241 lines
5.9 KiB
C++
241 lines
5.9 KiB
C++
#ifndef APP_H
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#define APP_H
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#include "binding/ruby.h"
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#include "localization/localization.h"
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#include "utils.h"
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#include "window/window.h"
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namespace app {
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struct Element {
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Vec2<float> position = {0, 0};
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float rotation = 0;
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Vec2<float> scale = {1, 1};
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float z = 0;
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bool click_through = false;
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Ruby::Block on_click;
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virtual ~Element() = default;
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virtual void render(Window &window, uint64_t abs_time) = 0;
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virtual Vec2<float> size(Window *window) = 0;
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void click() {
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if (!mrb_nil_p(on_click.proc))
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on_click.call();
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}
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};
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struct EImage : Element {
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int animation_id = -1;
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EImage(int animation_id) : animation_id(animation_id) {
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animation_pool.use(animation_id);
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}
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~EImage() {
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if (animation_id != -1)
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animation_pool.release(animation_id);
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}
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Vec2<float> size(Window *window) override {
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Animation &animation = *animation_pool[animation_id];
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if (animation.frames.empty())
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return {0, 0};
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return window->get_image_size(animation.frames[0]);
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}
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void render(Window &window, uint64_t abs_time) override {
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Animation &animation = *animation_pool[animation_id];
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if (animation.frames.empty())
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return;
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int frame_index = (int)((abs_time * animation.frame_rate) / 1000) % animation.frames.size();
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window.draw(animation.frames[frame_index], position, z, rotation, scale);
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}
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};
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struct EText : Element {
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Localization::Key key;
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int font_id = -1;
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~EText() {
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if (text_id != -1)
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text_pool.release(text_id);
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if (font_id != -1)
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font_pool.release(font_id);
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}
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Color color = {255, 255, 255, 255};
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EText(Localization::Key key, int font_id, Color color)
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: key(key), font_id(font_id), color(color) {
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font_pool.use(font_id);
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}
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Vec2<float> size(Window *window) override {
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return window->get_text_size(text_id);
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};
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void render(Window &window, uint64_t) override {
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if (last_language != Localization::current_language || last_key != key || text_id == -1) {
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std::string localized_str = Localization::get(key);
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if (text_id != -1)
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text_pool.release(text_id);
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text_id = window.create_text(font_id, localized_str.c_str(), localized_str.size(), color);
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last_language = Localization::current_language;
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last_key = key;
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}
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window.write(text_id, position, z, rotation, scale);
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}
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private:
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int text_id = -1;
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Localization::LanguageCode last_language = -1;
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Localization::Key last_key = -1;
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};
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struct ERect : Element {
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Vec2<float> shape = {0, 0};
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Color color = {255, 255, 255, 255};
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Vec2<float> size(Window *) override {
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return shape;
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};
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ERect(Vec2<float> shape, Color color) : shape(shape), color(color) {}
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void render(Window &window, uint64_t) override {
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window.draw_rect(Rect::from_size(position, shape), color, z, rotation);
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}
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};
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inline Pool<Element> element_pool;
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struct Scene {
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std::vector<int> element_ids;
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Ruby::Block update;
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~Scene() {
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for (const int &id : element_ids)
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element_pool.release(id);
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}
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void add_element(int element_id) {
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auto it = std::lower_bound(
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element_ids.begin(),
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element_ids.end(),
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element_id,
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[](auto &a, auto &b) {
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auto e_a = element_pool[a];
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auto e_b = element_pool[b];
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return e_a->z < e_b->z || (e_a->z == e_b->z && a < b);
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}
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);
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element_pool.use(element_id);
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element_ids.insert(it, element_id);
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}
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void delete_element(int element_id) {
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auto it = std::find(element_ids.begin(), element_ids.end(), element_id);
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if (it != element_ids.end()) {
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element_pool.release(element_id);
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element_ids.erase(it);
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}
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}
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void update_scene(uint64_t delta_time) {
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if (!mrb_nil_p(update.proc)) {
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mrb_value dt_val = mrb_int_value(Ruby::mrb, delta_time);
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update.call(1, &dt_val);
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}
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}
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void click(Window *window, Vec2<float> position) {
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for (auto it = element_ids.rbegin(); it != element_ids.rend(); ++it) {
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Element *e = element_pool[*it];
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Vec2<float> size = e->size(window);
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Rect rect = Rect::from_size(e->position, size * e->scale);
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if (rect.contains(position)) {
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e->click();
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if (e->click_through)
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continue;
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else
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break;
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}
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}
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}
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void render(Window &window, uint64_t abs_time) {
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for (const int &e : element_ids)
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element_pool[e]->render(window, abs_time);
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}
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};
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inline Pool<Scene> scene_pool;
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struct App {
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int current_scene_id = 0;
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bool running = true;
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void switch_to_scene(int scene_id) {
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scene_pool.release(current_scene_id);
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scene_pool.use(scene_id);
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current_scene_id = scene_id;
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}
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App(Vec2<float> size, const char *title, int anim_loading) {
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window.update(size, title);
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#warning "Should try to center the loading image or scale it to fit the screen"
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Scene *loading_scene = new Scene{};
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EImage *image = new EImage(anim_loading);
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int image_id = element_pool.acquire(image);
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loading_scene->add_element(image_id);
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current_scene_id = scene_pool.acquire(loading_scene);
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}
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void loop() {
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const uint64_t target_ms = 1000 / 60;
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uint64_t time_a = window.get_time();
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uint64_t time_b = window.get_time();
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while (running) {
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time_a = window.get_time();
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uint64_t frame_time = time_a - time_b;
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if (frame_time <= target_ms)
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usleep((target_ms - frame_time) * 1000);
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time_b = window.get_time();
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uint64_t dt = window.delta_time();
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Scene *scene = scene_pool[current_scene_id];
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Event e;
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while (window.poll(e)) {
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switch (e.type) {
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case Event::QUIT:
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running = false;
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break;
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case Event::MOUSE_BUTTON_DOWN:
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scene->click(&window, e.mouse_button.position);
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break;
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default:
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break;
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}
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window.consume(e);
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}
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scene->update_scene(dt);
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scene->render(window, window.get_time());
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window.render();
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window.clear();
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}
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}
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};
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} // namespace app
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inline app::App *app_ = nullptr;
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#endif |