#include "FrameCounter.hpp"
#include "State.hpp"
#include "StateControl.hpp"
+#include "TextureIndex.hpp"
#include "init.hpp"
#include "../audio/Sound.hpp"
#include "../graphics/ArrayTexture.hpp"
#include "../graphics/Font.hpp"
#include "../graphics/Texture.hpp"
+#include "../io/TokenStreamReader.hpp"
+#include "../model/shapes.hpp"
#include "../world/BlockType.hpp"
+#include "../world/BlockTypeRegistry.hpp"
#include "../world/Entity.hpp"
+#include <fstream>
+#include <iomanip>
#include <iostream>
#include <stdexcept>
#include <SDL_image.h>
+using std::runtime_error;
using std::string;
namespace blank {
-Application::Application(Environment &e)
+HeadlessApplication::HeadlessApplication(HeadlessEnvironment &e)
: env(e)
, states() {
}
+HeadlessApplication::~HeadlessApplication() {
+
+}
+
+
+Application::Application(Environment &e)
+: HeadlessApplication(e)
+, env(e) {
+
+}
+
Application::~Application() {
env.audio.StopAll();
}
-void Application::RunN(size_t n) {
+void HeadlessApplication::RunN(size_t n) {
Uint32 last = SDL_GetTicks();
for (size_t i = 0; HasState() && i < n; ++i) {
Uint32 now = SDL_GetTicks();
}
}
-void Application::RunT(size_t t) {
+void HeadlessApplication::RunT(size_t t) {
Uint32 last = SDL_GetTicks();
Uint32 finish = last + t;
while (HasState() && last < finish) {
}
}
-void Application::RunS(size_t n, size_t t) {
+void HeadlessApplication::RunS(size_t n, size_t t) {
for (size_t i = 0; HasState() && i < n; ++i) {
Loop(t);
+ std::cout << '.';
+ if (i % 16 == 15) {
+ std::cout << std::setfill(' ') << std::setw(5) << std::right << (i + 1) << std::endl;
+ } else {
+ std::cout << std::flush;
+ }
}
}
-void Application::Run() {
+void HeadlessApplication::Run() {
Uint32 last = SDL_GetTicks();
- env.window.GrabMouse();
while (HasState()) {
Uint32 now = SDL_GetTicks();
int delta = now - last;
}
}
+void HeadlessApplication::Loop(int dt) {
+ env.counter.EnterFrame();
+ Update(dt);
+ CommitStates();
+ if (!HasState()) return;
+ env.counter.ExitFrame();
+}
+
void Application::Loop(int dt) {
env.counter.EnterFrame();
HandleEvents();
if (!HasState()) return;
Update(dt);
- env.state.Commit(*this);
+ CommitStates();
if (!HasState()) return;
Render();
env.counter.ExitFrame();
}
+void HeadlessApplication::HandleEvents() {
+ env.counter.EnterHandle();
+ SDL_Event event;
+ while (HasState() && SDL_PollEvent(&event)) {
+ Handle(event);
+ CommitStates();
+ }
+ env.counter.ExitHandle();
+}
+
+void HeadlessApplication::Handle(const SDL_Event &event) {
+ GetState().Handle(event);
+}
+
+
void Application::HandleEvents() {
env.counter.EnterHandle();
SDL_Event event;
while (HasState() && SDL_PollEvent(&event)) {
Handle(event);
- env.state.Commit(*this);
+ CommitStates();
}
env.counter.ExitHandle();
}
}
}
+void HeadlessApplication::Update(int dt) {
+ env.counter.EnterUpdate();
+ if (HasState()) {
+ GetState().Update(dt);
+ }
+ env.counter.ExitUpdate();
+}
+
void Application::Update(int dt) {
env.counter.EnterUpdate();
+ env.audio.Update(dt);
if (HasState()) {
GetState().Update(dt);
}
}
-void Application::PushState(State *s) {
+void HeadlessApplication::PushState(State *s) {
+ if (!states.empty()) {
+ states.top()->OnPause();
+ }
states.emplace(s);
+ ++s->ref_count;
+ if (s->ref_count == 1) {
+ s->OnEnter();
+ }
+ s->OnResume();
}
-State *Application::PopState() {
+State *HeadlessApplication::PopState() {
State *s = states.top();
states.pop();
+ s->OnPause();
+ s->OnExit();
+ if (!states.empty()) {
+ states.top()->OnResume();
+ }
return s;
}
-State *Application::SwitchState(State *s_new) {
+State *HeadlessApplication::SwitchState(State *s_new) {
State *s_old = states.top();
states.top() = s_new;
+ --s_old->ref_count;
+ ++s_new->ref_count;
+ s_old->OnPause();
+ if (s_old->ref_count == 0) {
+ s_old->OnExit();
+ }
+ if (s_new->ref_count == 1) {
+ s_new->OnEnter();
+ }
+ s_new->OnResume();
return s_old;
}
-State &Application::GetState() {
+State &HeadlessApplication::GetState() {
return *states.top();
}
-bool Application::HasState() const noexcept {
+void HeadlessApplication::CommitStates() {
+ env.state.Commit(*this);
+}
+
+bool HeadlessApplication::HasState() const noexcept {
return !states.empty();
}
-void StateControl::Commit(Application &app) {
+void StateControl::Commit(HeadlessApplication &app) {
while (!cue.empty()) {
Memo m(cue.front());
cue.pop();
app.PopState();
}
break;
+ case POP_AFTER:
+ while (app.HasState() && &app.GetState() != m.state) {
+ app.PopState();
+ }
+ break;
+ case POP_UNTIL:
+ while (app.HasState()) {
+ if (app.PopState() == m.state) {
+ break;
+ }
+ }
}
}
}
-Assets::Assets(const string &base)
+AssetLoader::AssetLoader(const string &base)
: fonts(base + "fonts/")
, sounds(base + "sounds/")
-, textures(base + "textures/") {
+, textures(base + "textures/")
+, data(base + "data/") {
+
+}
+
+Assets::Assets(const AssetLoader &loader)
+: large_ui_font(loader.LoadFont("DejaVuSans", 24))
+, small_ui_font(loader.LoadFont("DejaVuSans", 16)) {
+
+}
+
+namespace {
+
+CuboidShape block_shape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }});
+StairShape stair_shape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }}, { 0.0f, 0.0f });
+CuboidShape slab_shape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.0f, 0.5f }});
}
-Font Assets::LoadFont(const string &name, int size) const {
+void AssetLoader::LoadBlockTypes(const std::string &set_name, BlockTypeRegistry ®, TextureIndex &tex_index) const {
+ string full = data + set_name + ".types";
+ std::ifstream file(full);
+ if (!file) {
+ throw std::runtime_error("failed to open block type file " + full);
+ }
+ TokenStreamReader in(file);
+ string type_name;
+ string name;
+ string tex_name;
+ string shape_name;
+ while (in.HasMore()) {
+ in.ReadIdentifier(type_name);
+ in.Skip(Token::EQUALS);
+ BlockType type;
+
+ // read block type
+ in.Skip(Token::ANGLE_BRACKET_OPEN);
+ while (in.Peek().type != Token::ANGLE_BRACKET_CLOSE) {
+ in.ReadIdentifier(name);
+ in.Skip(Token::EQUALS);
+ if (name == "visible") {
+ type.visible = in.GetBool();
+ } else if (name == "texture") {
+ in.ReadString(tex_name);
+ type.texture = tex_index.GetID(tex_name);
+ } else if (name == "color") {
+ in.ReadVec(type.color);
+ } else if (name == "outline") {
+ in.ReadVec(type.outline_color);
+ } else if (name == "label") {
+ in.ReadString(type.label);
+ } else if (name == "luminosity") {
+ type.luminosity = in.GetInt();
+ } else if (name == "block_light") {
+ type.block_light = in.GetBool();
+ } else if (name == "collision") {
+ type.collision = in.GetBool();
+ } else if (name == "collide_block") {
+ type.collide_block = in.GetBool();
+ } else if (name == "shape") {
+ in.ReadIdentifier(shape_name);
+ if (shape_name == "block") {
+ type.shape = &block_shape;
+ type.fill = { true, true, true, true, true, true };
+ } else if (shape_name == "slab") {
+ type.shape = &slab_shape;
+ type.fill = { false, true, false, false, false, false };
+ } else if (shape_name == "stair") {
+ type.shape = &stair_shape;
+ type.fill = { false, true, false, false, false, true };
+ } else {
+ throw runtime_error("unknown block shape: " + shape_name);
+ }
+ } else {
+ throw runtime_error("unknown block property: " + name);
+ }
+ in.Skip(Token::SEMICOLON);
+ }
+ in.Skip(Token::ANGLE_BRACKET_CLOSE);
+ in.Skip(Token::SEMICOLON);
+
+ reg.Add(type);
+ }
+}
+
+Font AssetLoader::LoadFont(const string &name, int size) const {
string full = fonts + name + ".ttf";
return Font(full.c_str(), size);
}
-Sound Assets::LoadSound(const string &name) const {
+Sound AssetLoader::LoadSound(const string &name) const {
string full = sounds + name + ".wav";
return Sound(full.c_str());
}
-Texture Assets::LoadTexture(const string &name) const {
+Texture AssetLoader::LoadTexture(const string &name) const {
string full = textures + name + ".png";
Texture tex;
SDL_Surface *srf = IMG_Load(full.c_str());
return tex;
}
-void Assets::LoadTexture(const string &name, ArrayTexture &tex, int layer) const {
+void AssetLoader::LoadTexture(const string &name, ArrayTexture &tex, int layer) const {
string full = textures + name + ".png";
SDL_Surface *srf = IMG_Load(full.c_str());
if (!srf) {
SDL_FreeSurface(srf);
}
+void AssetLoader::LoadTextures(const TextureIndex &index, ArrayTexture &tex) const {
+ // TODO: where the hell should that size come from?
+ tex.Reserve(16, 16, index.Size(), Format());
+ for (const auto &entry : index.Entries()) {
+ LoadTexture(entry.first, tex, entry.second);
+ }
+}
+
+
+TextureIndex::TextureIndex()
+: id_map() {
+
+}
+
+int TextureIndex::GetID(const string &name) {
+ auto entry = id_map.find(name);
+ if (entry == id_map.end()) {
+ auto result = id_map.emplace(name, Size());
+ return result.first->second;
+ } else {
+ return entry->second;
+ }
+}
+
void FrameCounter::EnterFrame() noexcept {
last_enter = SDL_GetTicks();