#include "Application.hpp"
#include "Assets.hpp"
+#include "Environment.hpp"
#include "FrameCounter.hpp"
+#include "State.hpp"
+#include "StateControl.hpp"
#include "init.hpp"
#include "../audio/Sound.hpp"
+#include "../graphics/ArrayTexture.hpp"
#include "../graphics/Font.hpp"
+#include "../graphics/Texture.hpp"
#include "../world/BlockType.hpp"
#include "../world/Entity.hpp"
#include <iostream>
#include <stdexcept>
+#include <SDL_image.h>
using std::string;
-namespace {
-
-string get_asset_path() {
- char *base = SDL_GetBasePath();
- string assets(base);
- assets += "assets/";
- SDL_free(base);
- return assets;
-}
-
-}
-
namespace blank {
-Application::Application(Window &win, const Config &config)
-: window(win)
-, viewport()
-, assets(get_asset_path())
-, audio()
-, counter()
-, world(config.world)
-, interface(config.interface, assets, audio, counter, world)
-, test_controller(MakeTestEntity(world))
-, running(false) {
- viewport.VSync(config.vsync);
-}
+Application::Application(Environment &e)
+: env(e)
+, states() {
-Application::~Application() {
- audio.StopAll();
}
-Entity &Application::MakeTestEntity(World &world) {
- Entity &e = world.AddEntity();
- e.Name("test");
- e.Position({ 0.0f, 0.0f, 0.0f });
- e.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
- e.WorldCollidable(true);
- e.SetShape(world.BlockTypes()[1].shape, { 1.0f, 1.0f, 0.0f });
- e.AngularVelocity(glm::quat(glm::vec3{ 0.00001f, 0.000006f, 0.000013f }));
- return e;
+Application::~Application() {
+ env.audio.StopAll();
}
void Application::RunN(size_t n) {
Uint32 last = SDL_GetTicks();
- for (size_t i = 0; i < n; ++i) {
+ for (size_t i = 0; HasState() && i < n; ++i) {
Uint32 now = SDL_GetTicks();
int delta = now - last;
Loop(delta);
void Application::RunT(size_t t) {
Uint32 last = SDL_GetTicks();
Uint32 finish = last + t;
- while (last < finish) {
+ while (HasState() && last < finish) {
Uint32 now = SDL_GetTicks();
int delta = now - last;
Loop(delta);
}
void Application::RunS(size_t n, size_t t) {
- for (size_t i = 0; i < n; ++i) {
+ for (size_t i = 0; HasState() && i < n; ++i) {
Loop(t);
}
}
void Application::Run() {
- running = true;
Uint32 last = SDL_GetTicks();
- window.GrabMouse();
- while (running) {
+ env.window.GrabMouse();
+ while (HasState()) {
Uint32 now = SDL_GetTicks();
int delta = now - last;
Loop(delta);
}
void Application::Loop(int dt) {
- counter.EnterFrame();
+ env.counter.EnterFrame();
HandleEvents();
+ if (!HasState()) return;
Update(dt);
+ env.state.Commit(*this);
+ if (!HasState()) return;
Render();
- counter.ExitFrame();
+ env.counter.ExitFrame();
}
void Application::HandleEvents() {
- counter.EnterHandle();
+ env.counter.EnterHandle();
SDL_Event event;
- while (SDL_PollEvent(&event)) {
- switch (event.type) {
- case SDL_KEYDOWN:
- interface.HandlePress(event.key);
- break;
- case SDL_KEYUP:
- interface.HandleRelease(event.key);
- break;
- case SDL_MOUSEBUTTONDOWN:
- interface.HandlePress(event.button);
- break;
- case SDL_MOUSEBUTTONUP:
- interface.HandleRelease(event.button);
- break;
- case SDL_MOUSEMOTION:
- interface.Handle(event.motion);
- break;
- case SDL_MOUSEWHEEL:
- interface.Handle(event.wheel);
- break;
- case SDL_QUIT:
- running = false;
- break;
- case SDL_WINDOWEVENT:
- Handle(event.window);
- break;
- default:
- break;
- }
+ while (HasState() && SDL_PollEvent(&event)) {
+ Handle(event);
+ env.state.Commit(*this);
+ }
+ env.counter.ExitHandle();
+}
+
+void Application::Handle(const SDL_Event &event) {
+ switch (event.type) {
+ case SDL_WINDOWEVENT:
+ Handle(event.window);
+ break;
+ default:
+ GetState().Handle(event);
+ break;
}
- counter.ExitHandle();
}
void Application::Handle(const SDL_WindowEvent &event) {
switch (event.event) {
case SDL_WINDOWEVENT_FOCUS_GAINED:
- window.GrabMouse();
+ env.window.GrabMouse();
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
- window.ReleaseMouse();
+ env.window.ReleaseMouse();
break;
case SDL_WINDOWEVENT_RESIZED:
- viewport.Resize(event.data1, event.data2);
+ env.viewport.Resize(event.data1, event.data2);
break;
default:
break;
}
void Application::Update(int dt) {
- counter.EnterUpdate();
- interface.Update(dt);
- test_controller.Update(dt);
- world.Update(dt);
-
- glm::mat4 trans = world.Player().Transform(Chunk::Pos(0, 0, 0));
- glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
- glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
- audio.Position(world.Player().Position());
- audio.Velocity(world.Player().Velocity());
- audio.Orientation(dir, up);
-
- counter.ExitUpdate();
+ env.counter.EnterUpdate();
+ if (HasState()) {
+ GetState().Update(dt);
+ }
+ env.counter.ExitUpdate();
}
void Application::Render() {
// gl implementation may (and will probably) delay vsync blocking until
// the first write after flipping, which is this clear call
- viewport.Clear();
- counter.EnterRender();
+ env.viewport.Clear();
+ env.counter.EnterRender();
+
+ if (HasState()) {
+ GetState().Render(env.viewport);
+ }
+
+ env.counter.ExitRender();
+ env.window.Flip();
+}
+
+
+void Application::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 *s = states.top();
+ states.pop();
+ s->OnPause();
+ s->OnExit();
+ if (!states.empty()) {
+ states.top()->OnResume();
+ }
+ return s;
+}
+
+State *Application::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() {
+ return *states.top();
+}
+
+bool Application::HasState() const noexcept {
+ return !states.empty();
+}
- world.Render(viewport);
- interface.Render(viewport);
- counter.ExitRender();
- window.Flip();
+void StateControl::Commit(Application &app) {
+ while (!cue.empty()) {
+ Memo m(cue.front());
+ cue.pop();
+ switch (m.cmd) {
+ case PUSH:
+ app.PushState(m.state);
+ break;
+ case SWITCH:
+ app.SwitchState(m.state);
+ break;
+ case POP:
+ app.PopState();
+ break;
+ case POP_ALL:
+ while (app.HasState()) {
+ app.PopState();
+ }
+ break;
+ }
+ }
}
Assets::Assets(const string &base)
: fonts(base + "fonts/")
-, sounds(base + "sounds/") {
+, sounds(base + "sounds/")
+, textures(base + "textures/") {
}
return Sound(full.c_str());
}
+Texture Assets::LoadTexture(const string &name) const {
+ string full = textures + name + ".png";
+ Texture tex;
+ SDL_Surface *srf = IMG_Load(full.c_str());
+ if (!srf) {
+ throw SDLError("IMG_Load");
+ }
+ tex.Bind();
+ tex.Data(*srf);
+ SDL_FreeSurface(srf);
+ return tex;
+}
+
+void Assets::LoadTexture(const string &name, ArrayTexture &tex, int layer) const {
+ string full = textures + name + ".png";
+ SDL_Surface *srf = IMG_Load(full.c_str());
+ if (!srf) {
+ throw SDLError("IMG_Load");
+ }
+ tex.Bind();
+ try {
+ tex.Data(layer, *srf);
+ } catch (...) {
+ SDL_FreeSurface(srf);
+ throw;
+ }
+ SDL_FreeSurface(srf);
+}
+
void FrameCounter::EnterFrame() noexcept {
last_enter = SDL_GetTicks();