Files
shattered-pixel-dungeon-web…/SPD-classes/src/main/java/com/watabou/noosa/Game.java

335 lines
8.0 KiB
Java

/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2024 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.watabou.noosa;
import com.badlogic.gdx.Application;
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.controllers.Controllers;
import com.badlogic.gdx.graphics.glutils.GLVersion;
import com.badlogic.gdx.utils.TimeUtils;
import com.watabou.glscripts.Script;
import com.watabou.gltextures.TextureCache;
import com.watabou.glwrap.Blending;
import com.watabou.glwrap.Vertexbuffer;
import com.watabou.input.ControllerHandler;
import com.watabou.input.InputHandler;
import com.watabou.input.PointerEvent;
import com.watabou.noosa.audio.Music;
import com.watabou.noosa.audio.Sample;
import com.watabou.utils.Callback;
import com.watabou.utils.DeviceCompat;
import com.watabou.utils.PlatformSupport;
import com.watabou.utils.Reflection;
import java.io.PrintWriter;
import java.io.StringWriter;
public class Game implements ApplicationListener {
public static Game instance;
//actual size of the display
public static int dispWidth;
public static int dispHeight;
// Size of the EGL surface view
public static int width;
public static int height;
//number of pixels from bottom of view before rendering starts
public static int bottomInset;
// Density: mdpi=1, hdpi=1.5, xhdpi=2...
public static float density = 1;
public static String version;
public static int versionCode;
// Current scene
protected Scene scene;
// New scene we are going to switch to
protected Scene requestedScene;
// true if scene switch is requested
protected boolean requestedReset = true;
// callback to perform logic during scene change
protected SceneChangeCallback onChange;
// New scene class
protected static Class<? extends Scene> sceneClass;
public static float timeScale = 1f;
public static float elapsed = 0f;
public static float timeTotal = 0f;
public static long realTime = 0;
public static InputHandler inputHandler;
public static PlatformSupport platform;
public Game(Class<? extends Scene> c, PlatformSupport platform) {
sceneClass = c;
instance = this;
this.platform = platform;
}
@Override
public void create() {
density = Gdx.graphics.getDensity();
if (density == Float.POSITIVE_INFINITY){
density = 100f / 160f; //assume 100PPI if density can't be found
}
dispHeight = Gdx.graphics.getDisplayMode().height;
dispWidth = Gdx.graphics.getDisplayMode().width;
inputHandler = new InputHandler( Gdx.input );
if (ControllerHandler.controllersSupported()){
Controllers.addListener(new ControllerHandler());
}
//refreshes texture and vertex data stored on the gpu
versionContextRef = Gdx.graphics.getGLVersion();
Blending.useDefault();
TextureCache.reload();
Vertexbuffer.reload();
}
private GLVersion versionContextRef;
@Override
public void resize(int width, int height) {
if (width == 0 || height == 0){
return;
}
//If the EGL context was destroyed, we need to refresh some data stored on the GPU.
// This checks that by seeing if GLVersion has a new object reference
if (versionContextRef != Gdx.graphics.getGLVersion()) {
versionContextRef = Gdx.graphics.getGLVersion();
Blending.useDefault();
TextureCache.reload();
Vertexbuffer.reload();
}
height -= bottomInset;
if (height != Game.height || width != Game.width) {
Game.width = width;
Game.height = height;
//TODO might be better to put this in platform support
if (Gdx.app.getType() != Application.ApplicationType.Android){
Game.dispWidth = Game.width;
Game.dispHeight = Game.height;
}
resetScene();
}
}
///justResumed is used for two purposes:
//firstly, to clear pointer events when the game is resumed,
// this helps with input errors caused by system gestures on iOS/Android
//secondly, as a bit of a hack to improve start time metrics on Android,
// as texture refreshing leads to slow warm starts. TODO would be nice to fix this properly
private boolean justResumed = true;
@Override
public void render() {
//prevents weird rare cases where the app is running twice
if (instance != this){
finish();
return;
}
if (justResumed){
PointerEvent.clearPointerEvents();
justResumed = false;
if (DeviceCompat.isAndroid()) return;
}
NoosaScript.get().resetCamera();
NoosaScriptNoLighting.get().resetCamera();
Gdx.gl.glDisable(Gdx.gl.GL_SCISSOR_TEST);
Gdx.gl.glClear(Gdx.gl.GL_COLOR_BUFFER_BIT);
draw();
Gdx.gl.glDisable( Gdx.gl.GL_SCISSOR_TEST );
step();
}
@Override
public void pause() {
PointerEvent.clearPointerEvents();
if (scene != null) {
scene.onPause();
}
Script.reset();
}
@Override
public void resume() {
justResumed = true;
}
public void finish(){
Gdx.app.exit();
}
public void destroy(){
if (scene != null) {
scene.destroy();
scene = null;
}
sceneClass = null;
Music.INSTANCE.stop();
Sample.INSTANCE.reset();
}
@Override
public void dispose() {
destroy();
}
public static void resetScene() {
switchScene( instance.sceneClass );
}
public static void switchScene(Class<? extends Scene> c) {
switchScene(c, null);
}
public static void switchScene(Class<? extends Scene> c, SceneChangeCallback callback) {
instance.sceneClass = c;
instance.requestedReset = true;
instance.onChange = callback;
}
public static Scene scene() {
return instance.scene;
}
public static boolean switchingScene() {
return instance.requestedReset;
}
protected void step() {
if (requestedReset) {
requestedReset = false;
requestedScene = Reflection.newInstance(sceneClass);
if (requestedScene != null){
switchScene();
}
}
update();
}
protected void draw() {
if (scene != null) scene.draw();
}
protected void switchScene() {
Camera.reset();
if (scene != null) {
scene.destroy();
}
//clear any leftover vertex buffers
Vertexbuffer.clear();
scene = requestedScene;
if (onChange != null) onChange.beforeCreate();
scene.create();
if (onChange != null) onChange.afterCreate();
onChange = null;
Game.elapsed = 0f;
Game.timeScale = 1f;
Game.timeTotal = 0f;
}
protected void update() {
Game.elapsed = Game.timeScale * Gdx.graphics.getDeltaTime();
Game.timeTotal += Game.elapsed;
Game.realTime = TimeUtils.millis();
inputHandler.processAllEvents();
Music.INSTANCE.update();
Sample.INSTANCE.update();
scene.update();
Camera.updateAll();
}
public static void reportException( Throwable tr ) {
if (instance != null && Gdx.app != null) {
instance.logException(tr);
} else {
//fallback if error happened in initialization
StringWriter sw = new StringWriter();
PrintWriter pw = new PrintWriter(sw);
tr.printStackTrace(pw);
pw.flush();
System.err.println(sw.toString());
}
}
protected void logException( Throwable tr ){
StringWriter sw = new StringWriter();
PrintWriter pw = new PrintWriter(sw);
tr.printStackTrace(pw);
pw.flush();
Gdx.app.error("GAME", sw.toString());
}
public static void runOnRenderThread(Callback c){
Gdx.app.postRunnable(new Runnable() {
@Override
public void run() {
c.call();
}
});
}
public static void vibrate( int milliseconds ) {
if (platform.supportsVibration()) {
platform.vibrate(milliseconds);
}
}
public interface SceneChangeCallback{
void beforeCreate();
void afterCreate();
}
}