Files
ly/src/animations/Doom.zig
AnErrupTion 60e3380375 Switch to single-instance Widget model
And make widget() functions return pointers to widgets instead of just
widgets

Signed-off-by: AnErrupTion <anerruption@disroot.org>
2026-03-21 16:19:33 +01:00

164 lines
5.0 KiB
Zig

const std = @import("std");
const Allocator = std.mem.Allocator;
const ly_ui = @import("ly-ui");
const Cell = ly_ui.Cell;
const TerminalBuffer = ly_ui.TerminalBuffer;
const Widget = ly_ui.Widget;
const ly_core = ly_ui.ly_core;
const interop = ly_core.interop;
const TimeOfDay = interop.TimeOfDay;
const Doom = @This();
pub const STEPS = 12;
pub const HEIGHT_MAX = 9;
pub const SPREAD_MAX = 4;
instance: ?Widget = null,
start_time: TimeOfDay,
allocator: Allocator,
terminal_buffer: *TerminalBuffer,
animate: *bool,
timeout_sec: u12,
frame_delay: u16,
buffer: []u8,
height: u8,
spread: u8,
fire: [STEPS + 1]Cell,
pub fn init(
allocator: Allocator,
terminal_buffer: *TerminalBuffer,
top_color: u32,
middle_color: u32,
bottom_color: u32,
fire_height: u8,
fire_spread: u8,
animate: *bool,
timeout_sec: u12,
frame_delay: u16,
) !Doom {
const buffer = try allocator.alloc(u8, terminal_buffer.width * terminal_buffer.height);
initBuffer(buffer, terminal_buffer.width);
const levels =
[_]Cell{
Cell.init(' ', terminal_buffer.bg, terminal_buffer.bg),
Cell.init(0x2591, top_color, terminal_buffer.bg),
Cell.init(0x2592, top_color, terminal_buffer.bg),
Cell.init(0x2593, top_color, terminal_buffer.bg),
Cell.init(0x2588, top_color, terminal_buffer.bg),
Cell.init(0x2591, middle_color, top_color),
Cell.init(0x2592, middle_color, top_color),
Cell.init(0x2593, middle_color, top_color),
Cell.init(0x2588, middle_color, top_color),
Cell.init(0x2591, bottom_color, middle_color),
Cell.init(0x2592, bottom_color, middle_color),
Cell.init(0x2593, bottom_color, middle_color),
Cell.init(0x2588, bottom_color, middle_color),
};
return .{
.instance = null,
.start_time = try interop.getTimeOfDay(),
.allocator = allocator,
.terminal_buffer = terminal_buffer,
.animate = animate,
.timeout_sec = timeout_sec,
.frame_delay = frame_delay,
.buffer = buffer,
.height = @min(HEIGHT_MAX, fire_height),
.spread = @min(SPREAD_MAX, fire_spread),
.fire = levels,
};
}
pub fn widget(self: *Doom) *Widget {
if (self.instance) |*instance| return instance;
self.instance = Widget.init(
"Doom",
null,
self,
deinit,
realloc,
draw,
update,
null,
calculateTimeout,
);
return &self.instance.?;
}
fn deinit(self: *Doom) void {
self.allocator.free(self.buffer);
}
fn realloc(self: *Doom) !void {
const buffer = try self.allocator.realloc(self.buffer, self.terminal_buffer.width * self.terminal_buffer.height);
initBuffer(buffer, self.terminal_buffer.width);
self.buffer = buffer;
}
fn draw(self: *Doom) void {
if (!self.animate.*) return;
for (0..self.terminal_buffer.width) |x| {
// We start from 1 so that we always have the topmost line when spreading fire
for (1..self.terminal_buffer.height) |y| {
// Get index of current cell in fire level buffer
const from = y * self.terminal_buffer.width + x;
// Generate random data for fire propagation
const rand_loss = self.terminal_buffer.random.intRangeAtMost(u8, 0, HEIGHT_MAX);
const rand_spread = self.terminal_buffer.random.intRangeAtMost(u8, 0, self.spread * 2);
// Select semi-random target cell
const to = from -| self.terminal_buffer.width + self.spread -| rand_spread;
const to_x = to % self.terminal_buffer.width;
const to_y = to / self.terminal_buffer.width;
// Get fire level of current cell
const level_buf_from = self.buffer[from];
// Choose new fire level and store in level buffer
const level_buf_to = level_buf_from -| @intFromBool(rand_loss >= self.height);
self.buffer[to] = level_buf_to;
// Send known fire levels to terminal buffer
const from_cell = self.fire[level_buf_from];
const to_cell = self.fire[level_buf_to];
from_cell.put(x, y);
to_cell.put(to_x, to_y);
}
// Draw bottom line (fire source)
const src_cell = self.fire[STEPS];
src_cell.put(x, self.terminal_buffer.height - 1);
}
}
fn initBuffer(buffer: []u8, width: usize) void {
const length = buffer.len - width;
const slice_start = buffer[0..length];
const slice_end = buffer[length..];
// Initialize the framebuffer in black, except for the "fire source" as the
// last color
@memset(slice_start, 0);
@memset(slice_end, STEPS);
}
fn update(self: *Doom, _: *anyopaque) !void {
const time = try interop.getTimeOfDay();
if (self.timeout_sec > 0 and time.seconds - self.start_time.seconds > self.timeout_sec) {
self.animate.* = false;
}
}
fn calculateTimeout(self: *Doom, _: *anyopaque) !?usize {
return self.frame_delay;
}