/* * Pixel Dungeon * Copyright (C) 2012-2015 Oleg Dolya * * Shattered Pixel Dungeon * Copyright (C) 2014-2019 Evan Debenham * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/> */ package com.watabou.noosa; import com.badlogic.gdx.Application; import com.badlogic.gdx.ApplicationListener; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.glutils.GLVersion; import com.badlogic.gdx.utils.TimeUtils; import com.watabou.glscripts.Script; import com.watabou.gltextures.TextureCache; import com.watabou.glwrap.Blending; import com.watabou.glwrap.Vertexbuffer; import com.watabou.input.GameAction; import com.watabou.input.InputHandler; import com.watabou.noosa.audio.Music; import com.watabou.noosa.audio.Sample; import com.watabou.utils.Callback; import com.watabou.utils.PlatformSupport; import com.watabou.utils.Reflection; import java.io.PrintWriter; import java.io.StringWriter; public class Game implements ApplicationListener { public static Game instance; //actual size of the display public static int dispWidth; public static int dispHeight; // Size of the EGL surface view public static int width; public static int height; // Density: mdpi=1, hdpi=1.5, xhdpi=2... public static float density = 1; public static String version; public static int versionCode; // Current scene protected Scene scene; // New scene we are going to switch to protected Scene requestedScene; // true if scene switch is requested protected boolean requestedReset = true; // callback to perform logic during scene change protected SceneChangeCallback onChange; // New scene class protected static Class<? extends Scene> sceneClass; public static float timeScale = 1f; public static float elapsed = 0f; public static float timeTotal = 0f; public static long realTime = 0; protected static InputHandler inputHandler; public static PlatformSupport platform; public Game(Class<? extends Scene> c, PlatformSupport platform) { sceneClass = c; instance = this; this.platform = platform; } private boolean paused; public boolean isPaused(){ return paused; } @Override public void create() { density = Gdx.graphics.getDensity(); dispHeight = Gdx.graphics.getDisplayMode().height; dispWidth = Gdx.graphics.getDisplayMode().width; inputHandler = new InputHandler( Gdx.input ); //refreshes texture and vertex data stored on the gpu versionContextRef = Gdx.graphics.getGLVersion(); Blending.useDefault(); TextureCache.reload(); Vertexbuffer.refreshAllBuffers(); } private GLVersion versionContextRef; @Override public void resize(int width, int height) { if (width == 0 || height == 0){ return; } //If the EGL context was destroyed, we need to refresh some data stored on the GPU. // This checks that by seeing if GLVersion has a new object reference if (versionContextRef != Gdx.graphics.getGLVersion()) { versionContextRef = Gdx.graphics.getGLVersion(); Blending.useDefault(); TextureCache.reload(); Vertexbuffer.refreshAllBuffers(); } if (height != Game.height || width != Game.width) { Game.width = width; Game.height = height; //TODO might be better to put this in platform support if (Gdx.app.getType() != Application.ApplicationType.Android){ Game.dispWidth = Game.width; Game.dispHeight = Game.height; } resetScene(); } } @Override public void render() { NoosaScript.get().resetCamera(); NoosaScriptNoLighting.get().resetCamera(); Gdx.gl.glDisable(Gdx.gl.GL_SCISSOR_TEST); Gdx.gl.glClear(Gdx.gl.GL_COLOR_BUFFER_BIT); draw(); Gdx.gl.glDisable( Gdx.gl.GL_SCISSOR_TEST ); step(); } @Override public void pause() { paused = true; if (scene != null) { scene.onPause(); } Script.reset(); } @Override public void resume() { paused = false; } public void finish(){ Gdx.app.exit(); } public void destroy(){ if (scene != null) { scene.destroy(); scene = null; } sceneClass = null; Music.INSTANCE.stop(); Sample.INSTANCE.reset(); } @Override public void dispose() { destroy(); } public static void resetScene() { switchScene( instance.sceneClass ); } public static void switchScene(Class<? extends Scene> c) { switchScene(c, null); } public static void switchScene(Class<? extends Scene> c, SceneChangeCallback callback) { instance.sceneClass = c; instance.requestedReset = true; instance.onChange = callback; } public static Scene scene() { return instance.scene; } protected void step() { if (requestedReset) { requestedReset = false; requestedScene = Reflection.newInstance(sceneClass); if (requestedScene != null){ switchScene(); } } update(); } protected void draw() { if (scene != null) scene.draw(); } protected void switchScene() { Camera.reset(); if (scene != null) { scene.destroy(); } scene = requestedScene; if (onChange != null) onChange.beforeCreate(); scene.create(); if (onChange != null) onChange.afterCreate(); onChange = null; Game.elapsed = 0f; Game.timeScale = 1f; Game.timeTotal = 0f; } protected void update() { Game.elapsed = Game.timeScale * Gdx.graphics.getDeltaTime(); Game.timeTotal += Game.elapsed; Game.realTime = TimeUtils.millis(); inputHandler.processAllEvents(); scene.update(); Camera.updateAll(); } public static void reportException( Throwable tr ) { if (instance != null) { instance.logException(tr); } else { //fallback if error happened in initialization StringWriter sw = new StringWriter(); PrintWriter pw = new PrintWriter(sw); tr.printStackTrace(pw); pw.flush(); System.err.println(sw.toString()); } } protected void logException( Throwable tr ){ StringWriter sw = new StringWriter(); PrintWriter pw = new PrintWriter(sw); tr.printStackTrace(pw); pw.flush(); Gdx.app.error("GAME", sw.toString()); } public static void runOnRenderThread(Callback c){ Gdx.app.postRunnable(new Runnable() { @Override public void run() { c.call(); } }); } public static void vibrate( int milliseconds ) { Gdx.input.vibrate(milliseconds); } public interface SceneChangeCallback{ void beforeCreate(); void afterCreate(); } }