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1 #include "Application.hpp"
2 #include "Assets.hpp"
3 #include "Environment.hpp"
4 #include "FrameCounter.hpp"
5 #include "State.hpp"
6 #include "StateControl.hpp"
7 #include "TextureIndex.hpp"
8
9 #include "init.hpp"
10 #include "../audio/Sound.hpp"
11 #include "../graphics/ArrayTexture.hpp"
12 #include "../graphics/CubeMap.hpp"
13 #include "../graphics/Font.hpp"
14 #include "../graphics/Texture.hpp"
15 #include "../io/TokenStreamReader.hpp"
16 #include "../model/shapes.hpp"
17 #include "../world/BlockType.hpp"
18 #include "../world/BlockTypeRegistry.hpp"
19 #include "../world/Entity.hpp"
20
21 #include <fstream>
22 #include <iomanip>
23 #include <iostream>
24 #include <stdexcept>
25 #include <SDL_image.h>
26
27 using std::runtime_error;
28 using std::string;
29
30
31 namespace blank {
32
33 HeadlessApplication::HeadlessApplication(HeadlessEnvironment &e)
34 : env(e)
35 , states() {
36
37 }
38
39 HeadlessApplication::~HeadlessApplication() {
40
41 }
42
43
44 Application::Application(Environment &e)
45 : HeadlessApplication(e)
46 , env(e) {
47
48 }
49
50 Application::~Application() {
51         env.audio.StopAll();
52 }
53
54
55 void HeadlessApplication::RunN(size_t n) {
56         Uint32 last = SDL_GetTicks();
57         for (size_t i = 0; HasState() && i < n; ++i) {
58                 Uint32 now = SDL_GetTicks();
59                 int delta = now - last;
60                 Loop(delta);
61                 last = now;
62         }
63 }
64
65 void HeadlessApplication::RunT(size_t t) {
66         Uint32 last = SDL_GetTicks();
67         Uint32 finish = last + t;
68         while (HasState() && last < finish) {
69                 Uint32 now = SDL_GetTicks();
70                 int delta = now - last;
71                 Loop(delta);
72                 last = now;
73         }
74 }
75
76 void HeadlessApplication::RunS(size_t n, size_t t) {
77         for (size_t i = 0; HasState() && i < n; ++i) {
78                 Loop(t);
79                 std::cout << '.';
80                 if (i % 16 == 15) {
81                         std::cout << std::setfill(' ') << std::setw(5) << std::right << (i + 1) << std::endl;
82                 } else {
83                         std::cout << std::flush;
84                 }
85         }
86 }
87
88
89 void HeadlessApplication::Run() {
90         Uint32 last = SDL_GetTicks();
91         while (HasState()) {
92                 Uint32 now = SDL_GetTicks();
93                 int delta = now - last;
94                 Loop(delta);
95                 last = now;
96         }
97 }
98
99 void HeadlessApplication::Loop(int dt) {
100         env.counter.EnterFrame();
101         Update(dt);
102         CommitStates();
103         if (!HasState()) return;
104         env.counter.ExitFrame();
105 }
106
107 void Application::Loop(int dt) {
108         env.counter.EnterFrame();
109         HandleEvents();
110         if (!HasState()) return;
111         Update(dt);
112         CommitStates();
113         if (!HasState()) return;
114         Render();
115         env.counter.ExitFrame();
116 }
117
118
119 void HeadlessApplication::HandleEvents() {
120         env.counter.EnterHandle();
121         SDL_Event event;
122         while (HasState() && SDL_PollEvent(&event)) {
123                 Handle(event);
124                 CommitStates();
125         }
126         env.counter.ExitHandle();
127 }
128
129 void HeadlessApplication::Handle(const SDL_Event &event) {
130         GetState().Handle(event);
131 }
132
133
134 void Application::HandleEvents() {
135         env.counter.EnterHandle();
136         SDL_Event event;
137         while (HasState() && SDL_PollEvent(&event)) {
138                 Handle(event);
139                 CommitStates();
140         }
141         env.counter.ExitHandle();
142 }
143
144 void Application::Handle(const SDL_Event &event) {
145         switch (event.type) {
146                 case SDL_WINDOWEVENT:
147                         Handle(event.window);
148                         break;
149                 default:
150                         GetState().Handle(event);
151                         break;
152         }
153 }
154
155 void Application::Handle(const SDL_WindowEvent &event) {
156         switch (event.event) {
157                 case SDL_WINDOWEVENT_FOCUS_GAINED:
158                         env.window.GrabMouse();
159                         break;
160                 case SDL_WINDOWEVENT_FOCUS_LOST:
161                         env.window.ReleaseMouse();
162                         break;
163                 case SDL_WINDOWEVENT_RESIZED:
164                         env.viewport.Resize(event.data1, event.data2);
165                         break;
166                 default:
167                         break;
168         }
169 }
170
171 void HeadlessApplication::Update(int dt) {
172         env.counter.EnterUpdate();
173         if (HasState()) {
174                 GetState().Update(dt);
175         }
176         env.counter.ExitUpdate();
177 }
178
179 void Application::Update(int dt) {
180         env.counter.EnterUpdate();
181         env.audio.Update(dt);
182         if (HasState()) {
183                 GetState().Update(dt);
184         }
185         env.counter.ExitUpdate();
186 }
187
188 void Application::Render() {
189         // gl implementation may (and will probably) delay vsync blocking until
190         // the first write after flipping, which is this clear call
191         env.viewport.Clear();
192         env.counter.EnterRender();
193
194         if (HasState()) {
195                 GetState().Render(env.viewport);
196         }
197
198         env.counter.ExitRender();
199         env.window.Flip();
200 }
201
202
203 void HeadlessApplication::PushState(State *s) {
204         if (!states.empty()) {
205                 states.top()->OnPause();
206         }
207         states.emplace(s);
208         ++s->ref_count;
209         if (s->ref_count == 1) {
210                 s->OnEnter();
211         }
212         s->OnResume();
213 }
214
215 State *HeadlessApplication::PopState() {
216         State *s = states.top();
217         states.pop();
218         s->OnPause();
219         s->OnExit();
220         if (!states.empty()) {
221                 states.top()->OnResume();
222         }
223         return s;
224 }
225
226 State *HeadlessApplication::SwitchState(State *s_new) {
227         State *s_old = states.top();
228         states.top() = s_new;
229         --s_old->ref_count;
230         ++s_new->ref_count;
231         s_old->OnPause();
232         if (s_old->ref_count == 0) {
233                 s_old->OnExit();
234         }
235         if (s_new->ref_count == 1) {
236                 s_new->OnEnter();
237         }
238         s_new->OnResume();
239         return s_old;
240 }
241
242 State &HeadlessApplication::GetState() {
243         return *states.top();
244 }
245
246 void HeadlessApplication::CommitStates() {
247         env.state.Commit(*this);
248 }
249
250 bool HeadlessApplication::HasState() const noexcept {
251         return !states.empty();
252 }
253
254
255 void StateControl::Commit(HeadlessApplication &app) {
256         while (!cue.empty()) {
257                 Memo m(cue.front());
258                 cue.pop();
259                 switch (m.cmd) {
260                         case PUSH:
261                                 app.PushState(m.state);
262                                 break;
263                         case SWITCH:
264                                 app.SwitchState(m.state);
265                                 break;
266                         case POP:
267                                 app.PopState();
268                                 break;
269                         case POP_ALL:
270                                 while (app.HasState()) {
271                                         app.PopState();
272                                 }
273                                 break;
274                         case POP_AFTER:
275                                 while (app.HasState() && &app.GetState() != m.state) {
276                                         app.PopState();
277                                 }
278                                 break;
279                         case POP_UNTIL:
280                                 while (app.HasState()) {
281                                         if (app.PopState() == m.state) {
282                                                 break;
283                                         }
284                                 }
285                 }
286         }
287 }
288
289
290 AssetLoader::AssetLoader(const string &base)
291 : fonts(base + "fonts/")
292 , sounds(base + "sounds/")
293 , textures(base + "textures/")
294 , data(base + "data/") {
295
296 }
297
298 Assets::Assets(const AssetLoader &loader)
299 : large_ui_font(loader.LoadFont("DejaVuSans", 24))
300 , small_ui_font(loader.LoadFont("DejaVuSans", 16)) {
301
302 }
303
304 namespace {
305
306 CuboidShape block_shape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }});
307 StairShape stair_shape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }}, { 0.0f, 0.0f });
308 CuboidShape slab_shape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.0f, 0.5f }});
309
310 }
311
312 void AssetLoader::LoadBlockTypes(const std::string &set_name, BlockTypeRegistry &reg, TextureIndex &tex_index) const {
313         string full = data + set_name + ".types";
314         std::ifstream file(full);
315         if (!file) {
316                 throw std::runtime_error("failed to open block type file " + full);
317         }
318         TokenStreamReader in(file);
319         string type_name;
320         string name;
321         string tex_name;
322         string shape_name;
323         while (in.HasMore()) {
324                 in.ReadIdentifier(type_name);
325                 in.Skip(Token::EQUALS);
326                 BlockType type;
327
328                 // read block type
329                 in.Skip(Token::ANGLE_BRACKET_OPEN);
330                 while (in.Peek().type != Token::ANGLE_BRACKET_CLOSE) {
331                         in.ReadIdentifier(name);
332                         in.Skip(Token::EQUALS);
333                         if (name == "visible") {
334                                 type.visible = in.GetBool();
335                         } else if (name == "texture") {
336                                 in.ReadString(tex_name);
337                                 type.texture = tex_index.GetID(tex_name);
338                         } else if (name == "color") {
339                                 in.ReadVec(type.color);
340                         } else if (name == "outline") {
341                                 in.ReadVec(type.outline_color);
342                         } else if (name == "label") {
343                                 in.ReadString(type.label);
344                         } else if (name == "luminosity") {
345                                 type.luminosity = in.GetInt();
346                         } else if (name == "block_light") {
347                                 type.block_light = in.GetBool();
348                         } else if (name == "collision") {
349                                 type.collision = in.GetBool();
350                         } else if (name == "collide_block") {
351                                 type.collide_block = in.GetBool();
352                         } else if (name == "shape") {
353                                 in.ReadIdentifier(shape_name);
354                                 if (shape_name == "block") {
355                                         type.shape = &block_shape;
356                                         type.fill = {  true,  true,  true,  true,  true,  true };
357                                 } else if (shape_name == "slab") {
358                                         type.shape = &slab_shape;
359                                         type.fill = { false,  true, false, false, false, false };
360                                 } else if (shape_name == "stair") {
361                                         type.shape = &stair_shape;
362                                         type.fill = { false,  true, false, false, false,  true };
363                                 } else {
364                                         throw runtime_error("unknown block shape: " + shape_name);
365                                 }
366                         } else {
367                                 throw runtime_error("unknown block property: " + name);
368                         }
369                         in.Skip(Token::SEMICOLON);
370                 }
371                 in.Skip(Token::ANGLE_BRACKET_CLOSE);
372                 in.Skip(Token::SEMICOLON);
373
374                 reg.Add(type);
375         }
376 }
377
378 CubeMap AssetLoader::LoadCubeMap(const string &name) const {
379         string full = textures + name;
380         string right = full + "-right.png";
381         string left = full + "-left.png";
382         string top = full + "-top.png";
383         string bottom = full + "-bottom.png";
384         string back = full + "-back.png";
385         string front = full + "-front.png";
386
387         CubeMap cm;
388         cm.Bind();
389         SDL_Surface *srf;
390
391         if (!(srf = IMG_Load(right.c_str()))) throw SDLError("IMG_Load");
392         try {
393                 cm.Data(CubeMap::RIGHT, *srf);
394         } catch (...) {
395                 SDL_FreeSurface(srf);
396                 throw;
397         }
398         SDL_FreeSurface(srf);
399
400         if (!(srf = IMG_Load(left.c_str()))) throw SDLError("IMG_Load");
401         try {
402                 cm.Data(CubeMap::LEFT, *srf);
403         } catch (...) {
404                 SDL_FreeSurface(srf);
405                 throw;
406         }
407         SDL_FreeSurface(srf);
408
409         if (!(srf = IMG_Load(top.c_str()))) throw SDLError("IMG_Load");
410         try {
411                 cm.Data(CubeMap::TOP, *srf);
412         } catch (...) {
413                 SDL_FreeSurface(srf);
414                 throw;
415         }
416         SDL_FreeSurface(srf);
417
418         if (!(srf = IMG_Load(bottom.c_str()))) throw SDLError("IMG_Load");
419         try {
420                 cm.Data(CubeMap::BOTTOM, *srf);
421         } catch (...) {
422                 SDL_FreeSurface(srf);
423                 throw;
424         }
425         SDL_FreeSurface(srf);
426
427         if (!(srf = IMG_Load(back.c_str()))) throw SDLError("IMG_Load");
428         try {
429                 cm.Data(CubeMap::BACK, *srf);
430         } catch (...) {
431                 SDL_FreeSurface(srf);
432                 throw;
433         }
434         SDL_FreeSurface(srf);
435
436         if (!(srf = IMG_Load(front.c_str()))) throw SDLError("IMG_Load");
437         try {
438                 cm.Data(CubeMap::FRONT, *srf);
439         } catch (...) {
440                 SDL_FreeSurface(srf);
441                 throw;
442         }
443         SDL_FreeSurface(srf);
444
445         cm.FilterNearest();
446         cm.WrapEdge();
447
448         return cm;
449 }
450
451 Font AssetLoader::LoadFont(const string &name, int size) const {
452         string full = fonts + name + ".ttf";
453         return Font(full.c_str(), size);
454 }
455
456 Sound AssetLoader::LoadSound(const string &name) const {
457         string full = sounds + name + ".wav";
458         return Sound(full.c_str());
459 }
460
461 Texture AssetLoader::LoadTexture(const string &name) const {
462         string full = textures + name + ".png";
463         Texture tex;
464         SDL_Surface *srf = IMG_Load(full.c_str());
465         if (!srf) {
466                 throw SDLError("IMG_Load");
467         }
468         tex.Bind();
469         tex.Data(*srf);
470         SDL_FreeSurface(srf);
471         return tex;
472 }
473
474 void AssetLoader::LoadTexture(const string &name, ArrayTexture &tex, int layer) const {
475         string full = textures + name + ".png";
476         SDL_Surface *srf = IMG_Load(full.c_str());
477         if (!srf) {
478                 throw SDLError("IMG_Load");
479         }
480         tex.Bind();
481         try {
482                 tex.Data(layer, *srf);
483         } catch (...) {
484                 SDL_FreeSurface(srf);
485                 throw;
486         }
487         SDL_FreeSurface(srf);
488 }
489
490 void AssetLoader::LoadTextures(const TextureIndex &index, ArrayTexture &tex) const {
491         // TODO: where the hell should that size come from?
492         tex.Reserve(16, 16, index.Size(), Format());
493         for (const auto &entry : index.Entries()) {
494                 LoadTexture(entry.first, tex, entry.second);
495         }
496 }
497
498
499 TextureIndex::TextureIndex()
500 : id_map() {
501
502 }
503
504 int TextureIndex::GetID(const string &name) {
505         auto entry = id_map.find(name);
506         if (entry == id_map.end()) {
507                 auto result = id_map.emplace(name, Size());
508                 return result.first->second;
509         } else {
510                 return entry->second;
511         }
512 }
513
514
515 void FrameCounter::EnterFrame() noexcept {
516         last_enter = SDL_GetTicks();
517         last_tick = last_enter;
518 }
519
520 void FrameCounter::EnterHandle() noexcept {
521         Tick();
522 }
523
524 void FrameCounter::ExitHandle() noexcept {
525         current.handle = Tick();
526 }
527
528 void FrameCounter::EnterUpdate() noexcept {
529         Tick();
530 }
531
532 void FrameCounter::ExitUpdate() noexcept {
533         current.update = Tick();
534 }
535
536 void FrameCounter::EnterRender() noexcept {
537         Tick();
538 }
539
540 void FrameCounter::ExitRender() noexcept {
541         current.render = Tick();
542 }
543
544 void FrameCounter::ExitFrame() noexcept {
545         Uint32 now = SDL_GetTicks();
546         current.total = now - last_enter;
547         current.running = current.handle + current.update + current.render;
548         current.waiting = current.total - current.running;
549         Accumulate();
550
551         ++cur_frame;
552         if (cur_frame >= NUM_FRAMES) {
553                 Push();
554                 cur_frame = 0;
555                 changed = true;
556         } else {
557                 changed = false;
558         }
559 }
560
561 int FrameCounter::Tick() noexcept {
562         Uint32 now = SDL_GetTicks();
563         int delta = now - last_tick;
564         last_tick = now;
565         return delta;
566 }
567
568 void FrameCounter::Accumulate() noexcept {
569         sum.handle += current.handle;
570         sum.update += current.update;
571         sum.render += current.render;
572         sum.running += current.running;
573         sum.waiting += current.waiting;
574         sum.total += current.total;
575
576         max.handle = std::max(current.handle, max.handle);
577         max.update = std::max(current.update, max.update);
578         max.render = std::max(current.render, max.render);
579         max.running = std::max(current.running, max.running);
580         max.waiting = std::max(current.waiting, max.waiting);
581         max.total = std::max(current.total, max.total);
582
583         current = Frame<int>();
584 }
585
586 void FrameCounter::Push() noexcept {
587         peak = max;
588         avg.handle = sum.handle * factor;
589         avg.update = sum.update * factor;
590         avg.render = sum.render * factor;
591         avg.running = sum.running * factor;
592         avg.waiting = sum.waiting * factor;
593         avg.total = sum.total * factor;
594
595         sum = Frame<int>();
596         max = Frame<int>();
597 }
598
599 }