opsu-dance/src/org/newdawn/slick/GameContainer.java

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/*
* Copyright (c) 2013, Slick2D
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* - Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* - Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* - Neither the name of the Slick2D nor the names of its contributors may be
* used to endorse or promote products derived from this software without
* specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
package org.newdawn.slick;
import java.io.IOException;
import java.util.Properties;
import org.lwjgl.LWJGLException;
import org.lwjgl.Sys;
import org.lwjgl.input.Cursor;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.Drawable;
import org.lwjgl.opengl.Pbuffer;
import org.lwjgl.opengl.PixelFormat;
import org.newdawn.slick.gui.GUIContext;
import org.newdawn.slick.openal.SoundStore;
import org.newdawn.slick.opengl.CursorLoader;
import org.newdawn.slick.opengl.ImageData;
import org.newdawn.slick.opengl.renderer.Renderer;
import org.newdawn.slick.opengl.renderer.SGL;
import org.newdawn.slick.util.Log;
import org.newdawn.slick.util.ResourceLoader;
/**
* A generic game container that handles the game loop, fps recording and
* managing the input system
*
* @author kevin
*/
public abstract class GameContainer implements GUIContext {
/** The renderer to use for all GL operations */
protected static SGL GL = Renderer.get();
/** The shared drawable if any */
protected static Drawable SHARED_DRAWABLE;
/** The time the last frame was rendered */
protected long lastFrame;
/** The last time the FPS recorded */
protected long lastFPS;
/** The last recorded FPS */
protected int recordedFPS;
/** The current count of FPS */
protected int fps;
/** True if we're currently running the game loop */
protected boolean running = true;
/** The width of the display */
protected int width;
/** The height of the display */
protected int height;
/** The game being managed */
protected Game game;
/** The default font to use in the graphics context */
private Font defaultFont;
/** The graphics context to be passed to the game */
private Graphics graphics;
/** The input system to pass to the game */
protected Input input;
/** The FPS we want to lock to */
protected int targetFPS = -1;
/** True if we should show the fps */
private boolean showFPS = true;
/** The minimum logic update interval */
protected long minimumLogicInterval = 1;
/** The stored delta */
protected long storedDelta;
/** The maximum logic update interval */
protected long maximumLogicInterval = 0;
/** The last game started */
protected Game lastGame;
/** True if we should clear the screen each frame */
protected boolean clearEachFrame = true;
/** True if the game is paused */
protected boolean paused;
/** True if we should force exit */
protected boolean forceExit = true;
/** True if vsync has been requested */
protected boolean vsync;
/** Smoothed deltas requested */
protected boolean smoothDeltas;
/** The number of samples we'll attempt through hardware */
protected int samples;
/** True if this context supports multisample */
protected boolean supportsMultiSample;
/** True if we should render when not focused */
protected boolean alwaysRender;
/** True if we require stencil bits */
protected static boolean stencil;
/**
* Create a new game container wrapping a given game
*
* @param game The game to be wrapped
*/
protected GameContainer(Game game) {
this.game = game;
lastFrame = getTime();
getBuildVersion();
Log.checkVerboseLogSetting();
}
public static void enableStencil() {
stencil = true;
}
/**
* Set the default font that will be intialised in the graphics held in this container
*
* @param font The font to use as default
*/
public void setDefaultFont(Font font) {
if (font != null) {
this.defaultFont = font;
} else {
Log.warn("Please provide a non null font");
}
}
/**
* Indicate whether we want to try to use fullscreen multisampling. This will
* give antialiasing across the whole scene using a hardware feature.
*
* @param samples The number of samples to attempt (2 is safe)
*/
public void setMultiSample(int samples) {
this.samples = samples;
}
/**
* Check if this hardware can support multi-sampling
*
* @return True if the hardware supports multi-sampling
*/
public boolean supportsMultiSample() {
return supportsMultiSample;
}
/**
* The number of samples we're attempting to performing using
* hardware multisampling
*
* @return The number of samples requested
*/
public int getSamples() {
return samples;
}
/**
* Indicate if we should force exitting the VM at the end
* of the game (default = true)
*
* @param forceExit True if we should force the VM exit
*/
public void setForceExit(boolean forceExit) {
this.forceExit = forceExit;
}
/**
* Indicate if we want to smooth deltas. This feature will report
* a delta based on the FPS not the time passed. This works well with
* vsync.
*
* @param smoothDeltas True if we should report smooth deltas
*/
public void setSmoothDeltas(boolean smoothDeltas) {
this.smoothDeltas = smoothDeltas;
}
/**
* Check if the display is in fullscreen mode
*
* @return True if the display is in fullscreen mode
*/
public boolean isFullscreen() {
return false;
}
/**
* Get the aspect ratio of the screen
*
* @return The aspect ratio of the display
*/
public float getAspectRatio() {
return getWidth() / getHeight();
}
/**
* Indicate whether we want to be in fullscreen mode. Note that the current
* display mode must be valid as a fullscreen mode for this to work
*
* @param fullscreen True if we want to be in fullscreen mode
* @throws SlickException Indicates we failed to change the display mode
*/
public void setFullscreen(boolean fullscreen) throws SlickException {
}
/**
* Enable shared OpenGL context. After calling this all containers created
* will shared a single parent context
*
* @throws SlickException Indicates a failure to create the shared drawable
*/
public static void enableSharedContext() throws SlickException {
try {
SHARED_DRAWABLE = new Pbuffer(64, 64, new PixelFormat(8, 0, 0), null);
} catch (LWJGLException e) {
throw new SlickException("Unable to create the pbuffer used for shard context, buffers not supported", e);
}
}
/**
* Get the context shared by all containers
*
* @return The context shared by all the containers or null if shared context isn't enabled
*/
public static Drawable getSharedContext() {
return SHARED_DRAWABLE;
}
/**
* Indicate if we should clear the screen at the beginning of each frame. If you're
* rendering to the whole screen each frame then setting this to false can give
* some performance improvements
*
* @param clear True if the the screen should be cleared each frame
*/
public void setClearEachFrame(boolean clear) {
this.clearEachFrame = clear;
}
/**
* Renitialise the game and the context in which it's being rendered
*
* @throws SlickException Indicates a failure rerun initialisation routines
*/
public void reinit() throws SlickException {
}
/**
* Pause the game - i.e. suspend updates
*/
public void pause()
{
setPaused(true);
}
/**
* Resumt the game - i.e. continue updates
*/
public void resume()
{
setPaused(false);
}
/**
* Check if the container is currently paused.
*
* @return True if the container is paused
*/
public boolean isPaused() {
return paused;
}
/**
* Indicates if the game should be paused, i.e. if updates
* should be propogated through to the game.
*
* @param paused True if the game should be paused
*/
public void setPaused(boolean paused)
{
this.paused = paused;
}
/**
* True if this container should render when it has focus
*
* @return True if this container should render when it has focus
*/
public boolean getAlwaysRender () {
return alwaysRender;
}
/**
* Indicate whether we want this container to render when it has focus
*
* @param alwaysRender True if this container should render when it has focus
*/
public void setAlwaysRender (boolean alwaysRender) {
this.alwaysRender = alwaysRender;
}
/**
* Get the build number of slick
*
* @return The build number of slick
*/
public static int getBuildVersion() {
try {
Properties props = new Properties();
props.load(ResourceLoader.getResourceAsStream("version"));
int build = Integer.parseInt(props.getProperty("build"));
Log.info("Slick Build #"+build);
return build;
} catch (Exception e) {
Log.info("Unable to determine Slick build number");
return -1;
}
}
/**
* Get the default system font
*
* @return The default system font
*/
@Override
public Font getDefaultFont() {
return defaultFont;
}
/**
* Check if sound effects are enabled
*
* @return True if sound effects are enabled
*/
public boolean isSoundOn() {
return SoundStore.get().soundsOn();
}
/**
* Check if music is enabled
*
* @return True if music is enabled
*/
public boolean isMusicOn() {
return SoundStore.get().musicOn();
}
/**
* Indicate whether music should be enabled
*
* @param on True if music should be enabled
*/
public void setMusicOn(boolean on) {
SoundStore.get().setMusicOn(on);
}
/**
* Indicate whether sound effects should be enabled
*
* @param on True if sound effects should be enabled
*/
public void setSoundOn(boolean on) {
SoundStore.get().setSoundsOn(on);
}
/**
* Retrieve the current default volume for music
* @return the current default volume for music
*/
public float getMusicVolume() {
return SoundStore.get().getMusicVolume();
}
/**
* Retrieve the current default volume for sound fx
* @return the current default volume for sound fx
*/
public float getSoundVolume() {
return SoundStore.get().getSoundVolume();
}
/**
* Set the default volume for sound fx
* @param volume the new default value for sound fx volume
*/
public void setSoundVolume(float volume) {
SoundStore.get().setSoundVolume(volume);
}
/**
* Set the default volume for music
* @param volume the new default value for music volume
*/
public void setMusicVolume(float volume) {
SoundStore.get().setMusicVolume(volume);
}
/**
* Get the width of the standard screen resolution
*
* @return The screen width
*/
@Override
public abstract int getScreenWidth();
/**
* Get the height of the standard screen resolution
*
* @return The screen height
*/
@Override
public abstract int getScreenHeight();
/**
* Get the width of the game canvas
*
* @return The width of the game canvas
*/
@Override
public int getWidth() {
return width;
}
/**
* Get the height of the game canvas
*
* @return The height of the game canvas
*/
@Override
public int getHeight() {
return height;
}
/**
* Set the icon to be displayed if possible in this type of
* container
*
* @param ref The reference to the icon to be displayed
* @throws SlickException Indicates a failure to load the icon
*/
public abstract void setIcon(String ref) throws SlickException;
/**
* Set the icons to be used for this application. Note that the size of the icon
* defines how it will be used. Important ones to note
*
* Windows window icon must be 16x16
* Windows alt-tab icon must be 24x24 or 32x32 depending on Windows version (XP=32)
*
* @param refs The reference to the icon to be displayed
* @throws SlickException Indicates a failure to load the icon
*/
public abstract void setIcons(String[] refs) throws SlickException;
/**
* Get the accurate system time
*
* @return The system time in milliseconds
*/
@Override
public long getTime() {
return (Sys.getTime() * 1000) / Sys.getTimerResolution();
}
/**
* Sleep for a given period
*
* @param milliseconds The period to sleep for in milliseconds
*/
public void sleep(int milliseconds) {
long target = getTime()+milliseconds;
while (getTime() < target) {
try { Thread.sleep(1); } catch (Exception e) {}
}
}
/**
* Set the mouse cursor to be displayed - this is a hardware cursor and hence
* shouldn't have any impact on FPS.
*
* @param ref The location of the image to be loaded for the cursor
* @param hotSpotX The x coordinate of the hotspot within the cursor image
* @param hotSpotY The y coordinate of the hotspot within the cursor image
* @throws SlickException Indicates a failure to load the cursor image or create the hardware cursor
*/
@Override
public abstract void setMouseCursor(String ref, int hotSpotX, int hotSpotY) throws SlickException;
/**
* Set the mouse cursor to be displayed - this is a hardware cursor and hence
* shouldn't have any impact on FPS.
*
* @param data The image data from which the cursor can be construted
* @param hotSpotX The x coordinate of the hotspot within the cursor image
* @param hotSpotY The y coordinate of the hotspot within the cursor image
* @throws SlickException Indicates a failure to load the cursor image or create the hardware cursor
*/
@Override
public abstract void setMouseCursor(ImageData data, int hotSpotX, int hotSpotY) throws SlickException;
/**
* Set the mouse cursor based on the contents of the image. Note that this will not take
* account of render state type changes to images (rotation and such). If these effects
* are required it is recommended that an offscreen buffer be used to produce an appropriate
* image. An offscreen buffer will always be used to produce the new cursor and as such
* this operation an be very expensive
*
* @param image The image to use as the cursor
* @param hotSpotX The x coordinate of the hotspot within the cursor image
* @param hotSpotY The y coordinate of the hotspot within the cursor image
* @throws SlickException Indicates a failure to load the cursor image or create the hardware cursor
*/
public abstract void setMouseCursor(Image image, int hotSpotX, int hotSpotY) throws SlickException;
/**
* Set the mouse cursor to be displayed - this is a hardware cursor and hence
* shouldn't have any impact on FPS.
*
* @param cursor The cursor to use
* @param hotSpotX The x coordinate of the hotspot within the cursor image
* @param hotSpotY The y coordinate of the hotspot within the cursor image
* @throws SlickException Indicates a failure to load the cursor image or create the hardware cursor
*/
@Override
public abstract void setMouseCursor(Cursor cursor, int hotSpotX, int hotSpotY) throws SlickException;
/**
* Get a cursor based on a image reference on the classpath. The image
* is assumed to be a set/strip of cursor animation frames running from top to
* bottom.
*
* @param ref The reference to the image to be loaded
* @param x The x-coordinate of the cursor hotspot (left -> right)
* @param y The y-coordinate of the cursor hotspot (bottom -> top)
* @param width The x width of the cursor
* @param height The y height of the cursor
* @param cursorDelays image delays between changing frames in animation
*
* @throws SlickException Indicates a failure to load the image or a failure to create the hardware cursor
*/
public void setAnimatedMouseCursor(String ref, int x, int y, int width, int height, int[] cursorDelays) throws SlickException
{
try {
Cursor cursor;
cursor = CursorLoader.get().getAnimatedCursor(ref, x, y, width, height, cursorDelays);
setMouseCursor(cursor, x, y);
} catch (IOException e) {
throw new SlickException("Failed to set mouse cursor", e);
} catch (LWJGLException e) {
throw new SlickException("Failed to set mouse cursor", e);
}
}
/**
* Set the default mouse cursor - i.e. the original cursor before any native
* cursor was set
*/
@Override
public abstract void setDefaultMouseCursor();
/**
* Get the input system
*
* @return The input system available to this game container
*/
@Override
public Input getInput() {
return input;
}
/**
* Get the current recorded FPS (frames per second)
*
* @return The current FPS
*/
public int getFPS() {
return recordedFPS;
}
/**
* Indicate whether mouse cursor should be grabbed or not
*
* @param grabbed True if mouse cursor should be grabbed
*/
public abstract void setMouseGrabbed(boolean grabbed);
/**
* Check if the mouse cursor is current grabbed. This will cause it not
* to be seen.
*
* @return True if the mouse is currently grabbed
*/
public abstract boolean isMouseGrabbed();
/**
* Retrieve the time taken to render the last frame, i.e. the change in time - delta.
*
* @return The time taken to render the last frame
*/
protected int getDelta() {
long time = getTime();
int delta = (int) (time - lastFrame);
lastFrame = time;
return delta;
}
/**
* Updated the FPS counter
*/
protected void updateFPS() {
if (getTime() - lastFPS > 1000) {
lastFPS = getTime();
recordedFPS = fps;
fps = 0;
}
fps++;
}
/**
* Set the minimum amount of time in milliseonds that has to
* pass before update() is called on the container game. This gives
* a way to limit logic updates compared to renders.
*
* @param interval The minimum interval between logic updates
*/
public void setMinimumLogicUpdateInterval(int interval) {
minimumLogicInterval = interval;
}
/**
* Set the maximum amount of time in milliseconds that can passed
* into the update method. Useful for collision detection without
* sweeping.
*
* @param interval The maximum interval between logic updates
*/
public void setMaximumLogicUpdateInterval(int interval) {
maximumLogicInterval = interval;
}
/**
* Update and render the game
*
* @param delta The change in time since last update and render
* @throws SlickException Indicates an internal fault to the game.
*/
protected void updateAndRender(int delta) throws SlickException {
if (smoothDeltas) {
if (getFPS() != 0) {
delta = 1000 / getFPS();
}
}
input.poll(width, height);
Music.poll(delta);
if (!paused) {
storedDelta += delta;
if (storedDelta >= minimumLogicInterval) {
try {
if (maximumLogicInterval != 0) {
long cycles = storedDelta / maximumLogicInterval;
for (int i=0;i<cycles;i++) {
game.update(this, (int) maximumLogicInterval);
}
int remainder = (int) (storedDelta % maximumLogicInterval);
if (remainder > minimumLogicInterval) {
game.update(this, (int) (remainder % maximumLogicInterval));
storedDelta = 0;
} else {
storedDelta = remainder;
}
} else {
game.update(this, (int) storedDelta);
storedDelta = 0;
}
} catch (Throwable e) {
// Log.error(e);
throw new SlickException("Game.update() failure.", e);
}
}
} else {
game.update(this, 0);
}
if (hasFocus() || getAlwaysRender()) {
if (clearEachFrame) {
GL.glClear(SGL.GL_COLOR_BUFFER_BIT | SGL.GL_DEPTH_BUFFER_BIT);
}
GL.glLoadIdentity();
graphics.resetTransform();
graphics.resetFont();
graphics.resetLineWidth();
graphics.setAntiAlias(false);
try {
game.render(this, graphics);
} catch (Throwable e) {
// Log.error(e);
throw new SlickException("Game.render() failure.", e);
}
graphics.resetTransform();
if (showFPS) {
defaultFont.drawString(10, 10, "FPS: "+recordedFPS);
}
GL.flush();
}
if (targetFPS != -1) {
Display.sync(targetFPS);
}
}
/**
* Indicate if the display should update only when the game is visible
* (the default is true)
*
* @param updateOnlyWhenVisible True if we should updated only when the display is visible
*/
public void setUpdateOnlyWhenVisible(boolean updateOnlyWhenVisible) {
}
/**
* Check if this game is only updating when visible to the user (default = true)
*
* @return True if the game is only updated when the display is visible
*/
public boolean isUpdatingOnlyWhenVisible() {
return true;
}
/**
* Initialise the GL context
*/
protected void initGL() {
Log.info("Starting display "+width+"x"+height);
GL.initDisplay(width, height);
if (input == null) {
input = new Input(height);
}
input.init(height);
// no need to remove listeners?
//input.removeAllListeners();
if (game instanceof InputListener) {
input.removeListener((InputListener) game);
input.addListener((InputListener) game);
}
if (graphics != null) {
graphics.setDimensions(getWidth(), getHeight());
}
lastGame = game;
}
/**
* Initialise the system components, OpenGL and OpenAL.
*
* @throws SlickException Indicates a failure to create a native handler
*/
protected void initSystem() throws SlickException {
initGL();
setMusicVolume(1.0f);
setSoundVolume(1.0f);
graphics = new Graphics(width, height);
defaultFont = graphics.getFont();
}
/**
* Enter the orthographic mode
*/
protected void enterOrtho() {
enterOrtho(width, height);
}
/**
* Indicate whether the container should show the FPS
*
* @param show True if the container should show the FPS
*/
public void setShowFPS(boolean show) {
showFPS = show;
}
/**
* Check if the FPS is currently showing
*
* @return True if the FPS is showing
*/
public boolean isShowingFPS() {
return showFPS;
}
/**
* Set the target fps we're hoping to get
*
* @param fps The target fps we're hoping to get
*/
public void setTargetFrameRate(int fps) {
targetFPS = fps;
}
/**
* Indicate whether the display should be synced to the
* vertical refresh (stops tearing)
*
* @param vsync True if we want to sync to vertical refresh
*/
public void setVSync(boolean vsync) {
this.vsync = vsync;
Display.setVSyncEnabled(vsync);
}
/**
* True if vsync is requested
*
* @return True if vsync is requested
*/
public boolean isVSyncRequested() {
return vsync;
}
/**
* True if the game is running
*
* @return True if the game is running
*/
protected boolean running() {
return running;
}
/**
* Inidcate we want verbose logging
*
* @param verbose True if we want verbose logging (INFO and DEBUG)
*/
public void setVerbose(boolean verbose) {
Log.setVerbose(verbose);
}
/**
* Cause the game to exit and shutdown cleanly
*/
public void exit() {
running = false;
}
/**
* Check if the game currently has focus
*
* @return True if the game currently has focus
*/
public abstract boolean hasFocus();
/**
* Get the graphics context used by this container. Note that this
* value may vary over the life time of the game.
*
* @return The graphics context used by this container
*/
public Graphics getGraphics() {
return graphics;
}
/**
* Enter the orthographic mode
*
* @param xsize The size of the panel being used
* @param ysize The size of the panel being used
*/
protected void enterOrtho(int xsize, int ysize) {
GL.enterOrtho(xsize, ysize);
}
}