package net.torvald.terrarum import com.badlogic.gdx.Gdx import com.badlogic.gdx.Screen import com.badlogic.gdx.assets.AssetManager import com.badlogic.gdx.graphics.Color import com.badlogic.gdx.graphics.GL20 import com.badlogic.gdx.graphics.OrthographicCamera import com.badlogic.gdx.graphics.Texture import com.badlogic.gdx.graphics.g2d.SpriteBatch import com.badlogic.gdx.graphics.glutils.FrameBuffer import com.badlogic.gdx.graphics.glutils.ShaderProgram import com.badlogic.gdx.graphics.glutils.ShapeRenderer import com.badlogic.gdx.utils.GdxRuntimeException import com.jme3.math.FastMath import net.torvald.dataclass.CircularArray import net.torvald.getcpuname.GetCpuName import net.torvald.random.HQRNG import net.torvald.terrarum.AppLoader.* import net.torvald.terrarum.gameactors.Actor import net.torvald.terrarum.gameactors.ActorID import net.torvald.terrarum.imagefont.TinyAlphNum import net.torvald.terrarum.itemproperties.ItemCodex import net.torvald.terrarum.modulebasegame.Ingame import net.torvald.terrarum.worlddrawer.FeaturesDrawer import net.torvald.terrarum.worlddrawer.WorldCamera import net.torvald.terrarumsansbitmap.gdx.GameFontBase import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack import org.lwjgl.BufferUtils import org.lwjgl.input.Controllers import java.io.File import kotlin.math.absoluteValue typealias RGBA8888 = Int /** * Slick2d Version Created by minjaesong on 2015-12-30. * * LibGDX Version Created by minjaesong on 2017-06-15. */ object Terrarum : Screen { /** * All singleplayer "Player" must have this exact reference ID. */ const val PLAYER_REF_ID: Int = 0x91A7E2 lateinit var batch: SpriteBatch lateinit var shapeRender: ShapeRenderer // DO NOT USE!! for very limited applications e.g. WeatherMixer inline fun inShapeRenderer(shapeRendererType: ShapeRenderer.ShapeType = ShapeRenderer.ShapeType.Filled, action: (ShapeRenderer) -> Unit) { shapeRender.begin(shapeRendererType) action(shapeRender) shapeRender.end() } ////////////////////////////// // GLOBAL IMMUTABLE CONFIGS // ////////////////////////////// val WIDTH: Int get() = AppLoader.screenW val HEIGHT: Int get() = AppLoader.screenH //val WIDTH_MIN = 800 //val HEIGHT_MIN = 600 inline val HALFW: Int get() = WIDTH.ushr(1) inline val HALFH: Int get() = HEIGHT.ushr(1) /** * To be used with physics simulator */ val PHYS_TIME_FRAME: Double = 26.0 + (2.0 / 3.0) // 26.0 + (2.0 / 3.0) // lower value == faster gravity response (IT WON'T HOTSWAP!!) // protip: using METER, game unit and SI unit will have same number /** * To be used with render, to achieve smooth frame drawing * TARGET_INTERNAL_FPS > PHYS_TIME_FRAME for smooth frame drawing */ val TARGET_INTERNAL_FPS: Double = 60.0 internal val UPDATE_CATCHUP_MAX_TRIES = 4 var previousScreen: Screen? = null // to be used with temporary states like StateMonitorCheck var ingame: IngameInstance? = null private val javaHeapCircularArray = CircularArray(128) private val nativeHeapCircularArray = CircularArray(128) private val updateRateCircularArray = CircularArray(128) val memJavaHeap: Int get() { javaHeapCircularArray.add((Gdx.app.javaHeap shr 20).toInt()) var acc = 0 javaHeapCircularArray.forEach { acc = maxOf(acc, it) } return acc } val memNativeHeap: Int get() { nativeHeapCircularArray.add((Gdx.app.javaHeap shr 20).toInt()) var acc = 0 nativeHeapCircularArray.forEach { acc = maxOf(acc, it) } return acc } val memXmx: Int get() = (Runtime.getRuntime().maxMemory() shr 20).toInt() val updateRateStr: String get() { updateRateCircularArray.add(updateRate) var acc = 0.0 updateRateCircularArray.forEach { acc = maxOf(acc, it) } return String.format("%.2f", acc) } val fontGame: GameFontBase = AppLoader.fontGame lateinit var fontSmallNumbers: TinyAlphNum var joypadLabelStart: Char = 0xE000.toChar() // lateinit var joypadLableSelect: Char = 0xE000.toChar() // lateinit var joypadLabelNinA: Char = 0xE000.toChar() // lateinit TODO var joypadLabelNinB: Char = 0xE000.toChar() // lateinit TODO var joypadLabelNinX: Char = 0xE000.toChar() // lateinit TODO var joypadLabelNinY: Char = 0xE000.toChar() // lateinit TODO var joypadLabelNinL: Char = 0xE000.toChar() // lateinit TODO var joypadLabelNinR: Char = 0xE000.toChar() // lateinit TODO var joypadLabelNinZL: Char = 0xE000.toChar() // lateinit TODO var joypadLabelNinZR: Char = 0xE000.toChar() // lateinit TODO val joypadLabelLEFT = 0xE068.toChar() val joypadLabelDOWN = 0xE069.toChar() val joypadLabelUP = 0xE06A.toChar() val joypadLabelRIGHT = 0xE06B.toChar() // 0x0 - 0xF: Game-related // 0x10 - 0x1F: Config // 0x100 and onward: unit tests for dev val STATE_ID_SPLASH = 0x0 val STATE_ID_HOME = 0x1 val STATE_ID_GAME = 0x3 val STATE_ID_CONFIG_CALIBRATE = 0x11 val STATE_ID_TEST_FONT = 0x100 val STATE_ID_TEST_GFX = 0x101 val STATE_ID_TEST_TTY = 0x102 val STATE_ID_TEST_BLUR = 0x103 val STATE_ID_TEST_SHADER = 0x104 val STATE_ID_TEST_REFRESHRATE = 0x105 val STATE_ID_TEST_INPUT = 0x106 val STATE_ID_TEST_UI1 = 0x110 val STATE_ID_TOOL_NOISEGEN = 0x200 val STATE_ID_TOOL_RUMBLE_DIAGNOSIS = 0x201 var controller: org.lwjgl.input.Controller? = null private set val CONTROLLER_DEADZONE = 0.1f /** Available CPU threads */ val THREADS = Runtime.getRuntime().availableProcessors() + 1 /** * If the game is multithreading. * True if: * * THREADS >= 2 and config "multithread" is true */ val MULTITHREAD: Boolean get() = THREADS >= 3 && getConfigBoolean("multithread") const val NAME = AppLoader.GAME_NAME val systemArch = System.getProperty("os.arch") val processor = GetCpuName.getModelName() val processorVendor = GetCpuName.getCPUID() lateinit var renderer: String lateinit var rendererVendor: String val is32BitJVM = !System.getProperty("sun.arch.data.model").contains("64") lateinit var shaderBlur: ShaderProgram lateinit var shaderBayer: ShaderProgram lateinit var shaderSkyboxFill: ShaderProgram lateinit var shaderBlendGlow: ShaderProgram lateinit var shaderRGBOnly: ShaderProgram lateinit var shaderAtoGrey: ShaderProgram lateinit var testTexture: Texture /** Actually just a mesh of four vertices, two triangles -- not a literal glQuad */ val fullscreenQuad = AppLoader.fullscreenQuad val deltaTime: Float; get() = Gdx.graphics.rawDeltaTime lateinit var assetManager: AssetManager // TODO init { println("$NAME version ${AppLoader.getVERSION_STRING()}") println("Java Runtime version ${System.getProperty("java.version")}") println("LibGDX version ${com.badlogic.gdx.Version.VERSION}") println("os.arch = $systemArch") // debug info if (is32BitJVM) { printdbgerr(this, "32 Bit JVM detected") } println("processor = $processor") println("vendor = $processorVendor") joypadLabelStart = when (getConfigString("joypadlabelstyle")) { "nwii" -> 0xE04B.toChar() // + mark "logitech" -> 0xE05A.toChar() // number 10 else -> 0xE042.toChar() // |> mark (sonyps, msxb360, generic) } joypadLableSelect = when (getConfigString("joypadlabelstyle")) { "nwii" -> 0xE04D.toChar() // - mark "logitech" -> 0xE059.toChar() // number 9 "sonyps" -> 0xE043.toChar() // solid rectangle "msxb360" -> 0xE041.toChar() // <| mark else -> 0xE043.toChar() // solid rectangle } // setting environment as MOBILE precedes this code if (environment != RunningEnvironment.MOBILE) { environment = try { Controllers.getController(0) // test if controller exists if (getConfigString("pcgamepadenv") == "console") RunningEnvironment.CONSOLE else RunningEnvironment.PC } catch (e: IndexOutOfBoundsException) { RunningEnvironment.PC } } } val RENDER_FPS = getConfigInt("displayfps") val USE_VSYNC = getConfigBoolean("usevsync") var VSYNC = USE_VSYNC val VSYNC_TRIGGER_THRESHOLD = 56 val GL_VERSION: Int get() = Gdx.graphics.glVersion.majorVersion * 100 + Gdx.graphics.glVersion.minorVersion * 10 + Gdx.graphics.glVersion.releaseVersion val MINIMAL_GL_VERSION = 210 val GL_MAX_TEXTURE_SIZE: Int get() { val intBuffer = BufferUtils.createIntBuffer(16) // size must be at least 16, or else LWJGL complains Gdx.gl.glGetIntegerv(GL20.GL_MAX_TEXTURE_SIZE, intBuffer) intBuffer.rewind() return intBuffer.get() } val MINIMAL_GL_MAX_TEXTURE_SIZE = 4096 override fun show() { if (environment != RunningEnvironment.MOBILE) { Gdx.gl.glDisable(GL20.GL_DITHER) } assetManager = AssetManager() testTexture = Texture(Gdx.files.internal("./assets/test_texture.tga")) val glInfo = Gdx.graphics.glVersion.debugVersionString println("GL_VERSION = $GL_VERSION") println("GL_MAX_TEXTURE_SIZE = $GL_MAX_TEXTURE_SIZE") println("GL info:\n$glInfo") // debug info // set up renderer info variables renderer = Gdx.graphics.glVersion.rendererString rendererVendor = Gdx.graphics.glVersion.vendorString if (GL_VERSION < MINIMAL_GL_VERSION || GL_MAX_TEXTURE_SIZE < MINIMAL_GL_MAX_TEXTURE_SIZE) { // TODO notify properly throw GdxRuntimeException("Graphics device not capable -- device's GL_VERSION: $GL_VERSION, required: $MINIMAL_GL_VERSION; GL_MAX_TEXTURE_SIZE: $GL_MAX_TEXTURE_SIZE, required: $MINIMAL_GL_MAX_TEXTURE_SIZE") } // resize fullscreen quad? TextureRegionPack.globalFlipY = true // !! TO MAKE LEGACY CODE RENDER ON ITS POSITION !! Gdx.graphics.isContinuousRendering = true batch = SpriteBatch() shapeRender = ShapeRenderer() //fontGame = GameFontBase("assets/graphics/fonts/terrarum-sans-bitmap", flipY = true) fontSmallNumbers = TinyAlphNum ShaderProgram.pedantic = false shaderBlur = ShaderProgram(Gdx.files.internal("assets/blur.vert"), Gdx.files.internal("assets/blur.frag")) if (getConfigBoolean("fxdither")) { shaderBayer = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/4096_bayer.frag")) shaderBayer.begin() shaderBayer.setUniformf("rcount", 64f) shaderBayer.setUniformf("gcount", 64f) shaderBayer.setUniformf("bcount", 64f) shaderBayer.end() shaderSkyboxFill = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/4096_bayer_skyboxfill.frag")) shaderSkyboxFill.begin() shaderSkyboxFill.setUniformf("rcount", 64f) shaderSkyboxFill.setUniformf("gcount", 64f) shaderSkyboxFill.setUniformf("bcount", 64f) shaderSkyboxFill.end() } else { shaderBayer = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/passthru.frag")) shaderSkyboxFill = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/skyboxfill.frag")) } shaderBlendGlow = ShaderProgram(Gdx.files.internal("assets/blendGlow.vert"), Gdx.files.internal("assets/blendGlow.frag")) shaderRGBOnly = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/rgbonly.frag")) shaderAtoGrey = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/aonly.frag")) if (!shaderBlendGlow.isCompiled) { Gdx.app.log("shaderBlendGlow", shaderBlendGlow.log) System.exit(1) } if (getConfigBoolean("fxdither")) { if (!shaderBayer.isCompiled) { Gdx.app.log("shaderBayer", shaderBayer.log) System.exit(1) } if (!shaderSkyboxFill.isCompiled) { Gdx.app.log("shaderSkyboxFill", shaderSkyboxFill.log) System.exit(1) } } AppLoader.GAME_LOCALE = getConfigString("language") printdbg(this, "locale = ${AppLoader.GAME_LOCALE}") ModMgr // invoke Module Manager printdbg(this, "all modules loaded successfully") // jump straight into the ingame val ingame = Ingame(batch) ingame.gameLoadInfoPayload = Ingame.NewWorldParameters(2400, 800, HQRNG().nextLong()) ingame.gameLoadMode = Ingame.GameLoadMode.CREATE_NEW LoadScreen.screenToLoad = ingame this.ingame = ingame setScreen(LoadScreen) // title screen //AppLoader.getINSTANCE().setScreen(TitleScreen(batch)) } fun setScreen(screen: Screen) { AppLoader.getINSTANCE().setScreen(screen) } override fun render(delta: Float) { AppLoader.debugTimers["GDX.delta"] = delta.times(1000_000_000f).toLong() AppLoader.getINSTANCE().screen.render(deltaTime) //GLOBAL_RENDER_TIMER += 1 // moved to AppLoader; global event must be place at the apploader to prevent ACCIDENTAL forgot-to-update type of bug. } override fun pause() { AppLoader.getINSTANCE().screen.pause() } override fun resume() { AppLoader.getINSTANCE().screen.resume() } override fun dispose() { AppLoader.getINSTANCE().screen.dispose() fontGame.dispose() fontSmallNumbers.dispose() //dispose any other resources used in this level shaderBayer.dispose() shaderSkyboxFill.dispose() shaderBlur.dispose() shaderBlendGlow.dispose() shapeRender.dispose() batch.dispose() } override fun hide() { AppLoader.getINSTANCE().screen.hide() } override fun resize(width: Int, height: Int) { /*try { AppLoader.getINSTANCE().screen.resize(width, height) } catch (e: NullPointerException) { }*/ // I sense circular recursion... printdbg(this, "newsize: ${Gdx.graphics.width}x${Gdx.graphics.height} | internal: ${width}x$height") } val currentSaveDir: File get() { val file = File(defaultSaveDir + "/test") // failsafe? if (!file.exists()) file.mkdir() return file // TODO TEST CODE } /** Position of the cursor in the world */ inline val mouseX: Double get() = WorldCamera.x + Gdx.input.x / (ingame?.screenZoom ?: 1f).toDouble() /** Position of the cursor in the world */ inline val mouseY: Double get() = WorldCamera.y + Gdx.input.y / (ingame?.screenZoom ?: 1f).toDouble() /** Position of the cursor in the world */ @JvmStatic inline val mouseTileX: Int get() = (mouseX / FeaturesDrawer.TILE_SIZE).floorInt() /** Position of the cursor in the world */ @JvmStatic inline val mouseTileY: Int get() = (mouseY / FeaturesDrawer.TILE_SIZE).floorInt() inline val mouseScreenX: Int get() = Gdx.input.x inline val mouseScreenY: Int get() = Gdx.input.y /** Bigger than 1.0 */ inline val updateRate: Double get() = 1.0 / Gdx.graphics.deltaTime /** Smaller than 1.0 */ val renderRate = 1.0 / TARGET_INTERNAL_FPS val renderRateStr = TARGET_INTERNAL_FPS.toString() /** * Usage: * * override var referenceID: Int = generateUniqueReferenceID() */ fun generateUniqueReferenceID(renderOrder: Actor.RenderOrder): ActorID { fun hasCollision(value: ActorID) = try { Terrarum.ingame!!.theGameHasActor(value) || value < ItemCodex.ACTORID_MIN || value !in when (renderOrder) { Actor.RenderOrder.BEHIND -> Actor.RANGE_BEHIND Actor.RenderOrder.MIDDLE -> Actor.RANGE_MIDDLE Actor.RenderOrder.MIDTOP -> Actor.RANGE_MIDTOP Actor.RenderOrder.FRONT -> Actor.RANGE_FRONT Actor.RenderOrder.OVERLAY-> Actor.RANDE_OVERLAY } } catch (gameNotInitialisedException: KotlinNullPointerException) { false } var ret: Int do { ret = HQRNG().nextInt().and(0x7FFFFFFF) // set new ID } while (hasCollision(ret)) // check for collision return ret } } inline fun SpriteBatch.inUse(action: (SpriteBatch) -> Unit) { this.begin() action(this) this.end() } inline fun ShapeRenderer.inUse(shapeRendererType: ShapeRenderer.ShapeType = ShapeRenderer.ShapeType.Filled, action: (ShapeRenderer) -> Unit) { this.begin(shapeRendererType) action(this) this.end() } /** Use Batch inside of it! */ inline fun FrameBuffer.inAction(camera: OrthographicCamera?, batch: SpriteBatch?, action: (FrameBuffer) -> Unit) { //this.begin() FrameBufferManager.begin(this) camera?.setToOrtho(true, this.width.toFloat(), this.height.toFloat()) camera?.position?.set((this.width / 2f).round(), (this.height / 2f).round(), 0f) // TODO floor? ceil? round? camera?.update() batch?.projectionMatrix = camera?.combined action(this) //this.end() FrameBufferManager.end() camera?.setToOrtho(true, Terrarum.WIDTH.toFloat(), Terrarum.HEIGHT.toFloat()) camera?.update() batch?.projectionMatrix = camera?.combined } fun Float.round(): Float { return Math.round(this).toFloat() } // ShapeRenderer alternative for rects fun SpriteBatch.fillRect(x: Float, y: Float, w: Float, h: Float) { this.draw(AppLoader.textureWhiteSquare, x, y, w, h) } fun SpriteBatch.drawStraightLine(x: Float, y: Float, otherEnd: Float, thickness: Float, isVertical: Boolean) { if (!isVertical) this.fillRect(x, y, otherEnd - x, thickness) else this.fillRect(x, y, thickness, otherEnd - y) } infix fun Color.mul(other: Color): Color = this.cpy().mul(other) /*inline fun Color.toRGB10(): RGB10 { val bits = this.toIntBits() // ABGR // 0bxxRRRRRRRRRRGGGGGGGGGGBBBBBBBBBB // 0bAAAAAAAABBBBBBBBGGGGGGGGRRRRRRRR return bits.and(0x0000FF).shl(20) or bits.and(0x00FF00).shl(2) or bits.and(0xFF0000).ushr(16) }*/ fun blendMul(batch: SpriteBatch? = null) { (batch ?: Terrarum.batch).enableBlending() (batch ?: Terrarum.batch).setBlendFunction(GL20.GL_DST_COLOR, GL20.GL_ONE_MINUS_SRC_ALPHA) Gdx.gl.glBlendEquation(GL20.GL_FUNC_ADD) // batch.flush does not touch blend equation } fun blendNormal(batch: SpriteBatch? = null) { (batch ?: Terrarum.batch).enableBlending() (batch ?: Terrarum.batch).setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA) Gdx.gl.glBlendEquation(GL20.GL_FUNC_ADD) // batch.flush does not touch blend equation } fun blendScreen(batch: SpriteBatch? = null) { (batch ?: Terrarum.batch).enableBlending() (batch ?: Terrarum.batch).setBlendFunction(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_COLOR) Gdx.gl.glBlendEquation(GL20.GL_FUNC_ADD) // batch.flush does not touch blend equation } fun blendDisable(batch: SpriteBatch? = null) { (batch ?: Terrarum.batch).disableBlending() } object BlendMode { const val SCREEN = "screen" const val MULTIPLY = "multiply" const val NORMAL = "normal" //const val MAX = "GL_MAX" // not supported by GLES -- use shader fun resolve(mode: String, batch: SpriteBatch? = null) { when (mode) { SCREEN -> blendScreen(batch) MULTIPLY -> blendMul(batch) NORMAL -> blendNormal(batch) //MAX -> blendLightenOnly() // not supported by GLES -- use shader else -> throw Error("Unknown blend mode: $mode") } } } enum class RunningEnvironment { PC, CONSOLE, MOBILE } infix fun Color.screen(other: Color) = Color( 1f - (1f - this.r) * (1f - other.r), 1f - (1f - this.g) * (1f - other.g), 1f - (1f - this.b) * (1f - other.b), 1f - (1f - this.a) * (1f - other.a) ) infix fun Color.minus(other: Color) = Color( // don't turn into an operator! this.r - other.r, this.g - other.g, this.b - other.b, this.a - other.a ) fun Int.toHex() = this.toLong().and(0xFFFFFFFF).toString(16).padStart(8, '0').toUpperCase() fun MutableList.shuffle() { for (i in this.size - 1 downTo 1) { val rndIndex = (Math.random() * (i + 1)).toInt() val t = this[rndIndex] this[rndIndex] = this[i] this[i] = t } } val ccW = GameFontBase.toColorCode(0xFFFF) val ccY = GameFontBase.toColorCode(0xFE8F) val ccO = GameFontBase.toColorCode(0xFB2F) val ccR = GameFontBase.toColorCode(0xF88F) val ccF = GameFontBase.toColorCode(0xFAEF) val ccM = GameFontBase.toColorCode(0xEAFF) val ccB = GameFontBase.toColorCode(0x88FF) val ccC = GameFontBase.toColorCode(0x8FFF) val ccG = GameFontBase.toColorCode(0x8F8F) val ccV = GameFontBase.toColorCode(0x080F) val ccX = GameFontBase.toColorCode(0x853F) val ccK = GameFontBase.toColorCode(0x888F) typealias Second = Float fun Int.sqr(): Int = this * this fun Double.floorInt() = Math.floor(this).toInt() fun Float.floorInt() = FastMath.floor(this) fun Float.floor() = FastMath.floor(this).toFloat() fun Double.ceilInt() = Math.ceil(this).toInt() fun Float.ceil(): Float = FastMath.ceil(this).toFloat() fun Float.ceilInt() = FastMath.ceil(this) fun Double.round() = Math.round(this).toDouble() fun Double.floor() = Math.floor(this) fun Double.ceil() = this.floor() + 1.0 fun Double.roundInt(): Int = Math.round(this).toInt() fun Float.roundInt(): Int = Math.round(this) fun Double.abs() = Math.abs(this) fun Double.sqr() = this * this fun Double.sqrt() = Math.sqrt(this) fun Float.sqrt() = FastMath.sqrt(this) fun Int.abs() = this.absoluteValue fun Double.bipolarClamp(limit: Double) = this.coerceIn(-limit, limit) fun absMax(left: Double, right: Double): Double { if (left > 0 && right > 0) if (left > right) return left else return right else if (left < 0 && right < 0) if (left < right) return left else return right else { val absL = left.abs() val absR = right.abs() if (absL > absR) return left else return right } } fun Double.magnSqr() = if (this >= 0.0) this.sqr() else -this.sqr() fun Double.sign() = if (this > 0.0) 1.0 else if (this < 0.0) -1.0 else 0.0 fun interpolateLinear(scale: Double, startValue: Double, endValue: Double): Double { if (startValue == endValue) { return startValue } if (scale <= 0.0) { return startValue } if (scale >= 1.0) { return endValue } return (1.0 - scale) * startValue + scale * endValue } fun List.linearSearch(selector: (T) -> Boolean): Int? { this.forEachIndexed { index, it -> if (selector.invoke(it)) return index } return null } fun List.linearSearchBy(selector: (T) -> Boolean): T? { this.forEach { if (selector.invoke(it)) return it } return null }