317 lines
7.5 KiB
Java
317 lines
7.5 KiB
Java
/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2022 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.watabou.noosa;
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import com.badlogic.gdx.Application;
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import com.badlogic.gdx.ApplicationListener;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.glutils.GLVersion;
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import com.badlogic.gdx.utils.TimeUtils;
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import com.watabou.glscripts.Script;
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import com.watabou.gltextures.TextureCache;
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import com.watabou.glwrap.Blending;
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import com.watabou.glwrap.Vertexbuffer;
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import com.watabou.input.InputHandler;
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import com.watabou.input.PointerEvent;
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import com.watabou.noosa.audio.Music;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.utils.Callback;
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import com.watabou.utils.DeviceCompat;
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import com.watabou.utils.PlatformSupport;
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import com.watabou.utils.Reflection;
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import java.io.PrintWriter;
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import java.io.StringWriter;
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public class Game implements ApplicationListener {
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public static Game instance;
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//actual size of the display
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public static int dispWidth;
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public static int dispHeight;
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// Size of the EGL surface view
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public static int width;
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public static int height;
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//number of pixels from bottom of view before rendering starts
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public static int bottomInset;
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// Density: mdpi=1, hdpi=1.5, xhdpi=2...
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public static float density = 1;
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public static String version;
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public static int versionCode;
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// Current scene
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protected Scene scene;
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// New scene we are going to switch to
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protected Scene requestedScene;
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// true if scene switch is requested
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protected boolean requestedReset = true;
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// callback to perform logic during scene change
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protected SceneChangeCallback onChange;
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// New scene class
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protected static Class<? extends Scene> sceneClass;
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public static float timeScale = 1f;
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public static float elapsed = 0f;
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public static float timeTotal = 0f;
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public static long realTime = 0;
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public static InputHandler inputHandler;
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public static PlatformSupport platform;
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public Game(Class<? extends Scene> c, PlatformSupport platform) {
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sceneClass = c;
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instance = this;
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this.platform = platform;
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}
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@Override
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public void create() {
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density = Gdx.graphics.getDensity();
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dispHeight = Gdx.graphics.getDisplayMode().height;
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dispWidth = Gdx.graphics.getDisplayMode().width;
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inputHandler = new InputHandler( Gdx.input );
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//refreshes texture and vertex data stored on the gpu
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versionContextRef = Gdx.graphics.getGLVersion();
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Blending.useDefault();
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TextureCache.reload();
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Vertexbuffer.reload();
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}
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private GLVersion versionContextRef;
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@Override
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public void resize(int width, int height) {
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if (width == 0 || height == 0){
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return;
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}
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//If the EGL context was destroyed, we need to refresh some data stored on the GPU.
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// This checks that by seeing if GLVersion has a new object reference
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if (versionContextRef != Gdx.graphics.getGLVersion()) {
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versionContextRef = Gdx.graphics.getGLVersion();
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Blending.useDefault();
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TextureCache.reload();
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Vertexbuffer.reload();
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}
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height -= bottomInset;
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if (height != Game.height || width != Game.width) {
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Game.width = width;
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Game.height = height;
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//TODO might be better to put this in platform support
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if (Gdx.app.getType() != Application.ApplicationType.Android){
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Game.dispWidth = Game.width;
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Game.dispHeight = Game.height;
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}
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resetScene();
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}
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}
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//FIXME this is a temporary workaround to improve start times on android (first frame is 'cheated' and skips rendering)
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//this is partly to improve stats on google play, and partly to try and diagnose what the cause of slow loading times is
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//ultimately once the cause is found it should be fixed and this should no longer be needed
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private boolean justResumed = true;
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@Override
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public void render() {
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//prevents weird rare cases where the app is running twice
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if (instance != this){
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finish();
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return;
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}
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if (justResumed){
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justResumed = false;
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if (DeviceCompat.isAndroid()) return;
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}
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NoosaScript.get().resetCamera();
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NoosaScriptNoLighting.get().resetCamera();
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Gdx.gl.glDisable(Gdx.gl.GL_SCISSOR_TEST);
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Gdx.gl.glClear(Gdx.gl.GL_COLOR_BUFFER_BIT);
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draw();
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Gdx.gl.glDisable( Gdx.gl.GL_SCISSOR_TEST );
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step();
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}
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@Override
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public void pause() {
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PointerEvent.clearPointerEvents();
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if (scene != null) {
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scene.onPause();
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}
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Script.reset();
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}
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@Override
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public void resume() {
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justResumed = true;
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}
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public void finish(){
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Gdx.app.exit();
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}
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public void destroy(){
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if (scene != null) {
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scene.destroy();
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scene = null;
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}
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sceneClass = null;
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Music.INSTANCE.stop();
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Sample.INSTANCE.reset();
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}
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@Override
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public void dispose() {
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destroy();
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}
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public static void resetScene() {
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switchScene( instance.sceneClass );
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}
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public static void switchScene(Class<? extends Scene> c) {
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switchScene(c, null);
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}
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public static void switchScene(Class<? extends Scene> c, SceneChangeCallback callback) {
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instance.sceneClass = c;
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instance.requestedReset = true;
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instance.onChange = callback;
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}
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public static Scene scene() {
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return instance.scene;
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}
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protected void step() {
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if (requestedReset) {
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requestedReset = false;
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requestedScene = Reflection.newInstance(sceneClass);
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if (requestedScene != null){
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switchScene();
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}
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}
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update();
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}
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protected void draw() {
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if (scene != null) scene.draw();
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}
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protected void switchScene() {
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Camera.reset();
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if (scene != null) {
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scene.destroy();
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}
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//clear any leftover vertex buffers
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Vertexbuffer.clear();
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scene = requestedScene;
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if (onChange != null) onChange.beforeCreate();
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scene.create();
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if (onChange != null) onChange.afterCreate();
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onChange = null;
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Game.elapsed = 0f;
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Game.timeScale = 1f;
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Game.timeTotal = 0f;
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}
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protected void update() {
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Game.elapsed = Game.timeScale * Gdx.graphics.getDeltaTime();
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Game.timeTotal += Game.elapsed;
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Game.realTime = TimeUtils.millis();
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inputHandler.processAllEvents();
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Sample.INSTANCE.update();
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scene.update();
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Camera.updateAll();
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}
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public static void reportException( Throwable tr ) {
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if (instance != null && Gdx.app != null) {
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instance.logException(tr);
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} else {
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//fallback if error happened in initialization
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StringWriter sw = new StringWriter();
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PrintWriter pw = new PrintWriter(sw);
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tr.printStackTrace(pw);
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pw.flush();
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System.err.println(sw.toString());
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}
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}
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protected void logException( Throwable tr ){
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StringWriter sw = new StringWriter();
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PrintWriter pw = new PrintWriter(sw);
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tr.printStackTrace(pw);
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pw.flush();
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Gdx.app.error("GAME", sw.toString());
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}
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public static void runOnRenderThread(Callback c){
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Gdx.app.postRunnable(new Runnable() {
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@Override
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public void run() {
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c.call();
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}
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});
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}
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public static void vibrate( int milliseconds ) {
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platform.vibrate( milliseconds );
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}
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public interface SceneChangeCallback{
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void beforeCreate();
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void afterCreate();
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}
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}
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