `ui.curve` | engine | 16 | Documentation: curves module | ok |
| `ui.lock` | engine | 16 | Inspector: locked | ok |
| `ui.minus` | engine | 16 | list editors: remove | ok |
| `ui.more` | engine | 16 | card menus | ok |
Binary file not shown.

After

Width:  |  Height:  |  Size: 121 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 150 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 145 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 118 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 28 KiB

After

Width:  |  Height:  |  Size: 28 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 142 KiB

After

Width:  |  Height:  |  Size: 142 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 146 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 131 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 152 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 171 KiB

After

Width:  |  Height:  |  Size: 154 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 170 KiB

After

Width:  |  Height:  |  Size: 162 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 159 KiB

After

Width:  |  Height:  |  Size: 94 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 150 KiB

After

Width:  |  Height:  |  Size: 147 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 207 KiB

After

Width:  |  Height:  |  Size: 207 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 162 KiB

After

Width:  |  Height:  |  Size: 160 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 165 KiB

After

Width:  |  Height:  |  Size: 162 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 142 KiB

After

Width:  |  Height:  |  Size: 140 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 126 KiB

After

Width:  |  Height:  |  Size: 123 KiB

+3
View File
@@ -30,6 +30,9 @@ type ProfilerSection struct {
Draw func()
}
// OverlayGame is the flag of Window → Game View Overlays; module overlays and debug channels in the Game View follow it.
const OverlayGame = "view.game.overlays"
type Overlays struct {
on map[string]bool
Scale float32
+4
View File
@@ -58,7 +58,9 @@ var Editor = []module.IconUse{
use("edit.paste", 16, "Paste (nodes, assets, inspector field)"),
use("edit.rename", 16, "Rename (nodes, assets, workspace)"),
use("edit.select_all", 16, "Edit → Select All"),
use("file.audio", 16, "Documentation: sound clips page"),
use("file.autosave", 16, "File → Autosave Scripts"),
use("file.download", 16, "Documentation: Install and run page"),
use("file.data", 24, "Assets: data asset tiles"),
use("file.folder", 24, "Assets: folders"),
use("file.mesh", 24, "Assets: mesh tiles"),
@@ -74,6 +76,8 @@ var Editor = []module.IconUse{
use("file.texture", 24, "Assets: texture tiles"),
use("file.unknown", 24, "Assets: tiles of other kinds"),
use("help.about", 16, "Help → About Aego"),
use("shape.dice", 16, "Documentation: random numbers module"),
use("ui.curve", 16, "Documentation: curves module"),
use("help.book", 16, "Documentation tab"),
use("log.error", 16, "Console: errors"),
use("log.info", 16, "Console: info"),
+21
View File
@@ -50,6 +50,27 @@ type Registry struct {
owned map[string]*owned
disabled map[string]string
pending []pending
ticks []tick
}
type tick struct {
ext string
fn func()
}
// Tick runs fn once per editor frame, before the panels draw, whether or not any view is visible.
func (r *Registry) Tick(fn func()) {
r.ticks = append(r.ticks, tick{ext: r.ext(), fn: fn})
}
// RunTicks calls the Tick hooks of the extensions that are not disabled.
func (r *Registry) RunTicks() {
for _, t := range r.ticks {
if _, off := r.disabled[t.ext]; off {
continue
}
Safe(t.ext, r, t.fn)
}
}
func New(d Deps) *Registry {
+5 -3
View File
@@ -20,7 +20,7 @@ import (
const ID = "events"
var shown = [...]recorder.Kind{recorder.Signal, recorder.Event, recorder.Fault, recorder.Spawn, recorder.Despawn, recorder.SceneChange, recorder.Input, recorder.Audio}
var shown = [...]recorder.Kind{recorder.Signal, recorder.Event, recorder.Fault, recorder.Spawn, recorder.Despawn, recorder.SceneChange, recorder.Input, recorder.Audio, recorder.Gameplay}
type Deps struct {
World func() *engine.World
@@ -174,9 +174,11 @@ func (p *Panel) toolbar(ui *core.Context, s *scene.Scene) {
widgets.ToggleButton(ui, core.IDSeq(ui.ID("kind"), i), mathx.Rect{X: x, Y: row.Y, W: w, H: row.H}, k.String(), &p.show[k])
x += w + 4
}
if row.X+row.W-x > 80 {
widgets.SearchField(ui, ui.ID("search"), mathx.Rect{X: x, Y: row.Y, W: row.X + row.W - x, H: row.H}, &p.search)
if row.X+row.W-x < 120 {
row = ui.Cursor().Next(0)
x = row.X
}
widgets.SearchField(ui, ui.ID("search"), mathx.Rect{X: x, Y: row.Y, W: row.X + row.W - x, H: row.H}, &p.search)
row = ui.Cursor().Next(0)
x = row.X
place := func(w float32) mathx.Rect {
+2 -1
View File
@@ -18,7 +18,7 @@ import (
"aego/ui/widgets"
)
const CommandOverlays = "view.game.overlays"
const CommandOverlays = context.OverlayGame
type Panel struct {
play *play.Controller
@@ -77,6 +77,7 @@ func (p *Panel) Close() {
func (p *Panel) Draw(f *services.Frame, r mathx.Rect) {
ui := f.UI
p.tl.Apply()
th := &ui.Theme
if p.pool == nil {
p.hook = p.render
+42 -17
View File
@@ -24,16 +24,51 @@ type TimelineBar struct {
bar mathx.Rect
dragging bool
dragTo int
scrubbed int
pending int
sought int
release bool
seekErr string
}
func NewTimelineBar(src Scrubber) *TimelineBar {
return &TimelineBar{src: src}
return &TimelineBar{src: src, pending: -1, sought: -1}
}
func (b *TimelineBar) Reset() {
b.bar, b.dragging = mathx.Rect{}, false
b.bar, b.dragging, b.pending, b.sought, b.release = mathx.Rect{}, false, -1, -1, false
}
// hold records where the drag is; the seek waits for Apply, so any number of mouse moves in a frame cost one seek.
func (b *TimelineBar) hold(n int, down bool) {
b.dragTo, b.pending = n, n
if !down {
b.dragging, b.release = false, true
}
}
// Apply runs at most one seek per frame: a scrub to the latest drag position, or the final seek after release.
func (b *TimelineBar) Apply() {
if b.pending < 0 {
return
}
n := b.pending
if b.release {
b.release, b.pending = false, -1
if n != b.sought && b.seekErr == "" {
if err := b.src.Seek(n); err != nil {
b.seekErr = err.Error()
}
}
b.sought = -1
return
}
if n == b.sought || b.seekErr != "" {
return
}
b.sought = n
if err := b.src.Scrub(n); err != nil {
b.seekErr = err.Error()
}
}
func (b *TimelineBar) Clear() {
@@ -123,27 +158,17 @@ func (b *TimelineBar) Draw(ui *core.Context, r mathx.Rect) {
id := ui.ID("timeline")
hit := mathx.Rect{X: track.X - 4, Y: bar.Y, W: track.W + 8, H: bar.H}
if ui.Pressed(id, hit) {
b.dragging, b.seekErr, b.scrubbed = true, "", -1
b.dragging, b.seekErr, b.sought, b.release = true, "", -1, false
}
cur := tl.Cursor
if tl.Beyond {
cur = tl.Frames
}
if b.dragging {
b.dragTo = min(max(frameAt(ui.Mouse().X), tl.Floor), tl.Usable)
b.hold(min(max(frameAt(ui.Mouse().X), tl.Floor), tl.Usable), ui.MouseDown(input.MouseLeft))
}
if b.dragging || b.pending >= 0 {
cur = b.dragTo
if b.dragTo != b.scrubbed && b.seekErr == "" {
b.scrubbed = b.dragTo
if err := b.src.Scrub(b.dragTo); err != nil {
b.seekErr = err.Error()
}
}
if !ui.MouseDown(input.MouseLeft) {
b.dragging = false
if err := b.src.Seek(b.dragTo); err != nil {
b.seekErr = err.Error()
}
}
}
hx := xAt(cur)
ui.Rect(mathx.Rect{X: hx - 2, Y: bar.Y + 3, W: 4, H: bar.H - 6}, th.Accent)

Some files were not shown because too many files have changed in this diff Show More