1 // register cheat code? or even a fighting game combo.. 2 /++ 3 An add-on for simpledisplay.d, joystick.d, and simpleaudio.d 4 that includes helper functions for writing simple games (and perhaps 5 other multimedia programs). Whereas simpledisplay works with 6 an event-driven framework, arsd.game always uses a consistent 7 timer for updates. 8 9 Usage example: 10 11 --- 12 final class MyGame : GameHelperBase { 13 /// Called when it is time to redraw the frame 14 /// it will try for a particular FPS 15 override void drawFrame() { 16 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT); 17 18 glLoadIdentity(); 19 20 glColor3f(1.0, 1.0, 1.0); 21 glTranslatef(x, y, 0); 22 glBegin(GL_QUADS); 23 24 glVertex2i(0, 0); 25 glVertex2i(16, 0); 26 glVertex2i(16, 16); 27 glVertex2i(0, 16); 28 29 glEnd(); 30 } 31 32 int x, y; 33 override bool update(Duration deltaTime) { 34 x += 1; 35 y += 1; 36 return true; 37 } 38 39 override SimpleWindow getWindow() { 40 auto window = create2dWindow("My game"); 41 // load textures and such here 42 return window; 43 } 44 45 final void fillAudioBuffer(short[] buffer) { 46 47 } 48 } 49 50 void main() { 51 auto game = new MyGame(); 52 53 runGame(game, maxRedrawRate, maxUpdateRate); 54 } 55 --- 56 57 It provides an audio thread, input scaffold, and helper functions. 58 59 60 The MyGame handler is actually a template, so you don't have virtual 61 function indirection and not all functions are required. The interfaces 62 are just to help you get the signatures right, they don't force virtual 63 dispatch at runtime. 64 65 See_Also: 66 [arsd.ttf.OpenGlLimitedFont] 67 +/ 68 module arsd.game; 69 70 public import arsd.gamehelpers; 71 public import arsd.color; 72 public import arsd.simpledisplay; 73 public import arsd.simpleaudio; 74 75 import std.math; 76 public import core.time; 77 78 public import arsd.joystick; 79 80 /++ 81 Creates a simple 2d opengl simpledisplay window. It sets the matrix for pixel coordinates and enables alpha blending and textures. 82 +/ 83 SimpleWindow create2dWindow(string title, int width = 512, int height = 512) { 84 auto window = new SimpleWindow(width, height, title, OpenGlOptions.yes); 85 86 window.setAsCurrentOpenGlContext(); 87 88 glEnable(GL_BLEND); 89 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 90 glClearColor(0,0,0,0); 91 glDepthFunc(GL_LEQUAL); 92 93 glMatrixMode(GL_PROJECTION); 94 glLoadIdentity(); 95 glOrtho(0, width, height, 0, 0, 1); 96 97 glMatrixMode(GL_MODELVIEW); 98 glLoadIdentity(); 99 glDisable(GL_DEPTH_TEST); 100 glEnable(GL_TEXTURE_2D); 101 102 window.windowResized = (newWidth, newHeight) { 103 int x, y, w, h; 104 105 // FIXME: this works for only square original sizes 106 if(newWidth < newHeight) { 107 w = newWidth; 108 h = newWidth * height / width; 109 x = 0; 110 y = (newHeight - h) / 2; 111 } else { 112 w = newHeight * width / height; 113 h = newHeight; 114 x = (newWidth - w) / 2; 115 y = 0; 116 } 117 118 glViewport(x, y, w, h); 119 window.redrawOpenGlSceneNow(); 120 }; 121 122 return window; 123 } 124 125 /++ 126 This is the base class for your game. 127 128 You should destroy this explicitly. Easiest 129 way is to do this in your `main` function: 130 131 --- 132 auto game = new MyGameSubclass(); 133 scope(exit) .destroy(game); 134 135 runGame(game); 136 --- 137 +/ 138 abstract class GameHelperBase { 139 /// Implement this to draw. 140 abstract void drawFrame(); 141 142 ushort snesRepeatRate() { return ushort.max; } 143 ushort snesRepeatDelay() { return snesRepeatRate(); } 144 145 /// Implement this to update. The deltaTime tells how much real time has passed since the last update. 146 /// Returns true if anything changed, which will queue up a redraw 147 abstract bool update(Duration deltaTime); 148 //abstract void fillAudioBuffer(short[] buffer); 149 150 /// Returns the main game window. This function will only be 151 /// called once if you use runGame. You should return a window 152 /// here like one created with `create2dWindow`. 153 abstract SimpleWindow getWindow(); 154 155 /// Override this and return true to initialize the audio system. 156 /// Note that trying to use the [audio] member without this will segfault! 157 bool wantAudio() { return false; } 158 159 /// You must override [wantAudio] and return true for this to be valid; 160 AudioOutputThread audio; 161 162 this() { 163 audio = AudioOutputThread(wantAudio()); 164 } 165 166 protected bool redrawForced; 167 168 /// Forces a redraw even if update returns false 169 final public void forceRedraw() { 170 redrawForced = true; 171 } 172 173 /// These functions help you handle user input. It offers polling functions for 174 /// keyboard, mouse, joystick, and virtual controller input. 175 /// 176 /// The virtual digital controllers are best to use if that model fits you because it 177 /// works with several kinds of controllers as well as keyboards. 178 179 JoystickUpdate[4] joysticks; 180 ref JoystickUpdate joystick1() { return joysticks[0]; } 181 182 bool[256] keyboardState; 183 184 // FIXME: add a mouse position and delta thing too. 185 186 /++ 187 188 +/ 189 VirtualController snes; 190 } 191 192 /++ 193 The virtual controller is based on the SNES. If you need more detail, try using 194 the joystick or keyboard and mouse members directly. 195 196 ``` 197 l r 198 199 U X 200 L R s S Y A 201 D B 202 ``` 203 204 For Playstation and XBox controllers plugged into the computer, 205 it picks those buttons based on similar layout on the physical device. 206 207 For keyboard control, arrows and WASD are mapped to the d-pad (ULRD in the diagram), 208 Q and E are mapped to the shoulder buttons (l and r in the diagram).So are U and P. 209 210 Z, X, C, V (for when right hand is on arrows) and K,L,I,O (for left hand on WASD) are mapped to B,A,Y,X buttons. 211 212 G is mapped to select (s), and H is mapped to start (S). 213 214 The space bar and enter keys are also set to button A, with shift mapped to button B. 215 216 217 Only player 1 is mapped to the keyboard. 218 +/ 219 struct VirtualController { 220 ushort previousState; 221 ushort state; 222 223 // for key repeat 224 ushort truePreviousState; 225 ushort lastStateChange; 226 bool repeating; 227 228 /// 229 enum Button { 230 Up, Left, Right, Down, 231 X, A, B, Y, 232 Select, Start, L, R 233 } 234 235 @nogc pure nothrow @safe: 236 237 /++ 238 History: Added April 30, 2020 239 +/ 240 bool justPressed(Button idx) const { 241 auto before = (previousState & (1 << (cast(int) idx))) ? true : false; 242 auto after = (state & (1 << (cast(int) idx))) ? true : false; 243 return !before && after; 244 } 245 /++ 246 History: Added April 30, 2020 247 +/ 248 bool justReleased(Button idx) const { 249 auto before = (previousState & (1 << (cast(int) idx))) ? true : false; 250 auto after = (state & (1 << (cast(int) idx))) ? true : false; 251 return before && !after; 252 } 253 254 /// 255 bool opIndex(Button idx) const { 256 return (state & (1 << (cast(int) idx))) ? true : false; 257 } 258 private void opIndexAssign(bool value, Button idx) { 259 if(value) 260 state |= (1 << (cast(int) idx)); 261 else 262 state &= ~(1 << (cast(int) idx)); 263 } 264 } 265 266 /++ 267 Deprecated, use the other overload instead. 268 269 History: 270 Deprecated on May 9, 2020. Instead of calling 271 `runGame(your_instance);` run `runGame!YourClass();` 272 instead. If you needed to change something in the game 273 ctor, make a default constructor in your class to do that 274 instead. 275 +/ 276 deprecated("Use runGame!YourGameType(updateRate, redrawRate); instead now.") 277 void runGame()(GameHelperBase game, int maxUpdateRate = 20, int maxRedrawRate = 0) { assert(0, "this overload is deprecated, use runGame!YourClass instead"); } 278 279 /++ 280 Runs your game. It will construct the given class and destroy it at end of scope. 281 Your class must have a default constructor and must implement [GameHelperBase]. 282 Your class should also probably be `final` for performance reasons. 283 284 $(TIP 285 If you need to pass parameters to your game class, you can define 286 it as a nested class in your `main` function and access the local 287 variables that way instead of passing them explicitly through the 288 constructor. 289 ) 290 291 Params: 292 maxUpdateRate = The max rates are given in executions per second 293 maxRedrawRate = Redraw will never be called unless there has been at least one update 294 +/ 295 void runGame(T : GameHelperBase)(int maxUpdateRate = 20, int maxRedrawRate = 0) { 296 297 298 auto game = new T(); 299 scope(exit) .destroy(game); 300 301 // this is a template btw because then it can statically dispatch 302 // the members instead of going through the virtual interface. 303 304 int joystickPlayers = enableJoystickInput(); 305 scope(exit) closeJoysticks(); 306 307 auto window = game.getWindow(); 308 309 window.redrawOpenGlScene = &game.drawFrame; 310 311 auto lastUpdate = MonoTime.currTime; 312 313 window.eventLoop(1000 / maxUpdateRate, 314 delegate() { 315 foreach(p; 0 .. joystickPlayers) { 316 version(linux) 317 readJoystickEvents(joystickFds[p]); 318 auto update = getJoystickUpdate(p); 319 320 if(p == 0) { 321 static if(__traits(isSame, Button, PS1Buttons)) { 322 // PS1 style joystick mapping compiled in 323 with(Button) with(VirtualController.Button) { 324 // so I did the "wasJustPressed thing because it interplays 325 // better with the keyboard as well which works on events... 326 if(update.buttonWasJustPressed(square)) game.snes[Y] = true; 327 if(update.buttonWasJustPressed(triangle)) game.snes[X] = true; 328 if(update.buttonWasJustPressed(cross)) game.snes[B] = true; 329 if(update.buttonWasJustPressed(circle)) game.snes[A] = true; 330 if(update.buttonWasJustPressed(select)) game.snes[Select] = true; 331 if(update.buttonWasJustPressed(start)) game.snes[Start] = true; 332 if(update.buttonWasJustPressed(l1)) game.snes[L] = true; 333 if(update.buttonWasJustPressed(r1)) game.snes[R] = true; 334 // note: no need to check analog stick here cuz joystick.d already does it for us (per old playstation tradition) 335 if(update.axisChange(Axis.horizontalDpad) < 0 && update.axisPosition(Axis.horizontalDpad) < -8) game.snes[Left] = true; 336 if(update.axisChange(Axis.horizontalDpad) > 0 && update.axisPosition(Axis.horizontalDpad) > 8) game.snes[Right] = true; 337 if(update.axisChange(Axis.verticalDpad) < 0 && update.axisPosition(Axis.verticalDpad) < -8) game.snes[Up] = true; 338 if(update.axisChange(Axis.verticalDpad) > 0 && update.axisPosition(Axis.verticalDpad) > 8) game.snes[Down] = true; 339 340 if(update.buttonWasJustReleased(square)) game.snes[Y] = false; 341 if(update.buttonWasJustReleased(triangle)) game.snes[X] = false; 342 if(update.buttonWasJustReleased(cross)) game.snes[B] = false; 343 if(update.buttonWasJustReleased(circle)) game.snes[A] = false; 344 if(update.buttonWasJustReleased(select)) game.snes[Select] = false; 345 if(update.buttonWasJustReleased(start)) game.snes[Start] = false; 346 if(update.buttonWasJustReleased(l1)) game.snes[L] = false; 347 if(update.buttonWasJustReleased(r1)) game.snes[R] = false; 348 if(update.axisChange(Axis.horizontalDpad) > 0 && update.axisPosition(Axis.horizontalDpad) > -8) game.snes[Left] = false; 349 if(update.axisChange(Axis.horizontalDpad) < 0 && update.axisPosition(Axis.horizontalDpad) < 8) game.snes[Right] = false; 350 if(update.axisChange(Axis.verticalDpad) > 0 && update.axisPosition(Axis.verticalDpad) > -8) game.snes[Up] = false; 351 if(update.axisChange(Axis.verticalDpad) < 0 && update.axisPosition(Axis.verticalDpad) < 8) game.snes[Down] = false; 352 } 353 354 } else static if(__traits(isSame, Button, XBox360Buttons)) { 355 static assert(0); 356 // XBox style mapping 357 // the reason this exists is if the programmer wants to use the xbox details, but 358 // might also want the basic controller in here. joystick.d already does translations 359 // so an xbox controller with the default build actually uses the PS1 branch above. 360 /+ 361 case XBox360Buttons.a: return (what.Gamepad.wButtons & XINPUT_GAMEPAD_A) ? true : false; 362 case XBox360Buttons.b: return (what.Gamepad.wButtons & XINPUT_GAMEPAD_B) ? true : false; 363 case XBox360Buttons.x: return (what.Gamepad.wButtons & XINPUT_GAMEPAD_X) ? true : false; 364 case XBox360Buttons.y: return (what.Gamepad.wButtons & XINPUT_GAMEPAD_Y) ? true : false; 365 366 case XBox360Buttons.lb: return (what.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER) ? true : false; 367 case XBox360Buttons.rb: return (what.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER) ? true : false; 368 369 case XBox360Buttons.back: return (what.Gamepad.wButtons & XINPUT_GAMEPAD_BACK) ? true : false; 370 case XBox360Buttons.start: return (what.Gamepad.wButtons & XINPUT_GAMEPAD_START) ? true : false; 371 +/ 372 } 373 } 374 375 game.joysticks[p] = update; 376 } 377 378 auto now = MonoTime.currTime; 379 bool changed = game.update(now - lastUpdate); 380 auto stateChange = game.snes.truePreviousState ^ game.snes.state; 381 game.snes.previousState = game.snes.state; 382 game.snes.truePreviousState = game.snes.state; 383 384 if(stateChange == 0) { 385 game.snes.lastStateChange++; 386 auto r = game.snesRepeatRate(); 387 if(r != typeof(r).max && !game.snes.repeating && game.snes.lastStateChange == game.snesRepeatDelay()) { 388 game.snes.lastStateChange = 0; 389 game.snes.repeating = true; 390 } else if(r != typeof(r).max && game.snes.repeating && game.snes.lastStateChange == r) { 391 game.snes.lastStateChange = 0; 392 game.snes.previousState = 0; 393 } 394 } else { 395 game.snes.repeating = false; 396 } 397 lastUpdate = now; 398 399 if(game.redrawForced) { 400 changed = true; 401 game.redrawForced = false; 402 } 403 404 // FIXME: rate limiting 405 if(changed) 406 window.redrawOpenGlSceneNow(); 407 }, 408 409 delegate (KeyEvent ke) { 410 game.keyboardState[ke.hardwareCode] = ke.pressed; 411 412 with(VirtualController.Button) 413 switch(ke.key) { 414 case Key.Up, Key.W: game.snes[Up] = ke.pressed; break; 415 case Key.Down, Key.S: game.snes[Down] = ke.pressed; break; 416 case Key.Left, Key.A: game.snes[Left] = ke.pressed; break; 417 case Key.Right, Key.D: game.snes[Right] = ke.pressed; break; 418 case Key.Q, Key.U: game.snes[L] = ke.pressed; break; 419 case Key.E, Key.P: game.snes[R] = ke.pressed; break; 420 case Key.Z, Key.K: game.snes[B] = ke.pressed; break; 421 case Key.Space, Key.Enter, Key.X, Key.L: game.snes[A] = ke.pressed; break; 422 case Key.C, Key.I: game.snes[Y] = ke.pressed; break; 423 case Key.V, Key.O: game.snes[X] = ke.pressed; break; 424 case Key.G: game.snes[Select] = ke.pressed; break; 425 case Key.H: game.snes[Start] = ke.pressed; break; 426 case Key.Shift, Key.Shift_r: game.snes[B] = ke.pressed; break; 427 default: 428 } 429 } 430 ); 431 } 432 433 /++ 434 Simple class for putting a TrueColorImage in as an OpenGL texture. 435 436 Doesn't do mipmapping btw. 437 +/ 438 final class OpenGlTexture { 439 private uint _tex; 440 private int _width; 441 private int _height; 442 private float _texCoordWidth; 443 private float _texCoordHeight; 444 445 /// Calls glBindTexture 446 void bind() { 447 glBindTexture(GL_TEXTURE_2D, _tex); 448 } 449 450 /// For easy 2d drawing of it 451 void draw(Point where, int width = 0, int height = 0, float rotation = 0.0, Color bg = Color.white) { 452 draw(where.x, where.y, width, height, rotation, bg); 453 } 454 455 /// 456 void draw(float x, float y, int width = 0, int height = 0, float rotation = 0.0, Color bg = Color.white) { 457 glPushMatrix(); 458 glTranslatef(x, y, 0); 459 460 if(width == 0) 461 width = this.originalImageWidth; 462 if(height == 0) 463 height = this.originalImageHeight; 464 465 glTranslatef(cast(float) width / 2, cast(float) height / 2, 0); 466 glRotatef(rotation, 0, 0, 1); 467 glTranslatef(cast(float) -width / 2, cast(float) -height / 2, 0); 468 469 glColor4f(cast(float)bg.r/255.0, cast(float)bg.g/255.0, cast(float)bg.b/255.0, cast(float)bg.a / 255.0); 470 glBindTexture(GL_TEXTURE_2D, _tex); 471 glBegin(GL_QUADS); 472 glTexCoord2f(0, 0); glVertex2i(0, 0); 473 glTexCoord2f(texCoordWidth, 0); glVertex2i(width, 0); 474 glTexCoord2f(texCoordWidth, texCoordHeight); glVertex2i(width, height); 475 glTexCoord2f(0, texCoordHeight); glVertex2i(0, height); 476 glEnd(); 477 478 glBindTexture(GL_TEXTURE_2D, 0); // unbind the texture 479 480 glPopMatrix(); 481 } 482 483 /// Use for glTexCoord2f 484 float texCoordWidth() { return _texCoordWidth; } 485 float texCoordHeight() { return _texCoordHeight; } /// ditto 486 487 /// Returns the texture ID 488 uint tex() { return _tex; } 489 490 /// Returns the size of the image 491 int originalImageWidth() { return _width; } 492 int originalImageHeight() { return _height; } /// ditto 493 494 // explicitly undocumented, i might remove this 495 TrueColorImage from; 496 497 /// Make a texture from an image. 498 this(TrueColorImage from) { 499 bindFrom(from); 500 } 501 502 /// Generates from text. Requires ttf.d 503 /// pass a pointer to the TtfFont as the first arg (it is template cuz of lazy importing, not because it actually works with different types) 504 this(T, FONT)(FONT* font, int size, in T[] text) if(is(T == char)) { 505 bindFrom(font, size, text); 506 } 507 508 /// Creates an empty texture class for you to use with [bindFrom] later 509 /// Using it when not bound is undefined behavior. 510 this() {} 511 512 513 514 /// After you delete it with dispose, you may rebind it to something else with this. 515 void bindFrom(TrueColorImage from) { 516 assert(from !is null); 517 assert(from.width > 0 && from.height > 0); 518 519 import core.stdc.stdlib; 520 521 _width = from.width; 522 _height = from.height; 523 524 this.from = from; 525 526 auto _texWidth = _width; 527 auto _texHeight = _height; 528 529 const(ubyte)* data = from.imageData.bytes.ptr; 530 bool freeRequired = false; 531 532 // gotta round them to the nearest power of two which means padding the image 533 if((_texWidth & (_texWidth - 1)) || (_texHeight & (_texHeight - 1))) { 534 _texWidth = nextPowerOfTwo(_texWidth); 535 _texHeight = nextPowerOfTwo(_texHeight); 536 537 auto n = cast(ubyte*) malloc(_texWidth * _texHeight * 4); 538 if(n is null) assert(0); 539 scope(failure) free(n); 540 541 auto size = from.width * 4; 542 auto advance = _texWidth * 4; 543 int at = 0; 544 int at2 = 0; 545 foreach(y; 0 .. from.height) { 546 n[at .. at + size] = from.imageData.bytes[at2 .. at2+ size]; 547 at += advance; 548 at2 += size; 549 } 550 551 data = n; 552 freeRequired = true; 553 554 // the rest of data will be initialized to zeros automatically which is fine. 555 } 556 557 glGenTextures(1, &_tex); 558 glBindTexture(GL_TEXTURE_2D, tex); 559 560 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 561 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 562 563 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 564 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 565 566 glTexImage2D( 567 GL_TEXTURE_2D, 568 0, 569 GL_RGBA, 570 _texWidth, // needs to be power of 2 571 _texHeight, 572 0, 573 GL_RGBA, 574 GL_UNSIGNED_BYTE, 575 data); 576 577 assert(!glGetError()); 578 579 _texCoordWidth = cast(float) _width / _texWidth; 580 _texCoordHeight = cast(float) _height / _texHeight; 581 582 if(freeRequired) 583 free(cast(void*) data); 584 glBindTexture(GL_TEXTURE_2D, 0); 585 } 586 587 /// ditto 588 void bindFrom(T, FONT)(FONT* font, int size, in T[] text) if(is(T == char)) { 589 assert(font !is null); 590 int width, height; 591 auto data = font.renderString(text, size, width, height); 592 auto image = new TrueColorImage(width, height); 593 int pos = 0; 594 foreach(y; 0 .. height) 595 foreach(x; 0 .. width) { 596 image.imageData.bytes[pos++] = 255; 597 image.imageData.bytes[pos++] = 255; 598 image.imageData.bytes[pos++] = 255; 599 image.imageData.bytes[pos++] = data[0]; 600 data = data[1 .. $]; 601 } 602 assert(data.length == 0); 603 604 bindFrom(image); 605 } 606 607 /// Deletes the texture. Using it after calling this is undefined behavior 608 void dispose() { 609 glDeleteTextures(1, &_tex); 610 _tex = 0; 611 } 612 613 ~this() { 614 if(_tex > 0) 615 dispose(); 616 } 617 } 618 619 /+ 620 FIXME: i want to do stbtt_GetBakedQuad for ASCII and use that 621 for simple cases especially numbers. for other stuff you can 622 create the texture for the text above. 623 +/ 624 625 /// 626 void clearOpenGlScreen(SimpleWindow window) { 627 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT); 628 } 629 630