mirror of
https://github.com/curioustorvald/Terrarum.git
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async loading (hopefully?)
This commit is contained in:
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<?xml version="1.0" encoding="UTF-8"?>
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<component name="CsvFileAttributes">
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<option name="attributeMap">
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<map>
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<entry key="/Terrarum.wiki/Items.md">
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<value>
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<Attribute>
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<option name="separator" value="," />
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</Attribute>
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</value>
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</entry>
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<entry key="/Terrarum.wiki/Modules:Setup.md">
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<value>
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<Attribute>
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<option name="separator" value="," />
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</map>
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</option>
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</component>
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</project>
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176
CLAUDE.md
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176
CLAUDE.md
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# Terrarum
|
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|
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A modular 2D side-scrolling tilemap platformer engine and game, built on LibGDX with Kotlin/Java. GPL-3.0.
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||||
|
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## Build & Run
|
||||
|
||||
- **IDE**: IntelliJ IDEA (project files: `Terrarum_renewed.iml`, `TerrarumBuild.iml`)
|
||||
- **JDK**: 21
|
||||
- **Language**: Kotlin + Java mixed; Kotlin is primary, `App.java` and `FrameBufferManager.java` are Java
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- **Dependencies**: All libraries are in `lib/` (fat-jar approach, no Maven/Gradle). Includes LibGDX, GraalVM JS (modified), dyn4j (Vector2 only), custom bitmap font lib
|
||||
- **Entry point**: `net.torvald.terrarum.Principii.main()` (Java) which launches `App` (the LibGDX `ApplicationListener`)
|
||||
- **Distribution**: `buildapp/` scripts produce per-platform bundles with jlink'd runtimes
|
||||
- **Assets**: `assets/` for development, `assets_release/` for distribution. Custom `.tevd` archive format for release assets (`AssetCache.kt`)
|
||||
|
||||
## Project Structure
|
||||
|
||||
```
|
||||
src/net/torvald/terrarum/
|
||||
App.java -- Main application class (LibGDX ApplicationListener). GL thread, render loop, splash screen
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||||
CommonResourcePool.kt -- Thread-safe GL resource loading with dispatch queues
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||||
ModMgr.kt -- Module manager. Scans/loads game modules, provides getGdxFile/getJavaClass
|
||||
IngameInstance.kt -- Base class for game screens (show/hide/render/resize lifecycle)
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||||
Terrarum.kt -- Game-level singleton (ingame instance management, extension functions)
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||||
GameUpdateGovernor.kt -- Update/render tick governors (ConsistentUpdateRate, Anarchy)
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||||
MusicService.kt -- Music playback management
|
||||
|
||||
modulebasegame/
|
||||
EntryPoint.kt -- Basegame module entry point (registers items, fixtures, blocks, weather)
|
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TitleScreen.kt -- Title screen (demo world rendering, async loading)
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TerrarumIngame.kt -- Main gameplay screen
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IngameRenderer.kt -- World rendering pipeline (FBO composition, lightmap, blur, shadows)
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BuildingMaker.kt -- Building editor screen
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|
||||
worlddrawer/
|
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WorldCamera.kt -- Camera position tracking (follows player, interpolated movement)
|
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LightmapRenderer.kt -- Per-tile RGB+UV light calculation and rasterisation
|
||||
BlocksDrawer.kt -- Tile rendering
|
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FeaturesDrawer.kt -- Wire/feature overlay rendering
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||||
|
||||
gamecontroller/
|
||||
IME.kt -- Input Method Engine (GraalVM JS keyboard layouts, loaded on daemon thread)
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|
||||
weather/
|
||||
WeatherMixer.kt -- Weather state machine, skybox rendering
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||||
SkyboxModelHosek.kt -- Physically-based sky model
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||||
```
|
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|
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## Architecture: Threading & GL Dispatch
|
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|
||||
All OpenGL calls (Texture, ShaderProgram, FrameBuffer creation) **must** happen on the GL thread. The codebase uses a dispatch mechanism to safely create GL resources from background threads.
|
||||
|
||||
### CommonResourcePool (the dispatch hub)
|
||||
|
||||
```
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||||
Background Thread GL Thread (App.render)
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||||
| |
|
||||
|-- addToLoadingList("name", { Texture() })|
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|-- loadAll() |
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||||
| | |
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||||
| +-- if on GL thread: run directly |
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||||
| +-- if not: enqueue to |
|
||||
| glDispatchQueue + latch.await() |
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||||
| CommonResourcePool.update()
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||||
| |-- poll glDispatchQueue
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| | run loadfun, latch.countDown()
|
||||
| |-- poll glRunnableQueue
|
||||
| | run block, latch.countDown()
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||||
| |-- poll slowLoadingQueue (one per tick)
|
||||
| |
|
||||
+-- latch released, continues <------------+
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||||
```
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||||
|
||||
Key methods:
|
||||
- `loadAll()` -- batch load; blocks background thread until GL thread processes
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||||
- `loadAllSlowly()` -- timesliced; one resource per tick via `update()`
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||||
- `runOnGLThread { }` -- run arbitrary block on GL thread, blocking caller
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||||
- `update()` -- called every tick from `App.render()`, processes all queues
|
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- `getOrPut(name, loadfun, killfun)` -- thread-safe get-or-create with GL dispatch
|
||||
|
||||
### App.java Boot Sequence
|
||||
|
||||
```
|
||||
create()
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-> postInit() [GL thread, synchronous]
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|-- load shaders, fonts, audio device, IME
|
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|-- CommonResourcePool.setGLThread(currentThread)
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||||
|-- spawn Terrarum-PostInitLoader thread:
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| ModMgr.invoke() // module entry points (dispatched to GL via runOnGLThread)
|
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| CommonResourcePool.loadAllSlowly() // timesliced resource loading
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| loadingThreadDone = true
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+-- return (non-blocking)
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||||
render() loop [GL thread]
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while currentScreen == null:
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|-- drawSplash()
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|-- CommonResourcePool.update() // process GL dispatch queues
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||||
|-- when loadingThreadDone && loaded:
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| postLoadInit() // tile atlas, audio mixer, Terrarum.initialise()
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| setScreen(titleScreen) // transitions to title screen
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```
|
||||
|
||||
### TitleScreen Async Loading
|
||||
|
||||
`TitleScreen.show()` returns immediately after starting a background thread. The splash screen continues displaying until all loading completes.
|
||||
|
||||
```
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show()
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||||
|-- quick GL setup (viewport, input processor, FBO, savegame list)
|
||||
|-- spawn Terrarum-TitleScreenLoader thread:
|
||||
| load demo world, compute camera nodes, bogoflops, audio reset
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||||
| backgroundLoadDone = true
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+-- return
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renderImpl() [GL thread, every frame]
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if !loadDone:
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|-- App.drawSplash()
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|-- processGLLoadStep() // state machine, one step per frame:
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||||
| 0: wait for backgroundLoadDone
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| 1: SkyboxModelHosek.loadlut()
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||||
| 2: IngameRenderer.setRenderedWorld + WeatherMixer init
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||||
| 3: load halfgrad texture
|
||||
| 4: UIFakeGradOverlay
|
||||
| 5: UIFakeBlurOverlay
|
||||
| 6: UIRemoCon
|
||||
| 7: MusicService.enterScene, gameUpdateGovernor.reset(), loadDone=true
|
||||
else:
|
||||
normal title screen rendering (world + UI via IngameRenderer)
|
||||
```
|
||||
|
||||
### IME Loading
|
||||
|
||||
`IME.kt` object `init {}` spawns a `Terrarum-IMELoader` daemon thread for GraalVM JS context binding and key layout/IME file scanning. Icon texture loading remains synchronous (requires GL thread).
|
||||
|
||||
### ModMgr Class Initialisation
|
||||
|
||||
`ModMgr.kt` object `init {}` only does metadata loading and class instantiation (fast). The heavy `invoke()` method runs entry points wrapped in `CommonResourcePool.runOnGLThread { }` to avoid GL calls on the wrong thread. This separation prevents `<clinit>` lock deadlocks where a background thread holding the class init lock blocks on a GL dispatch latch while the GL thread tries to access the same class.
|
||||
|
||||
## Architecture: Rendering Pipeline
|
||||
|
||||
### IngameRenderer
|
||||
|
||||
Singleton object. Lazily initialised on first `invoke()` call via `invokeInit()`.
|
||||
|
||||
Render path (per frame):
|
||||
1. `LightmapRenderer.recalculate()` -- every 3 frames, computes per-tile RGBA light values
|
||||
2. `prepLightmapRGBA()` -- Kawase blur on lightmap into `lightmapFbo`
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||||
3. `BlocksDrawer.renderData()` -- prepare tile draw data
|
||||
4. `drawToRGB()` -- render world tiles + actors into `fboRGB` (with shadow FBOs)
|
||||
5. `drawToA()` -- render alpha/glow channel
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||||
6. Composite: sky -> world -> light multiply -> emissive blend -> vibrancy -> UI
|
||||
7. Output to `App.renderFBO`, then `TerrarumPostProcessor.draw()` applies final effects
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||||
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||||
**Critical ordering in `resize()`**: `BlocksDrawer.resize()` and `LightmapRenderer.resize()` must be called **before** `lightmapFbo` creation, because `lightmapFbo` dimensions derive from `LightmapRenderer.lightBuffer` size.
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||||
|
||||
### WorldCamera
|
||||
|
||||
Follows an `ActorWithBody` (player or camera actor). Position interpolated per frame. `WorldCamera.x/y` = top-left corner of visible area. `gdxCamX/Y` = centre of visible area. `moveCameraToWorldCoord()` positions the IngameRenderer camera for world-space drawing; `setCameraPosition(0,0)` positions it for screen-space drawing.
|
||||
|
||||
### FBO Extension Functions
|
||||
|
||||
- `FrameBuffer.inAction(camera, batch) { }` -- bind FBO, set camera to FBO dimensions (Y-down), run block, restore camera to screen dimensions
|
||||
- `FrameBuffer.inActionF(camera, batch) { }` -- same but Y-up (for flipped FBO content)
|
||||
|
||||
Both save/restore `camera.position` and call `setToOrtho` with `App.scr.wf/hf` on exit.
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||||
|
||||
## Key Conventions
|
||||
|
||||
- **GL thread safety**: Any code creating `Texture`, `TextureRegion`, `TextureRegionPack`, `ShaderProgram`, `FrameBuffer`, or `Pixmap` must run on the GL thread. Use `CommonResourcePool.runOnGLThread { }` when on a background thread.
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||||
- **Kotlin `object` singletons**: First access triggers `<clinit>`. Keep `init {}` blocks fast (no blocking, no GL dispatch). Defer heavy work to explicit `invoke()` methods.
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||||
- **`ConcurrentHashMap` cannot store null values**. Use `HashMap` for maps that need nullable values (e.g. `poolKillFun`).
|
||||
- **`@Volatile`** for cross-thread boolean flags (`loadDone`, `backgroundLoadDone`, etc.)
|
||||
- **`lateinit var` guards**: Use `::prop.isInitialized` checks in `resize()` and `dispose()` for properties set during async loading steps.
|
||||
- **`ConsistentUpdateRate`**: Accumulates delta time; may call `updateFunction` multiple times before `renderFunction`. Call `.reset()` before transitioning to active rendering to avoid catch-up storms.
|
||||
- **Textures**: Use TGA format. Images with semitransparency must be TGA; opaque images may be PNG.
|
||||
- **Coordinate system**: Y-down (camera `setToOrtho(true, ...)`). `setCameraPosition(0, 0)` places origin at screen top-left.
|
||||
- **ROUNDWORLD**: World wraps horizontally. `WorldCamera.x` uses `fmod worldWidth`. Lightmap and tile drawing account for wrapping.
|
||||
BIN
lib/TerrarumSansBitmap.jar
LFS
BIN
lib/TerrarumSansBitmap.jar
LFS
Binary file not shown.
@@ -865,7 +865,7 @@ public class App implements ApplicationListener {
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||||
return ditherPatterns[hash % ditherPatterns.length];
|
||||
}
|
||||
|
||||
private void drawSplash() {
|
||||
public static void drawSplash() {
|
||||
setCameraPosition(0f, 0f);
|
||||
|
||||
logoBatch.setColor(Color.WHITE);
|
||||
@@ -874,7 +874,7 @@ public class App implements ApplicationListener {
|
||||
|
||||
int drawWidth = Toolkit.INSTANCE.getDrawWidth();
|
||||
int safetyTextLen = fontGame.getWidth(Lang.INSTANCE.get("APP_WARNING_HEALTH_AND_SAFETY", true));
|
||||
int logoPosX = (drawWidth - splashScreenLogo.getRegionWidth() - safetyTextLen) >>> 1;
|
||||
int logoPosX0 = (drawWidth - splashScreenLogo.getRegionWidth() - safetyTextLen) >>> 1;
|
||||
int logoPosY = Math.round(scr.getHeight() / 15f);
|
||||
int textY = logoPosY + splashScreenLogo.getRegionHeight() - 16;
|
||||
|
||||
@@ -900,7 +900,7 @@ public class App implements ApplicationListener {
|
||||
logoBatch.end();
|
||||
}
|
||||
|
||||
|
||||
int logoPosX = (int)(logoPosX0 + Math.round(100 * Math.sin(GLOBAL_RENDER_TIMER / 50.0)));
|
||||
|
||||
// draw logo reflection
|
||||
logoBatch.setShader(shaderReflect);
|
||||
@@ -1448,7 +1448,7 @@ public class App implements ApplicationListener {
|
||||
}
|
||||
|
||||
|
||||
private void setCameraPosition(float newX, float newY) {
|
||||
private static void setCameraPosition(float newX, float newY) {
|
||||
camera.position.set((-newX + scr.getWidth() / 2), (-newY + scr.getHeight() / 2), 0f); // deliberate integer division
|
||||
camera.update();
|
||||
logoBatch.setProjectionMatrix(camera.combined);
|
||||
|
||||
@@ -1307,6 +1307,11 @@ object IngameRenderer : Disposable {
|
||||
//fboBlurQuarter.dispose()
|
||||
}
|
||||
|
||||
// BlocksDrawer and LightmapRenderer must be resized before lightmapFbo is created,
|
||||
// because lightmapFbo dimensions are derived from LightmapRenderer.lightBuffer.
|
||||
BlocksDrawer.resize(width, height)
|
||||
LightmapRenderer.resize(width, height)
|
||||
|
||||
fboRGB = Float16FrameBuffer(width, height, false)
|
||||
fboRGB_lightMixed0 = Float16FrameBuffer(width, height, false)
|
||||
fboRGB_lightMixed = Float16FrameBuffer(width, height, false)
|
||||
@@ -1345,9 +1350,6 @@ object IngameRenderer : Disposable {
|
||||
false
|
||||
)*/
|
||||
|
||||
BlocksDrawer.resize(width, height)
|
||||
LightmapRenderer.resize(width, height)
|
||||
|
||||
|
||||
blurWriteQuad.setVertices(floatArrayOf(
|
||||
0f,0f,0f, 1f,1f,1f,1f, 0f,1f,
|
||||
|
||||
@@ -66,7 +66,10 @@ class TitleScreen(batch: FlippingSpriteBatch) : IngameInstance(batch) {
|
||||
}
|
||||
|
||||
|
||||
//private var loadDone = false // not required; draw-while-loading is implemented in the AppLoader
|
||||
private var loadDone = false
|
||||
@Volatile private var backgroundLoadDone = false
|
||||
private var glLoadStep = 0
|
||||
private lateinit var titleLoadingThread: Thread
|
||||
|
||||
private lateinit var demoWorld: GameWorld
|
||||
private lateinit var cameraNodes: FloatArray // camera Y-pos
|
||||
@@ -156,117 +159,129 @@ class TitleScreen(batch: FlippingSpriteBatch) : IngameInstance(batch) {
|
||||
gameUpdateGovernor = ConsistentUpdateRate.also { it.reset() }
|
||||
}
|
||||
|
||||
private fun loadThingsWhileIntroIsVisible() {
|
||||
printdbg(this, "Intro pre-load")
|
||||
private fun startBackgroundLoading() {
|
||||
titleLoadingThread = Thread({
|
||||
printdbg(this, "Background loading started")
|
||||
|
||||
|
||||
try {
|
||||
val fileHandle = ModMgr.getGdxFile("basegame", "demoworld")
|
||||
val reader = fileHandle.reader("UTF-8")
|
||||
//ReadWorld.readWorldAndSetNewWorld(Terrarum.ingame!! as TerrarumIngame, reader)
|
||||
val world = ReadSimpleWorld(reader, fileHandle.file())
|
||||
demoWorld = world
|
||||
demoWorld.worldTime.timeDelta = 30
|
||||
printdbg(this, "Demo world loaded")
|
||||
}
|
||||
catch (e: IOException) {
|
||||
demoWorld = GameWorld(LandUtil.CHUNK_W, LandUtil.CHUNK_H, 0L, 0L)
|
||||
demoWorld.worldTime.timeDelta = 30
|
||||
printdbg(this, "Demo world not found, using empty world")
|
||||
}
|
||||
|
||||
demoWorld.renumberTilesAfterLoad()
|
||||
this.world = demoWorld
|
||||
|
||||
// set initial time to summer
|
||||
demoWorld.worldTime.addTime(WorldTime.DAY_LENGTH * 32)
|
||||
|
||||
// construct camera nodes
|
||||
val nodeCount = demoWorld.width / cameraNodeWidth
|
||||
cameraNodes = kotlin.FloatArray(nodeCount) {
|
||||
val tileXPos = (demoWorld.width.toFloat() * it / nodeCount).floorToInt()
|
||||
var travelDownCounter = 0
|
||||
while (travelDownCounter < demoWorld.height &&
|
||||
!BlockCodex[demoWorld.getTileFromTerrain(tileXPos, travelDownCounter)].isSolid
|
||||
// !BlockCodex[demoWorld.getTileFromWall(tileXPos, travelDownCounter)].isSolid
|
||||
) {
|
||||
travelDownCounter += 2
|
||||
try {
|
||||
val fileHandle = ModMgr.getGdxFile("basegame", "demoworld")
|
||||
val reader = fileHandle.reader("UTF-8")
|
||||
val world = ReadSimpleWorld(reader, fileHandle.file())
|
||||
demoWorld = world
|
||||
demoWorld.worldTime.timeDelta = 30
|
||||
printdbg(this, "Demo world loaded")
|
||||
}
|
||||
catch (e: IOException) {
|
||||
demoWorld = GameWorld(LandUtil.CHUNK_W, LandUtil.CHUNK_H, 0L, 0L)
|
||||
demoWorld.worldTime.timeDelta = 30
|
||||
printdbg(this, "Demo world not found, using empty world")
|
||||
}
|
||||
travelDownCounter * TILE_SIZEF
|
||||
}
|
||||
// apply gaussian blur to the camera nodes
|
||||
for (i in cameraNodes.indices) {
|
||||
// val offM2 = cameraNodes[(i-2) fmod cameraNodes.size] * 1f
|
||||
val offM1 = cameraNodes[(i-1) fmod cameraNodes.size] * 1f
|
||||
val off0 = cameraNodes[i] * 2f
|
||||
val off1 = cameraNodes[(i+1) fmod cameraNodes.size] * 1f
|
||||
// val off2 = cameraNodes[(i+2) fmod cameraNodes.size] * 1f
|
||||
|
||||
// cameraNodes[i] = (offM2 + offM1 + off0 + off1 + off2) / 16f
|
||||
cameraNodes[i] = (offM1 + off0 + off1) / 4f
|
||||
}
|
||||
demoWorld.renumberTilesAfterLoad()
|
||||
this.world = demoWorld
|
||||
|
||||
// set initial time to summer
|
||||
demoWorld.worldTime.addTime(WorldTime.DAY_LENGTH * 32)
|
||||
|
||||
// construct camera nodes
|
||||
val nodeCount = demoWorld.width / cameraNodeWidth
|
||||
cameraNodes = kotlin.FloatArray(nodeCount) {
|
||||
val tileXPos = (demoWorld.width.toFloat() * it / nodeCount).floorToInt()
|
||||
var travelDownCounter = 0
|
||||
while (travelDownCounter < demoWorld.height &&
|
||||
!BlockCodex[demoWorld.getTileFromTerrain(tileXPos, travelDownCounter)].isSolid
|
||||
) {
|
||||
travelDownCounter += 2
|
||||
}
|
||||
travelDownCounter * TILE_SIZEF
|
||||
}
|
||||
// apply gaussian blur to the camera nodes
|
||||
for (i in cameraNodes.indices) {
|
||||
val offM1 = cameraNodes[(i-1) fmod cameraNodes.size] * 1f
|
||||
val off0 = cameraNodes[i] * 2f
|
||||
val off1 = cameraNodes[(i+1) fmod cameraNodes.size] * 1f
|
||||
cameraNodes[i] = (offM1 + off0 + off1) / 4f
|
||||
}
|
||||
|
||||
cameraPlayer = CameraPlayer(demoWorld, cameraAI)
|
||||
cameraPlayer = CameraPlayer(demoWorld, cameraAI)
|
||||
|
||||
CommandDict // invoke
|
||||
|
||||
IngameRenderer.setRenderedWorld(demoWorld)
|
||||
WeatherMixer.internalReset(this)
|
||||
WeatherMixer.titleScreenInitWeather(demoWorld.weatherbox)
|
||||
WeatherMixer.forceTimeAt = 23456
|
||||
// measure bogoflops here
|
||||
val bogoflopsOld = App.bogoflops
|
||||
App.updateBogoflops(100_000_000L)
|
||||
printdbg(this, "Bogoflops old: $bogoflopsOld new: ${App.bogoflops}")
|
||||
App.bogoflops = maxOf(App.bogoflops, bogoflopsOld)
|
||||
|
||||
App.audioMixer.ambientTracks.forEach {
|
||||
it.stop()
|
||||
it.currentTrack = null
|
||||
it.nextTrack = null
|
||||
}
|
||||
App.audioMixer.reset()
|
||||
|
||||
// load a half-gradient texture that would be used throughout the titlescreen and its sub UIs
|
||||
CommonResourcePool.addToLoadingList("title_halfgrad") {
|
||||
Texture(AssetCache.getFileHandle("graphics/halfgrad.tga")).also {
|
||||
it.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
|
||||
printdbg(this, "Background loading done")
|
||||
backgroundLoadDone = true
|
||||
}, "Terrarum-TitleScreenLoader")
|
||||
titleLoadingThread.isDaemon = true
|
||||
titleLoadingThread.start()
|
||||
}
|
||||
|
||||
private fun processGLLoadStep() {
|
||||
when (glLoadStep) {
|
||||
0 -> {
|
||||
// Wait for background thread to finish world loading + CPU work
|
||||
if (backgroundLoadDone) glLoadStep++
|
||||
}
|
||||
1 -> {
|
||||
SkyboxModelHosek.loadlut()
|
||||
glLoadStep++
|
||||
}
|
||||
2 -> {
|
||||
IngameRenderer.setRenderedWorld(demoWorld)
|
||||
WeatherMixer.internalReset(this)
|
||||
WeatherMixer.titleScreenInitWeather(demoWorld.weatherbox)
|
||||
WeatherMixer.forceTimeAt = 23456
|
||||
glLoadStep++
|
||||
}
|
||||
3 -> {
|
||||
// Load half-gradient texture
|
||||
CommonResourcePool.addToLoadingList("title_halfgrad") {
|
||||
Texture(AssetCache.getFileHandle("graphics/halfgrad.tga")).also {
|
||||
it.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
|
||||
}
|
||||
}
|
||||
CommonResourcePool.loadAll()
|
||||
glLoadStep++
|
||||
}
|
||||
4 -> {
|
||||
// Gradient overlay UI
|
||||
val uiFakeGradOverlay = UIFakeGradOverlay()
|
||||
uiFakeGradOverlay.setPosition(0, 0)
|
||||
uiContainer.add(uiFakeGradOverlay)
|
||||
glLoadStep++
|
||||
}
|
||||
5 -> {
|
||||
// Blur overlay UI
|
||||
uiFakeBlurOverlay = UIFakeBlurOverlay(1f, false)
|
||||
uiFakeBlurOverlay.setPosition(0, 0)
|
||||
uiContainer.add(uiFakeBlurOverlay)
|
||||
glLoadStep++
|
||||
}
|
||||
6 -> {
|
||||
// Remote control UI
|
||||
uiRemoCon = UIRemoCon(this, UITitleRemoConYaml(App.savegamePlayers.isNotEmpty()))
|
||||
uiRemoCon.setPosition(0, 0)
|
||||
uiRemoCon.setAsOpen()
|
||||
uiContainer.add(uiRemoCon)
|
||||
glLoadStep++
|
||||
}
|
||||
7 -> {
|
||||
MusicService.enterScene("title")
|
||||
gameUpdateGovernor.reset()
|
||||
loadDone = true
|
||||
}
|
||||
}
|
||||
CommonResourcePool.loadAll()
|
||||
|
||||
|
||||
// fake UI for gradient overlay
|
||||
val uiFakeGradOverlay = UIFakeGradOverlay()
|
||||
uiFakeGradOverlay.setPosition(0, 0)
|
||||
uiContainer.add(uiFakeGradOverlay)
|
||||
|
||||
|
||||
// fake UI for blur
|
||||
uiFakeBlurOverlay = UIFakeBlurOverlay(1f, false)
|
||||
uiFakeBlurOverlay.setPosition(0,0)
|
||||
uiContainer.add(uiFakeBlurOverlay)
|
||||
|
||||
|
||||
uiRemoCon = UIRemoCon(this, UITitleRemoConYaml(App.savegamePlayers.isNotEmpty()))
|
||||
uiRemoCon.setPosition(0, 0)
|
||||
uiRemoCon.setAsOpen()
|
||||
|
||||
|
||||
uiContainer.add(uiRemoCon)
|
||||
|
||||
CommandDict // invoke
|
||||
SkyboxModelHosek.loadlut() // invoke
|
||||
// Skybox.initiate() // invoke the lengthy calculation
|
||||
// TODO add console here
|
||||
|
||||
|
||||
//loadDone = true
|
||||
|
||||
// measure bogoflops here
|
||||
val bogoflopsOld = App.bogoflops
|
||||
App.updateBogoflops(100_000_000L)
|
||||
printdbg(this, "Bogoflops old: $bogoflopsOld new: ${App.bogoflops}")
|
||||
App.bogoflops = maxOf(App.bogoflops, bogoflopsOld)
|
||||
|
||||
|
||||
App.audioMixer.ambientTracks.forEach {
|
||||
it.stop()
|
||||
it.currentTrack = null
|
||||
it.nextTrack = null
|
||||
}
|
||||
App.audioMixer.reset()
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -294,10 +309,8 @@ class TitleScreen(batch: FlippingSpriteBatch) : IngameInstance(batch) {
|
||||
App.updateListOfSavegames()
|
||||
UILoadGovernor.reset()
|
||||
|
||||
loadThingsWhileIntroIsVisible()
|
||||
startBackgroundLoading()
|
||||
printdbg(this, "show() exit")
|
||||
|
||||
MusicService.enterScene("title")
|
||||
}
|
||||
|
||||
|
||||
@@ -305,6 +318,12 @@ class TitleScreen(batch: FlippingSpriteBatch) : IngameInstance(batch) {
|
||||
private var introUncoverDeltaCounter = 0f
|
||||
|
||||
override fun renderImpl(updateRate: Float) {
|
||||
if (!loadDone) {
|
||||
App.drawSplash()
|
||||
processGLLoadStep()
|
||||
return
|
||||
}
|
||||
|
||||
IngameRenderer.setRenderedWorld(demoWorld)
|
||||
|
||||
super.renderImpl(updateRate)
|
||||
@@ -549,23 +568,24 @@ class TitleScreen(batch: FlippingSpriteBatch) : IngameInstance(batch) {
|
||||
initViewPort(App.scr.width, App.scr.height)
|
||||
|
||||
|
||||
// resize UI by re-creating it (!!)
|
||||
uiRemoCon.resize(App.scr.width, App.scr.height)
|
||||
// TODO I forgot what the fuck kind of hack I was talking about
|
||||
//uiMenu.setPosition(0, UITitleRemoConRoot.menubarOffY)
|
||||
uiRemoCon.setPosition(0, 0) // shitty hack. Could be:
|
||||
// 1: Init code and resize code are different
|
||||
// 2: The UI is coded shit
|
||||
if (::uiRemoCon.isInitialized) {
|
||||
// resize UI by re-creating it (!!)
|
||||
uiRemoCon.resize(App.scr.width, App.scr.height)
|
||||
// TODO I forgot what the fuck kind of hack I was talking about
|
||||
//uiMenu.setPosition(0, UITitleRemoConRoot.menubarOffY)
|
||||
uiRemoCon.setPosition(0, 0) // shitty hack. Could be:
|
||||
// 1: Init code and resize code are different
|
||||
// 2: The UI is coded shit
|
||||
|
||||
|
||||
IngameRenderer.resize(App.scr.width, App.scr.height)
|
||||
IngameRenderer.resize(App.scr.width, App.scr.height)
|
||||
}
|
||||
|
||||
printdbg(this, "resize() exit")
|
||||
}
|
||||
|
||||
override fun dispose() {
|
||||
uiRemoCon.dispose()
|
||||
demoWorld.dispose()
|
||||
if (::uiRemoCon.isInitialized) uiRemoCon.dispose()
|
||||
if (::demoWorld.isInitialized) demoWorld.dispose()
|
||||
warning32bitJavaIcon.texture.dispose()
|
||||
warningAppleRosettaIcon.texture.dispose()
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user