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.* 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.google.gson.JsonArray import com.google.gson.JsonPrimitive import com.jme3.math.FastMath import net.torvald.dataclass.ArrayListMap import net.torvald.random.HQRNG import net.torvald.terrarum.gameactors.Actor import net.torvald.terrarum.gameactors.ActorID import net.torvald.terrarum.gameworld.GameWorld import net.torvald.terrarum.imagefont.TinyAlphNum import net.torvald.terrarum.itemproperties.ItemCodex import net.torvald.terrarum.modulebasegame.gameactors.ActorHumanoid import net.torvald.terrarum.ui.ConsoleWindow import net.torvald.terrarum.utils.JsonFetcher import net.torvald.terrarum.utils.JsonWriter 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 java.io.IOException import java.util.* import java.util.concurrent.locks.Lock import java.util.concurrent.locks.ReentrantLock import javax.swing.JOptionPane 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 val debugTimers = ArrayListMap() var screenW = 0 var screenH = 0 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() = if (screenW % 2 == 0) screenW else screenW - 1 val HEIGHT: Int get() = if (screenH % 2 == 0) screenH else screenH - 1 //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 TARGET_FPS: 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 > TARGET_FPS for smooth frame drawing */ val TARGET_INTERNAL_FPS: Double = 60.0 internal val UPDATE_CATCHUP_MAX_TRIES = 10 var previousScreen: Screen? = null // to be used with temporary states like StateMonitorCheck var ingame: IngameInstance? = null private val gameConfig = GameConfig() val OSName = System.getProperty("os.name") val OSVersion = System.getProperty("os.version") lateinit var OperationSystem: String // all caps "WINDOWS, "OSX", "LINUX", "SOLARIS", "UNKNOWN" private set lateinit var defaultDir: String private set lateinit var defaultSaveDir: String private set val memInUse: Long get() = (Runtime.getRuntime().totalMemory() - Runtime.getRuntime().freeMemory() + Gdx.app.nativeHeap) shr 20 val memTotal: Long get() = Runtime.getRuntime().totalMemory() shr 20 val memXmx: Long get() = Runtime.getRuntime().maxMemory() shr 20 var environment: RunningEnvironment private set 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() /** * If the game is multithreading. * True if: * * THREADS >= 2 and config "multithread" is true */ val MULTITHREAD: Boolean get() = THREADS >= 2 && getConfigBoolean("multithread") private lateinit var configDir: String const val NAME = AppLoader.GAME_NAME val systemArch = System.getProperty("os.arch") 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 textureWhiteSquare: Texture 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")}") getDefaultDirectory() createDirs() // read config i guess...? val readFromDisk = readConfigJson() if (!readFromDisk) readConfigJson() // what's this for? println("[Terrarum] os.arch = $systemArch") // debug info if (is32BitJVM) { System.err.println("[Terrarum] 32 Bit JVM detected") } 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 } 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")) println("[Terrarum] GL_VERSION = $GL_VERSION") println("[Terrarum] GL_MAX_TEXTURE_SIZE = $GL_MAX_TEXTURE_SIZE") println("[Terrarum] GL info:\n${Gdx.graphics.glVersion.debugVersionString}") // debug info 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 textureWhiteSquare = Texture(Gdx.files.internal("assets/graphics/ortho_line_tex_2px.tga")) textureWhiteSquare.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest) 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") println("[Terrarum] locale = ${AppLoader.GAME_LOCALE}") ModMgr // invoke Module Manager println("[Terrarum] all modules loaded successfully") // jump right into the ingame /*ingame = Ingame(batch) ingame!!.gameLoadInfoPayload = Ingame.NewWorldParameters(2400, 800, HQRNG().nextLong()) ingame!!.gameLoadMode = Ingame.GameLoadMode.CREATE_NEW LoadScreen.screenToLoad = ingame!! super.setScreen(LoadScreen)*/ // title screen AppLoader.getINSTANCE().setScreen(TitleScreen(batch)) //appLoader.setScreen(FuckingWorldRenderer(batch)) } fun setScreen(screen: Screen) { AppLoader.getINSTANCE().setScreen(screen) } override fun render(delta: Float) { Terrarum.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) { //var width = maxOf(width, WIDTH_MIN) //var height = maxOf(height, HEIGHT_MIN) var width = width var height = height if (width % 2 == 1) width -= 1 if (height % 2 == 1) height -= 1 screenW = width screenH = height try { AppLoader.getINSTANCE().screen.resize(screenW, screenH) } catch (e: NullPointerException) { } // re-calculate fullscreen quad //updateFullscreenQuad(screenW, screenH) //appLoader.resize(width, height) //Gdx.graphics.setWindowedMode(width, height) println("[Terrarum] newsize: ${Gdx.graphics.width}x${Gdx.graphics.height} | internal: ${width}x$height") } private fun getDefaultDirectory() { val OS = System.getProperty("os.name").toUpperCase() if (OS.contains("WIN")) { OperationSystem = "WINDOWS" defaultDir = System.getenv("APPDATA") + "/Terrarum" } else if (OS.contains("OS X")) { OperationSystem = "OSX" defaultDir = System.getProperty("user.home") + "/Library/Application Support/Terrarum" } else if (OS.contains("NUX") || OS.contains("NIX") || OS.contains("BSD")) { OperationSystem = "LINUX" defaultDir = System.getProperty("user.home") + "/.Terrarum" } else if (OS.contains("SUNOS")) { OperationSystem = "SOLARIS" defaultDir = System.getProperty("user.home") + "/.Terrarum" } else if (System.getProperty("java.runtime.name").toUpperCase().contains("ANDROID")) { OperationSystem = "ANDROID" defaultDir = System.getProperty("user.home") + "/.Terrarum" environment = RunningEnvironment.MOBILE } else { OperationSystem = "UNKNOWN" defaultDir = System.getProperty("user.home") + "/.Terrarum" } defaultSaveDir = defaultDir + "/Saves" configDir = defaultDir + "/config.json" println("[Terrarum] os.name = $OSName (with identifier $OperationSystem)") println("[Terrarum] os.version = $OSVersion") println("[Terrarum] default directory: $defaultDir") } private fun createDirs() { val dirs = arrayOf(File(defaultSaveDir)) dirs.forEach { if (!it.exists()) it.mkdirs() } } private fun createConfigJson() { val configFile = File(configDir) if (!configFile.exists() || configFile.length() == 0L) { JsonWriter.writeToFile(DefaultConfig.fetch(), configDir) } } private fun readConfigJson(): Boolean { try { // read from disk and build config from it val jsonObject = JsonFetcher(configDir) // make config jsonObject.entrySet().forEach { entry -> gameConfig[entry.key] = entry.value } return true } catch (e: IOException) { // write default config to game dir. Call this method again to read config from it. try { createConfigJson() } catch (e1: IOException) { e.printStackTrace() } return false } } /** * Return config from config set. If the config does not exist, default value will be returned. * @param key * * * @return Config from config set or default config if it does not exist. * * * @throws NullPointerException if the specified config simply does not exist. */ fun getConfigInt(key: String): Int { val cfg = getConfigMaster(key) if (cfg is JsonPrimitive) return cfg.asInt else return cfg as Int } /** * Return config from config set. If the config does not exist, default value will be returned. * @param key * * * @return Config from config set or default config if it does not exist. * * * @throws NullPointerException if the specified config simply does not exist. */ fun getConfigString(key: String): String { val cfg = getConfigMaster(key) if (cfg is JsonPrimitive) return cfg.asString else return cfg as String } /** * Return config from config set. If the config does not exist, default value will be returned. * @param key * * * @return Config from config set or default config if it does not exist. * * * @throws NullPointerException if the specified config simply does not exist. */ fun getConfigBoolean(key: String): Boolean { val cfg = getConfigMaster(key) if (cfg is JsonPrimitive) return cfg.asBoolean else return cfg as Boolean } fun getConfigIntArray(key: String): IntArray { val cfg = getConfigMaster(key) if (cfg is JsonArray) { val jsonArray = cfg.asJsonArray return IntArray(jsonArray.size(), { i -> jsonArray[i].asInt }) } else return cfg as IntArray } /** * Get config from config file. If the entry does not exist, get from defaults; if the entry is not in the default, NullPointerException will be thrown */ private val defaultConfig = DefaultConfig.fetch() private fun getConfigMaster(key: String): Any { val key = key.toLowerCase() val config = try { gameConfig[key] } catch (e: NullPointerException) { null } val defaults = try { defaultConfig.get(key) } catch (e: NullPointerException) { null } if (config == null) { if (defaults == null) { throw NullPointerException("key not found: '$key'") } else { return defaults } } else { return config } } fun setConfig(key: String, value: Any) { gameConfig[key] = value } 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 /** * 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 } } catch (gameNotInitialisedException: KotlinNullPointerException) { false } var ret: Int do { ret = HQRNG().nextInt().and(0x7FFFFFFF) // set new ID } while (hasCollision(ret)) // check for collision return ret } } open class IngameInstance(val batch: SpriteBatch) : Screen { var screenZoom = 1.0f val ZOOM_MAXIMUM = 4.0f val ZOOM_MINIMUM = 0.5f open lateinit var consoleHandler: ConsoleWindow open lateinit var world: GameWorld /** The actor the game is currently allowing you to control. * * Most of the time it'd be the "player", but think about the case where you have possessed * some random actor of the game. Now that actor is now playableActor, the actual gamer's avatar * (reference ID of 0x91A7E2) (must) stay in the actorContainer, but it's not a playableActor. */ open lateinit var playableActor: ActorHumanoid val ACTORCONTAINER_INITIAL_SIZE = 64 val actorContainer = ArrayList(ACTORCONTAINER_INITIAL_SIZE) val actorContainerInactive = ArrayList(ACTORCONTAINER_INITIAL_SIZE) override fun hide() { } override fun show() { } override fun render(delta: Float) { } override fun pause() { } override fun resume() { } override fun resize(width: Int, height: Int) { } override fun dispose() { } fun getActorByID(ID: Int): Actor { if (actorContainer.size == 0 && actorContainerInactive.size == 0) throw IllegalArgumentException("Actor with ID $ID does not exist.") var index = actorContainer.binarySearch(ID) if (index < 0) { index = actorContainerInactive.binarySearch(ID) if (index < 0) { JOptionPane.showMessageDialog( null, "Actor with ID $ID does not exist.", null, JOptionPane.ERROR_MESSAGE ) throw IllegalArgumentException("Actor with ID $ID does not exist.") } else return actorContainerInactive[index] } else return actorContainer[index] } fun ArrayList<*>.binarySearch(actor: Actor) = this.binarySearch(actor.referenceID!!) fun ArrayList<*>.binarySearch(ID: Int): Int { // code from collections/Collections.kt var low = 0 var high = this.size - 1 while (low <= high) { val mid = (low + high).ushr(1) // safe from overflows val midVal = get(mid)!! if (ID > midVal.hashCode()) low = mid + 1 else if (ID < midVal.hashCode()) high = mid - 1 else return mid // key found } return -(low + 1) // key not found } open fun removeActor(ID: Int) = removeActor(getActorByID(ID)) /** * get index of the actor and delete by the index. * we can do this as the list is guaranteed to be sorted * and only contains unique values. * * Any values behind the index will be automatically pushed to front. * This is how remove function of [java.util.ArrayList] is defined. */ open fun removeActor(actor: Actor) { val indexToDelete = actorContainer.binarySearch(actor.referenceID!!) if (indexToDelete >= 0) { actorContainer.removeAt(indexToDelete) } } /** * Check for duplicates, append actor and sort the list */ open fun addNewActor(actor: Actor) { if (theGameHasActor(actor.referenceID!!)) { throw Error("The actor $actor already exists in the game") } else { actorContainer.add(actor) insertionSortLastElem(actorContainer) // we can do this as we are only adding single actor } } fun isActive(ID: Int): Boolean = if (actorContainer.size == 0) false else actorContainer.binarySearch(ID) >= 0 fun isInactive(ID: Int): Boolean = if (actorContainerInactive.size == 0) false else actorContainerInactive.binarySearch(ID) >= 0 /** * actorContainer extensions */ fun theGameHasActor(actor: Actor?) = if (actor == null) false else theGameHasActor(actor.referenceID!!) fun theGameHasActor(ID: Int): Boolean = isActive(ID) || isInactive(ID) fun insertionSortLastElem(arr: ArrayList) { lock(ReentrantLock()) { var j = arr.lastIndex - 1 val x = arr.last() while (j >= 0 && arr[j] > x) { arr[j + 1] = arr[j] j -= 1 } arr[j + 1] = x } } inline fun lock(lock: Lock, body: () -> Unit) { lock.lock() try { body() } finally { lock.unlock() } } } 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(Terrarum.textureWhiteSquare, x, y, w, h) } inline 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) { when (mode) { SCREEN -> blendScreen() MULTIPLY -> blendMul() NORMAL -> blendNormal() //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 inline fun Int.sqr(): Int = this * this inline fun Double.floorInt() = Math.floor(this).toInt() inline fun Float.floorInt() = FastMath.floor(this) inline fun Float.floor() = FastMath.floor(this).toFloat() inline fun Double.ceilInt() = Math.ceil(this).toInt() inline fun Float.ceil(): Float = FastMath.ceil(this).toFloat() inline fun Float.ceilInt() = FastMath.ceil(this) inline fun Double.round() = Math.round(this).toDouble() inline fun Double.floor() = Math.floor(this) inline fun Double.ceil() = this.floor() + 1.0 inline fun Double.roundInt(): Int = Math.round(this).toInt() inline fun Float.roundInt(): Int = Math.round(this) inline fun Double.abs() = Math.abs(this) inline fun Double.sqr() = this * this inline fun Double.sqrt() = Math.sqrt(this) inline fun Float.sqrt() = FastMath.sqrt(this) inline fun Int.abs() = if (this < 0) -this else this 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 }