added variable refresh rate support

This commit is contained in:
partisan 2024-12-21 09:33:30 +01:00
parent 84fe6fe9eb
commit f75618ec44
3 changed files with 113 additions and 67 deletions

View file

@ -18,20 +18,23 @@ var topColor = rl.Color{R: 0x20, G: 0x0F, B: 0x3C, A: 0xFF} // #200F3C top
var bottomColor = rl.Color{R: 0x3B, G: 0x0B, B: 0x42, A: 0xFF} // #3B0B42 bottom
var particleColor = rl.Color{R: 0xD4, G: 0xB0, B: 0xB5, A: 0x80} // D4B0B5 with some transparency
var rng = rand.New(rand.NewSource(time.Now().UnixNano())) // Local RNG
func InitBackground(width, height int) {
rand.Seed(time.Now().UnixNano())
particles = make([]Particle, 100)
for i := range particles {
particles[i].Pos = rl.Vector2{X: float32(rand.Intn(width)), Y: float32(rand.Intn(height))}
particles[i].Vel = rl.Vector2{X: (rand.Float32() - 0.5) * 0.2, Y: (rand.Float32() - 0.5) * 0.2}
particles[i].Size = rand.Float32()*1.5 + 0.5 // Particles size ~0.5-2.0
particles[i].Pos = rl.Vector2{X: float32(rng.Intn(width)), Y: float32(rng.Intn(height))}
particles[i].Vel = rl.Vector2{X: (rng.Float32() - 0.5) * 0.2, Y: (rng.Float32() - 0.5) * 0.2}
particles[i].Size = rng.Float32()*1.5 + 0.5 // Particles size ~0.5-2.0
}
}
func UpdateBackground(screenWidth, screenHeight int) {
deltaTime := rl.GetFrameTime() // Time in seconds since the last frame
for i := range particles {
particles[i].Pos.X += particles[i].Vel.X
particles[i].Pos.Y += particles[i].Vel.Y
particles[i].Pos.X += particles[i].Vel.X * deltaTime * 60 // Adjust for frame rate
particles[i].Pos.Y += particles[i].Vel.Y * deltaTime * 60
// Wrap around screen
if particles[i].Pos.X < 0 {
particles[i].Pos.X += float32(screenWidth)

View file

@ -24,7 +24,11 @@ func main() {
rl.SetWindowState(rl.FlagFullscreenMode)
defer rl.CloseWindow()
rl.SetTargetFPS(60)
refreshRate := rl.GetMonitorRefreshRate(monitor)
if refreshRate <= 0 {
refreshRate = 60 // Fallback to 60 if detection fails
}
rl.SetTargetFPS(int32(refreshRate))
InitBackground(rl.GetScreenWidth(), rl.GetScreenHeight())

View file

@ -1,8 +1,6 @@
package main
import (
"time"
rl "github.com/gen2brain/raylib-go/raylib"
)
@ -24,36 +22,54 @@ const (
type TransitionManager struct {
active bool
startTime time.Time
phase TransitionPhase
direction TransitionDirection
oldStep int
newStep int
outFadeScaleDuration time.Duration
outSlideDuration time.Duration
inFadeScaleDuration time.Duration
oldStep int
newStep int
// Single total transition duration (seconds)
totalSec float32
// Sub-phase fractions (must sum to 1.0)
fadeFrac float32
slideFrac float32
inFrac float32
// Where we store the linear boundary of the sub-phase in [0..1]
fadeEnd float32
slideEnd float32
// Accumulated time in seconds
accumSec float32
}
// NewTransitionManager with one total duration, e.g. 0.5 seconds total
// Sub-phase fractions: fade=0.3, slide=0.4, fadeIn=0.3 (they sum to 1.0)
func NewTransitionManager() *TransitionManager {
return &TransitionManager{
outFadeScaleDuration: 150 * time.Millisecond,
outSlideDuration: 200 * time.Millisecond,
inFadeScaleDuration: 150 * time.Millisecond,
totalSec: 0.6, // e.g., entire transition 600ms
fadeFrac: 0.3, // 30% of total time for fade out scale
slideFrac: 0.4, // 40% of total time for slide
inFrac: 0.3, // 30% of total time for fade in scale
}
}
func (t *TransitionManager) Start(oldStep, newStep int) {
t.active = true
t.startTime = time.Now()
t.phase = TransitionOutFadeScale
t.accumSec = 0
t.oldStep = oldStep
t.newStep = newStep
if newStep > oldStep {
t.direction = DirectionForward
} else {
t.direction = DirectionBackward
}
// Precompute sub-phase boundaries in [0..1]
t.fadeEnd = t.fadeFrac
t.slideEnd = t.fadeFrac + t.slideFrac
// Final inFrac ends at 1.0
}
func (t *TransitionManager) IsActive() bool {
@ -65,80 +81,103 @@ func (t *TransitionManager) GetPhase() TransitionPhase {
if !t.active {
return TransitionNone
}
elapsed := time.Since(t.startTime)
total := t.outFadeScaleDuration + t.outSlideDuration + t.inFadeScaleDuration
if elapsed >= total {
return TransitionNone
} else if elapsed < t.outFadeScaleDuration {
// Determine the linear progress
p := t.accumSec / t.totalSec
if p < t.fadeEnd {
return TransitionOutFadeScale
} else if elapsed < t.outFadeScaleDuration+t.outSlideDuration {
} else if p < t.slideEnd {
return TransitionOutSlide
} else {
return TransitionInFadeScale
}
}
func (t *TransitionManager) Update() (oldAlpha float32, oldScale float32, oldOffsetX float32,
newAlpha float32, newScale float32, newOffsetX float32) {
// Easing function: "easeInOutCubic" => pronounced slow start, fast middle, slow end
func easeInOutCubic(p float32) float32 {
if p < 0.5 {
return 4 * p * p * p
}
f := (2 * p) - 2
return 0.5*f*f*f + 1
}
// Update returns alpha/scale/offset for old/new steps
func (t *TransitionManager) Update() (
oldAlpha, oldScale, oldOffsetX float32,
newAlpha, newScale, newOffsetX float32,
) {
if !t.active {
return 1.0, 1.0, 0.0, 1.0, 1.0, 0.0
return 1, 1, 0, 1, 1, 0
}
elapsed := time.Since(t.startTime)
totalDuration := t.outFadeScaleDuration + t.outSlideDuration + t.inFadeScaleDuration
if elapsed >= totalDuration {
// Transition done
// Accumulate variable time
dt := rl.GetFrameTime() // in seconds
t.accumSec += dt
if t.accumSec >= t.totalSec {
t.active = false
return 1.0, 1.0, 0.0, 1.0, 1.0, 0.0
return 1, 1, 0, 1, 1, 0
}
oldAlpha = 1.0
oldScale = 1.0
oldOffsetX = 0.0
newAlpha = 1.0
newScale = 1.0
newOffsetX = 0.0
oldAlpha, oldScale, oldOffsetX = 1, 1, 0
newAlpha, newScale, newOffsetX = 1, 1, 0
slideDirection := float32(-1)
slideDir := float32(-1)
if t.direction == DirectionBackward {
slideDirection = 1
slideDir = 1
}
if elapsed < t.outFadeScaleDuration {
// Phase 1: Out Fade/Scale
progress := float32(elapsed.Milliseconds()) / float32(t.outFadeScaleDuration.Milliseconds())
oldAlpha = 1.0 - 0.2*progress
oldScale = 1.0 - 0.1*progress
p := t.accumSec / t.totalSec
if p > 1 {
p = 1
}
// New tab not visible at all yet
newAlpha = 0.0
globalP := easeInOutCubic(p)
if p < t.fadeEnd {
gEnd := easeInOutCubic(t.fadeEnd)
subE := float32(0)
if gEnd > 0 {
subE = globalP / gEnd
}
oldAlpha = 1 - 0.2*subE
oldScale = 1 - 0.1*subE
newAlpha = 0
newScale = 0.9
newOffsetX = float32(rl.GetScreenWidth()) * slideDirection
} else if elapsed < t.outFadeScaleDuration+t.outSlideDuration {
// Phase 2: Slide out old, slide in new
phaseElapsed := elapsed - t.outFadeScaleDuration
progress := float32(phaseElapsed.Milliseconds()) / float32(t.outSlideDuration.Milliseconds())
newOffsetX = float32(rl.GetScreenWidth()) * slideDir
} else if p < t.slideEnd {
gStart := easeInOutCubic(t.fadeEnd)
gEnd := easeInOutCubic(t.slideEnd)
gRange := gEnd - gStart
subE := float32(0)
if gRange > 0 {
subE = (globalP - gStart) / gRange
}
oldAlpha = 0.8
oldScale = 0.9
oldOffsetX = -float32(rl.GetScreenWidth()) * progress * slideDirection
oldOffsetX = -float32(rl.GetScreenWidth()) * subE * slideDir
newAlpha = 0.8
newScale = 0.9
newOffsetX = float32(rl.GetScreenWidth()) * (1.0 - progress) * slideDirection
newOffsetX = float32(rl.GetScreenWidth()) * (1 - subE) * slideDir
} else {
// Phase 3: In Fade/Scale
phaseElapsed := elapsed - t.outFadeScaleDuration - t.outSlideDuration
progress := float32(phaseElapsed.Milliseconds()) / float32(t.inFadeScaleDuration.Milliseconds())
gStart := easeInOutCubic(t.slideEnd)
gEnd := easeInOutCubic(1)
gRange := gEnd - gStart
subE := float32(0)
if gRange > 0 {
subE = (globalP - gStart) / gRange
}
oldAlpha = 0.0
oldAlpha = 0
oldScale = 0.9
oldOffsetX = -float32(rl.GetScreenWidth()) * slideDirection
newAlpha = 0.8 + 0.2*progress
newScale = 0.9 + 0.1*progress
newOffsetX = 0.0
oldOffsetX = -float32(rl.GetScreenWidth()) * slideDir
newAlpha = 0.8 + 0.2*subE
newScale = 0.9 + 0.1*subE
newOffsetX = 0
}
return oldAlpha, oldScale, oldOffsetX, newAlpha, newScale, newOffsetX