#include "Application.hpp"
#include "Assets.hpp"
+#include "Environment.hpp"
#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/CubeMap.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 {
+namespace blank {
+
+HeadlessApplication::HeadlessApplication(HeadlessEnvironment &e)
+: env(e)
+, states() {
-string get_asset_path() {
- char *base = SDL_GetBasePath();
- string assets(base);
- assets += "assets/";
- SDL_free(base);
- return assets;
}
+HeadlessApplication::~HeadlessApplication() {
+
}
-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)
-, spawner(world)
-, running(false) {
- viewport.VSync(config.vsync);
+Application::Application(Environment &e)
+: HeadlessApplication(e)
+, env(e) {
+
}
Application::~Application() {
- audio.StopAll();
+ env.audio.StopAll();
}
-void Application::RunN(size_t n) {
+void HeadlessApplication::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) {
+void HeadlessApplication::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) {
+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() {
- running = true;
+void HeadlessApplication::Run() {
Uint32 last = SDL_GetTicks();
- window.GrabMouse();
- while (running) {
+ while (HasState()) {
Uint32 now = SDL_GetTicks();
int delta = now - last;
Loop(delta);
}
}
+void HeadlessApplication::Loop(int dt) {
+ env.counter.EnterFrame();
+ Update(dt);
+ CommitStates();
+ if (!HasState()) return;
+ env.counter.ExitFrame();
+}
+
void Application::Loop(int dt) {
- counter.EnterFrame();
+ env.counter.EnterFrame();
HandleEvents();
+ if (!HasState()) return;
Update(dt);
+ CommitStates();
+ if (!HasState()) return;
Render();
- counter.ExitFrame();
+ 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() {
- 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);
+ CommitStates();
+ }
+ 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);
- spawner.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);
+void HeadlessApplication::Update(int dt) {
+ env.counter.EnterUpdate();
+ if (HasState()) {
+ GetState().Update(dt);
+ }
+ env.counter.ExitUpdate();
+}
- counter.ExitUpdate();
+void Application::Update(int dt) {
+ env.counter.EnterUpdate();
+ env.audio.Update(dt);
+ 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 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 *HeadlessApplication::PopState() {
+ State *s = states.top();
+ states.pop();
+ s->OnPause();
+ s->OnExit();
+ if (!states.empty()) {
+ states.top()->OnResume();
+ }
+ return s;
+}
+
+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;
+}
- world.Render(viewport);
- interface.Render(viewport);
+State &HeadlessApplication::GetState() {
+ return *states.top();
+}
+
+void HeadlessApplication::CommitStates() {
+ env.state.Commit(*this);
+}
- counter.ExitRender();
- window.Flip();
+bool HeadlessApplication::HasState() const noexcept {
+ return !states.empty();
+}
+
+
+void StateControl::Commit(HeadlessApplication &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;
+ 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/") {
+, sounds(base + "sounds/")
+, 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);
+ }
+}
+
+CubeMap AssetLoader::LoadCubeMap(const string &name) const {
+ string full = textures + name;
+ string right = full + "-right.png";
+ string left = full + "-left.png";
+ string top = full + "-top.png";
+ string bottom = full + "-bottom.png";
+ string back = full + "-back.png";
+ string front = full + "-front.png";
+
+ CubeMap cm;
+ cm.Bind();
+ SDL_Surface *srf;
+
+ if (!(srf = IMG_Load(right.c_str()))) throw SDLError("IMG_Load");
+ try {
+ cm.Data(CubeMap::RIGHT, *srf);
+ } catch (...) {
+ SDL_FreeSurface(srf);
+ throw;
+ }
+ SDL_FreeSurface(srf);
+
+ if (!(srf = IMG_Load(left.c_str()))) throw SDLError("IMG_Load");
+ try {
+ cm.Data(CubeMap::LEFT, *srf);
+ } catch (...) {
+ SDL_FreeSurface(srf);
+ throw;
+ }
+ SDL_FreeSurface(srf);
+
+ if (!(srf = IMG_Load(top.c_str()))) throw SDLError("IMG_Load");
+ try {
+ cm.Data(CubeMap::TOP, *srf);
+ } catch (...) {
+ SDL_FreeSurface(srf);
+ throw;
+ }
+ SDL_FreeSurface(srf);
+
+ if (!(srf = IMG_Load(bottom.c_str()))) throw SDLError("IMG_Load");
+ try {
+ cm.Data(CubeMap::BOTTOM, *srf);
+ } catch (...) {
+ SDL_FreeSurface(srf);
+ throw;
+ }
+ SDL_FreeSurface(srf);
+
+ if (!(srf = IMG_Load(back.c_str()))) throw SDLError("IMG_Load");
+ try {
+ cm.Data(CubeMap::BACK, *srf);
+ } catch (...) {
+ SDL_FreeSurface(srf);
+ throw;
+ }
+ SDL_FreeSurface(srf);
+
+ if (!(srf = IMG_Load(front.c_str()))) throw SDLError("IMG_Load");
+ try {
+ cm.Data(CubeMap::FRONT, *srf);
+ } catch (...) {
+ SDL_FreeSurface(srf);
+ throw;
+ }
+ SDL_FreeSurface(srf);
+
+ cm.FilterNearest();
+ cm.WrapEdge();
+
+ return cm;
+}
+
+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 AssetLoader::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 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) {
+ throw SDLError("IMG_Load");
+ }
+ tex.Bind();
+ try {
+ tex.Data(layer, *srf);
+ } catch (...) {
+ SDL_FreeSurface(srf);
+ throw;
+ }
+ 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();