Files
Terrarum/src/net/torvald/terrarum/Terrarum.kt

640 lines
20 KiB
Kotlin

package net.torvald.terrarum
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.Screen
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.ShapeRenderer
import com.badlogic.gdx.utils.Disposable
import com.jme3.math.FastMath
import net.torvald.UnsafeHelper
import net.torvald.random.HQRNG
import net.torvald.terrarum.AppLoader.*
import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZE
import net.torvald.terrarum.gameactors.Actor
import net.torvald.terrarum.gameactors.ActorID
import net.torvald.terrarum.itemproperties.ItemCodex
import net.torvald.terrarum.ui.UICanvas
import net.torvald.terrarum.worlddrawer.WorldCamera
import net.torvald.terrarumsansbitmap.gdx.GameFontBase
import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
import net.torvald.util.CircularArray
import java.io.File
import java.io.PrintStream
import kotlin.math.absoluteValue
import kotlin.math.round
typealias RGBA8888 = Int
/**
* Slick2d Version Created by minjaesong on 2015-12-30.
*
* LibGDX Version Created by minjaesong on 2017-06-15.
*/
object Terrarum : Disposable {
/**
* All singleplayer "Player" must have this exact reference ID.
*/
const val PLAYER_REF_ID: Int = 0x91A7E2
inline fun inShapeRenderer(shapeRendererType: ShapeRenderer.ShapeType = ShapeRenderer.ShapeType.Filled, action: (ShapeRenderer) -> Unit) {
shapeRender.begin(shapeRendererType)
action(shapeRender)
shapeRender.end()
}
//////////////////////////////
// GLOBAL IMMUTABLE CONFIGS //
//////////////////////////////
/**
* To be used with physics simulator. This is a magic number.
*/
const 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
var previousScreen: Screen? = null // to be used with temporary states like StateMonitorCheck
/** Current ingame instance the game is holding.
*
* The ingame instance this variable is subject to change.
*
* Don't do:
* ```
* private val ingame = Terrarum.ingame
* ```
*
* Do instead:
* ```
* private val ingame: IngameInstance
* get() = Terrarum.ingame
* ```
*/
var ingame: IngameInstance? = null
private set
private val javaHeapCircularArray = CircularArray<Int>(64, true)
private val nativeHeapCircularArray = CircularArray<Int>(64, true)
private val updateRateCircularArray = CircularArray<Double>(16, true)
val memJavaHeap: Int
get() {
javaHeapCircularArray.appendHead((Gdx.app.javaHeap shr 20).toInt())
var acc = 0
javaHeapCircularArray.forEach { acc = maxOf(acc, it) }
return acc
}
val memNativeHeap: Int
get() {
nativeHeapCircularArray.appendHead((Gdx.app.nativeHeap shr 20).toInt())
var acc = 0
nativeHeapCircularArray.forEach { acc = maxOf(acc, it) }
return acc
}
val memUnsafe: Int
get() {
return (UnsafeHelper.unsafeAllocatedSize shr 20).toInt()
}
val memXmx: Int
get() = (Runtime.getRuntime().maxMemory() shr 20).toInt()
val updateRateStr: String
get() {
updateRateCircularArray.appendHead(updateRate)
var acc = 0.0
updateRateCircularArray.forEach { acc = maxOf(acc, it) }
return String.format("%.2f", acc)
}
lateinit var testTexture: Texture
init {
println("[Terrarum] init called by:")
printStackTrace(this)
println("[Terrarum] ${AppLoader.GAME_NAME} version ${AppLoader.getVERSION_STRING()}")
println("[Terrarum] LibGDX version ${com.badlogic.gdx.Version.VERSION}")
println("[Terrarum] os.arch = $systemArch") // debug info
if (is32BitJVM) {
printdbgerr(this, "32 Bit JVM detected")
}
println("[Terrarum] processor = $processor")
println("[Terrarum] vendor = $processorVendor")
AppLoader.disposableSingletonsPool.add(this)
println("[Terrarum] init complete")
}
@JvmStatic fun initialise() {
// dummy init method
}
val RENDER_FPS = getConfigInt("displayfps")
val USE_VSYNC = getConfigBoolean("usevsync")
var VSYNC = USE_VSYNC
val VSYNC_TRIGGER_THRESHOLD = 56
val GL_VERSION: Int
get() = Gdx.graphics.glVersion.majorVersion * 100 +
Gdx.graphics.glVersion.minorVersion * 10 +
Gdx.graphics.glVersion.releaseVersion
val MINIMAL_GL_VERSION = 210
/*val GL_MAX_TEXTURE_SIZE: Int
get() {
val intBuffer = BufferUtils.createIntBuffer(16) // size must be at least 16, or else LWJGL complains
Gdx.gl.glGetIntegerv(GL20.GL_MAX_TEXTURE_SIZE, intBuffer)
intBuffer.rewind()
return intBuffer.get()
}
val MINIMAL_GL_MAX_TEXTURE_SIZE = 4096*/
fun setCurrentIngameInstance(ingame: IngameInstance) {
this.ingame = ingame
printdbg(this, "Accepting new ingame instance '${ingame.javaClass.canonicalName}', called by:")
printStackTrace(this)
}
private fun showxxx() {
testTexture = Texture(Gdx.files.internal("./assets/test_texture.tga"))
// resize fullscreen quad?
TextureRegionPack.globalFlipY = true // !! TO MAKE LEGACY CODE RENDER ON ITS POSITION !!
Gdx.graphics.isContinuousRendering = true
//batch = SpriteBatch()
//shapeRender = ShapeRenderer()
AppLoader.GAME_LOCALE = getConfigString("language")
printdbg(this, "locale = ${AppLoader.GAME_LOCALE}")
// 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.setScreen(TitleScreen(batch))
}
/** Don't call this! Call AppLoader.dispose() */
override fun dispose() {
//dispose any other resources used in this level
ingame?.dispose()
}
/** For the actual resize, call AppLoader.resize() */
/*fun resize(width: Int, height: Int) {
ingame?.resize(width, height)
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 */
val mouseX: Double
get() = WorldCamera.zoomedX + Gdx.input.x / (ingame?.screenZoom ?: 1f).toDouble()
/** Position of the cursor in the world */
val mouseY: Double
get() = WorldCamera.zoomedY + Gdx.input.y / (ingame?.screenZoom ?: 1f).toDouble()
/** Position of the cursor in the world */
val oldMouseX: Double
get() = WorldCamera.zoomedX + (Gdx.input.x - Gdx.input.deltaX) / (ingame?.screenZoom ?: 1f).toDouble()
/** Position of the cursor in the world */
val oldMouseY: Double
get() = WorldCamera.zoomedY + (Gdx.input.y - Gdx.input.deltaY) / (ingame?.screenZoom ?: 1f).toDouble()
/** Position of the cursor in the world */
@JvmStatic val mouseTileX: Int
get() = (mouseX / TILE_SIZE).floorInt()
/** Position of the cursor in the world */
@JvmStatic val mouseTileY: Int
get() = (mouseY / TILE_SIZE).floorInt()
/** Position of the cursor in the world */
@JvmStatic val oldMouseTileX: Int
get() = (oldMouseX / TILE_SIZE).floorInt()
/** Position of the cursor in the world */
@JvmStatic val oldMouseTileY: Int
get() = (oldMouseY / TILE_SIZE).floorInt()
inline val mouseScreenX: Int
get() = Gdx.input.x
inline val mouseScreenY: Int
get() = Gdx.input.y
inline val mouseDeltaX: Int
get() = Gdx.input.deltaX
inline val mouseDeltaY: Int
get() = Gdx.input.deltaY
/** Delta converted as it it was a FPS */
inline val updateRate: Double
get() = 1.0 / Gdx.graphics.rawDeltaTime
private val noSubActorClass = hashSetOf(Actor.RenderOrder.WIRES)
/**
* Usage:
*
* override var referenceID: Int = generateUniqueReferenceID()
*/
fun generateUniqueReferenceID(renderOrder: Actor.RenderOrder): ActorID {
fun hasCollision(value: ActorID) =
try {
Terrarum.ingame?.theGameHasActor(value) == true ||
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.RANGE_OVERLAY
Actor.RenderOrder.WIRES -> Actor.RANGE_WIRES
}
}
catch (gameNotInitialisedException: KotlinNullPointerException) {
false
}
var ret: Int
do {
ret = HQRNG().nextInt().and(if (noSubActorClass.contains(renderOrder)) 0x7FFFFFFF else 0x7FFFFF00) // 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, AppLoader.screenSize.screenWf, AppLoader.screenSize.screenHf)
camera?.update()
batch?.projectionMatrix = camera?.combined
}
// 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.fillCircle(x: Float, y: Float, w: Float, h: Float) {
this.draw(AppLoader.textureWhiteCircle, 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)
infix fun Color.mulAndAssign(other: Color): Color {
this.r *= other.r
this.g *= other.g
this.b *= other.b
this.a *= other.a
return this
}
fun blendMul(batch: SpriteBatch) {
// will break if the colour image contains semitransparency
batch.enableBlending()
batch.setBlendFunction(GL20.GL_DST_COLOR, GL20.GL_ONE_MINUS_SRC_ALPHA)
}
fun blendScreen(batch: SpriteBatch) {
// will break if the colour image contains semitransparency
batch.enableBlending()
batch.setBlendFunction(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_COLOR)
}
fun blendDisable(batch: SpriteBatch) {
batch.disableBlending()
}
fun blendNormal(batch: SpriteBatch) {
batch.enableBlending()
batch.setBlendFunctionSeparate(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA, GL20.GL_SRC_ALPHA, GL20.GL_ONE)
// ALPHA *MUST BE* PREMULTIPLIED //
// One way to tell:
// 1. Check (RGB) and (A) values.
// 2. If there exist a pixel such that max(R,G,B) > (A), then the image is NOT premultiplied.
// Easy way:
// Base game (mods/basegame/blocks/terrain.tga.gz) has impure window glass. When looking at the RGB channel only:
// premultipied if the glass looks very dark.
// not premultipied if the glass looks VERY GREEN.
// helpful links:
// - https://gamedev.stackexchange.com/questions/82741/normal-blend-mode-with-opengl-trouble
// - https://www.andersriggelsen.dk/glblendfunc.php
}
fun gdxClearAndSetBlend(color: Color) {
gdxClearAndSetBlend(color.r, color.g, color.b, color.a)
}
fun gdxClearAndSetBlend(r: Float, g: Float, b: Float, a: Float) {
Gdx.gl.glClearColor(r,g,b,a)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
gdxSetBlend()
}
fun gdxSetBlend() {
Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
Gdx.gl.glEnable(GL20.GL_BLEND)
}
fun gdxSetBlendNormal() {
gdxSetBlend()
Gdx.gl.glBlendFuncSeparate(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA, GL20.GL_SRC_ALPHA, GL20.GL_ONE)
//Gdx.gl.glBlendEquationSeparate(GL20.GL_FUNC_ADD, GL30.GL_MAX) // batch.flush does not touch blend equation
// ALPHA *MUST BE* PREMULTIPLIED //
// One way to tell:
// 1. Check (RGB) and (A) values.
// 2. If there exist a pixel such that max(R,G,B) > (A), then the image is NOT premultiplied.
// Easy way:
// Base game (mods/basegame/blocks/terrain.tga.gz) has impure window glass. When looking at the RGB channel only:
// premultipied if the glass looks very dark.
// not premultipied if the glass looks VERY GREEN.
// helpful links:
// - https://gamedev.stackexchange.com/questions/82741/normal-blend-mode-with-opengl-trouble
// - https://www.andersriggelsen.dk/glblendfunc.php
}
fun gdxSetBlendMul() {
gdxSetBlend()
Gdx.gl.glBlendFunc(GL20.GL_DST_COLOR, GL20.GL_ONE_MINUS_SRC_ALPHA)
}
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) {
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<Any>.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 Float.round(): Float = round(this)
fun Double.round() = Math.round(this).toDouble()
fun Double.floor() = Math.floor(this)
fun Double.ceil() = this.floor() + 1.0
fun Double.abs() = Math.abs(this)
fun Double.sqr() = this * this
fun Float.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 Boolean.toInt() = if (this) 1 else 0
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 <T> List<T>.linearSearch(selector: (T) -> Boolean): Int? {
this.forEachIndexed { index, it ->
if (selector.invoke(it)) return index
}
return null
}
fun <T> List<T>.linearSearchBy(selector: (T) -> Boolean): T? {
this.forEach {
if (selector.invoke(it)) return it
}
return null
}
inline fun printStackTrace(obj: Any) = printStackTrace(obj, System.out) // because of Java
fun printStackTrace(obj: Any, out: PrintStream = System.out) {
if (AppLoader.IS_DEVELOPMENT_BUILD) {
Thread.currentThread().stackTrace.forEachIndexed { index, it ->
if (index >= 3)
out.println("[${obj.javaClass.simpleName}] ... $it")
}
}
}
class UIContainer {
private val data = ArrayList<Any>()
fun add(vararg things: Any) {
things.forEach {
if (it is UICanvas || it is Id_UICanvasNullable)
data.add(it)
else throw IllegalArgumentException(it.javaClass.name) }
}
fun iterator() = object : Iterator<UICanvas?> {
private var cursor = 0
override fun hasNext() = cursor < data.size
override fun next(): UICanvas? {
val it = data[cursor]
// whatever the fucking reason when() does not work
if (it is UICanvas) {
cursor += 1
return it
}
else if (it is Id_UICanvasNullable) {
cursor += 1
return it.get()
}
else throw IllegalArgumentException("Unacceptable type ${it.javaClass.name}, instance of ${it.javaClass.superclass.name}")
}
}
fun forEach(operation: (UICanvas?) -> Unit) = iterator().forEach(operation)
fun countVisible(): Int {
var c = 0
forEach { if (it?.isVisible == true) c += 1 }
return c
}
fun contains(element: Any) = data.contains(element)
fun <T> map(transformation: (UICanvas?) -> T) = iterator().asSequence().map(transformation)
}
interface Id_UICanvasNullable {
fun get(): UICanvas?
}
// haskell-inspired array selectors
// head and last use first() and last()
fun <T> Array<T>.tail() = this.sliceArray(1 until this.size)
fun <T> Array<T>.init() = this.sliceArray(0 until this.lastIndex)