1 // FIXME: the audio thread needs to trigger an event in the event of its death too 2 3 // i could add a "time" uniform for the shaders automatically. unity does a float4 i think with ticks in it 4 // register cheat code? or even a fighting game combo.. 5 /++ 6 An add-on for simpledisplay.d, joystick.d, and simpleaudio.d 7 that includes helper functions for writing simple games (and perhaps 8 other multimedia programs). Whereas simpledisplay works with 9 an event-driven framework, arsd.game always uses a consistent 10 timer for updates. 11 12 $(PITFALL 13 I AM NO LONGER HAPPY WITH THIS INTERFACE AND IT WILL CHANGE. 14 15 While arsd 11 included an overhaul (so you might want to fork 16 an older version if you relied on it, but the transition is worth 17 it and wasn't too hard for my game), there's still more stuff changing. 18 19 This is considered unstable as of arsd 11.0 and will not re-stabilize 20 until some 11.x release to be determined in the future (and then it might 21 break again in 12.0, but i'll commit to long term stabilization after that 22 at the latest). 23 ) 24 25 26 The general idea is you provide a game class which implements a minimum of 27 three functions: `update`, `drawFrame`, and `getWindow`. Your main function 28 calls `runGame!YourClass();`, or you can `mixin GenericGame!YourClass;` 29 30 `getWindow` is called first. It is responsible for creating the window and 31 initializing your setup. Then the game loop is started, which will call `update`, 32 to update your game state, and `drawFrame`, which draws the current state. 33 34 `update` is called on a consistent timer. It should always do exactly one delta-time 35 step of your game work and the library will ensure it is called often enough to keep 36 game time where it should be with real time. `drawFrame` will be called when an opportunity 37 arises, possibly more or less often than `update` is called. `drawFrame` gets an argument 38 telling you how close it is to the next `update` that you can use for interpolation. 39 40 How, exactly, you decide to draw and update is up to you, but I strongly recommend that you 41 keep your game state inside the game class, or at least accessible from it. In other words, 42 avoid using global and static variables. 43 44 It might be easier to understand by example. Behold: 45 46 --- 47 import arsd.game; 48 49 final class MyGame : GameHelperBase { 50 /// Called when it is time to redraw the frame. The interpolate member 51 /// tells you the fraction of an update has passed since the last update 52 /// call; you can use this to make smoother animations if you like. 53 override void drawFrame(float interpolate) { 54 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT); 55 56 glLoadIdentity(); 57 58 glColor3f(1.0, 1.0, 1.0); 59 glTranslatef(x, y, 0); 60 glBegin(GL_QUADS); 61 62 glVertex2i(0, 0); 63 glVertex2i(16, 0); 64 glVertex2i(16, 16); 65 glVertex2i(0, 16); 66 67 glEnd(); 68 } 69 70 int x, y; 71 override bool update() { 72 x += 1; 73 y += 1; 74 return true; 75 } 76 77 override SimpleWindow getWindow() { 78 // if you want to use OpenGL 3 or nanovega or whatever, you can set it up in here too. 79 auto window = create2dWindow("My game"); 80 // load textures and such here 81 return window; 82 } 83 } 84 85 void main() { 86 runGame!MyGame(20 /*targetUpdateRate - shoot for 20 updates per second of game state*/); 87 // please note that it can draw faster than this; updates should be less than drawn frames per second. 88 } 89 --- 90 91 Of course, this isn't much of a game, since there's no input. The [GameHelperBase] provides a few ways for your 92 `update` function to check for user input: you can check the current state of and transition since last update 93 of a SNES-style [VirtualController] through [GameHelperBase.snes], or the computer keyboard and mouse through 94 [GameHelperBase.keyboardState] and (FIXME: expose mouse). Touch events are not implemented at this time and I have 95 no timetable for when they will be, but I do want to add them at some point. 96 97 The SNES controller is great if your game can work with it because it will automatically map to various gamepads 98 as well as to the standard computer keyboard. This gives the user a lot of flexibility in how they control the game. 99 If it doesn't though, you can try the other models. However, I don't recommend you try to mix them in the same game mode, 100 since you wouldn't want a user to accidentally trigger the controller while trying to type their name, for example. 101 102 If you just do the basics here, you'll have a working basic game. You can also get additional 103 features by implementing more functions, like `override bool wantAudio() { return true; } ` will 104 enable audio, for example. You can then trigger sounds and music to play in your `update` function. 105 106 Let's expand the example to show this: 107 108 // FIXME: paste in game2.d contents here 109 110 A game usually isn't just one thing, and it might help to separate these out. I call these [GameScreen]s. 111 The name might not be perfect, but the idea is that even a basic game might still have, for example, a 112 title screen and a gameplay screen. These are likely to have different controls, different drawing, and some 113 different state. 114 115 116 The MyGame handler is actually a template, so you don't have virtual 117 function indirection and not all functions are required. The interfaces 118 are just to help you get the signatures right, they don't force virtual 119 dispatch at runtime. 120 121 $(H2 Input) 122 123 In the overview, I mentioned that there's input available through a few means. Among the functions are: 124 125 Checking capabilities: 126 keyboardIsPresent, mouseIsPresent, gamepadIsPresent, joystickIsPresent, touchIsPresent - return true if there's a physical device for this (tho all can be emulated from just keyboard/mouse) 127 128 Gamepads, mouse buttons, and keyboards: 129 wasPressed - returns true if the button was not pressed but became pressed over the update period. 130 wasReleased - returns true if the button was pressed, but was released over the update period 131 wasClicked - returns true if the button was released but became pressed and released again since you last asked without much other movement in between 132 isHeld - returns true if the button is currently held down 133 Gamepad specific (remember the keyboard emulates a basic gamepad): 134 startRecordingButtons - starts recording buttons 135 getRecordedButtons - gets the sequence of button presses with associated times 136 stopRecordingButtons - stops recording buttons 137 138 You might use this to check for things like cheat codes and fighting game style special moves. 139 Keyboard-specific: 140 startRecordingCharacters - starts recording keyboard character input 141 getRecordedCharacters - returns the characters typed since you started recording characters 142 stopRecordingCharacters - stops recording characters and clears the recording 143 144 You might use this for taking input for chat or character name selection. 145 146 FIXME: add an on-screen keyboard thing you can use with gamepads too 147 Mouse and joystick: 148 startRecordingPath - starts recording paths, each point coming off the operating system is noted with a timestamp relative to when the recording started 149 getRecordedPath - gets the current recorded path 150 stopRecordingPath - stops recording the path and clears the recording. 151 152 You might use this for things like finding circles in Mario Party. 153 Mouse-specific: 154 // actually instead of capture/release i might make it a property of the screen. we'll see. 155 captureCursor - captures the cursor inside the window 156 releaseCursor - releases any existing capture 157 currentPosition - returns the current position over the window, in pixels, with (0,0) being the upper left. 158 changeInPosition - returns the change in position since last time you asked 159 wheelMotion - change in wheel ticks since last time you asked 160 Joystick-specific (be aware that the mouse will act as an emulated joystick): 161 currentPosition - returns the current position of the stick, 0,0 being centered and -1, 1 being the upper left corner and 1,-1 being the lower right position. Note that there is a dead zone in the middle of joysticks that does not count so minute wiggles are filtered out. 162 changeInPosition - returns the change in position since last time you asked 163 164 There may also be raw input data available, since this uses arsd.joystick. 165 Touch-specific: 166 167 $(H2 Window control) 168 169 FIXME: no public functions for this yet. 170 171 You can check for resizes and if the user wants to close to give you a chance to save the game before closing. You can also call `window.close();`. The library normally takes care of this for you. 172 173 Minimized windows will put the game on hold automatically. Maximize and full screen is handled automatically. You can request full screen when creating the window, or use the simpledisplay functions in runInGuiThreadAsync (but don't if you don't need to). 174 175 Showing and hiding cursor can be done in sdpy too. 176 177 Text drawing prolly shouldn't bitmap scale when the window is blown up, e.g. hidpi. Other things can just auto scale tho. The library should take care of this automatically. 178 179 You can set window title and icon when creating it too. 180 181 $(H2 Drawing) 182 183 I try not to force any one drawing model upon you. I offer four options out of the box and any opengl library has a good chance of working with appropriate setup. 184 185 The out-of-the-box choices are: 186 187 $(LIST 188 * Old-style OpenGL, 2d or 3d, with glBegin, glEnd, glRotate, etc. For text, you can use [arsd.ttf.OpenGlLimitedFont] 189 190 * New-style OpenGL, 2d or 3d, with shaders and your own math libraries. For text, you can use [arsd.ttf.OpenGlLimitedFont] with new style flag enabled. 191 192 * [Nanovega|arsd.nanovega] 2d vector graphics. Nanovega supports its own text drawing functions. 193 194 * The `BasicDrawing` functions provided by `arsd.game`. To some extent, you'll be able to mix and match these with other drawing models. It is just bare minimum functionality you might find useful made in a more concise form than even old-style opengl or for porting something that uses a ScreenPainter. (not implemented) 195 ) 196 197 Please note that the simpledisplay ScreenPainter will NOT work in a game `drawFrame` function. 198 199 You can switch between 2d and 3d modes when drawing either with opengl functions or with my helper functions like go2d (FIXME: not in the right module yet). 200 201 $(H3 Images) 202 203 use arsd.image and the OpenGlTexture object. 204 205 $(H3 Text) 206 207 use [OpenGlLimitedFont] and maybe [OperatingSystemFont] 208 209 $(H3 3d models) 210 211 FIXME add something 212 213 $(H2 Audio) 214 215 done through arsd.simpleaudio 216 217 $(H2 Collision detection) 218 219 Nanovega actually offers this but generally you're on your own. arsd's Rectangle functions offer some too. 220 221 $(H2 Labeling variables) 222 223 You can label and categorize variables in your game to help get and set them automatically. For example, marking them as `@Saved` and `@ResetOnNewDungeon` which you use to do batch updates. FIXME: implement this. 224 225 $(H2 Random numbers) 226 227 std.random works but might want another thing so the seed is saved with the game. An old school trick is to seed it based on some user input, even just time it took then to go past the title screen. 228 229 $(H2 Screenshots) 230 231 simpledisplay has a function for it. FIXME give a one-stop function here. 232 233 $(H2 Stuff missing from raylib that might be useful) 234 235 the screen space functions. the 3d model stuff. 236 237 $(H2 Online play) 238 239 FIXME: not implemented 240 241 If you make your games input strictly use the virtual controller functions, it supports multiple players. Locally, they can be multiple gamepads plugged in to the computer. Over the network, you can have multiple players connect to someone acting as a server and it sends input from each player's computers to everyone else which is exposed to the game as other virtual controllers. 242 243 The way this works is before your game actually starts running, if the game was run with the network flag (which can come from command line or through the `runGame` parameter), one player will act as the server and others will connect to them 244 245 There is also a chat function built in. 246 247 getUserChat(recipients, prompt) - tells the input system that you want to accept a user chat message. 248 drawUserChat(Point, Color, Font) - returns null if not getting user chat, otherwise returns the current string (what about the carat?) 249 cancelGetChat - cancels a getUserChat. 250 251 sendBotChat(recipients, sender, message) - sends a chat from your program to the other users (will be marked as a bot message) 252 253 getChatHistory 254 getLatestChat - returns the latest chat not yet returned, or null if none have come in recently 255 256 Chat messages take an argument defining the recipients, which you might want to limit if there are teams. 257 258 In your Game object, there is a `filterUserChat` method you can optionally implement. This is given the message they typed. If you return the message, it will send it to other players. Or you can return null to cancel sending it on the network. You might then use the chat function to implement cheat codes like the old Warcraft and Starcraft games. If the player is not connected on the network, nothing happens even if you do return a message, since there is nobody to send it to. 259 260 You can also implement a `chatHistoryLength` which tells how many messages to keep in memory. 261 262 Finally, you can send custom network messages with `sendNetworkUpdate` and `getNetworkUpdate`, which work with your own arbitrary structs that represent data packets. Each one can be sent to recipients like chat messages but this is strictly for the program to read These take an argument to decide if it should be the tcp or udp connections. 263 264 $(H2 Split screen) 265 266 When playing locally, you might want to split your window for multiple players to see. The library might offer functions to help you in future versions. Your code should realize when it is split screen and adjust the ui accordingly regardless. 267 268 $(H2 Library internals) 269 270 To better understand why things work the way they do, here's an overview of the internal architecture of the library. Much of the information here may be changed in future versions of the library, so try to think more about the concepts than the specifics as you read. 271 272 $(H3 The game clock) 273 274 $(H3 Thread layout) 275 276 It runs four threads: a UI thread, a graphics thread, an audio thread, and a game thread. 277 278 The UI thread runs your `getWindow` function, but otherwise is managed by the library. It handles input messages, window resizes, and other things. Being built on [arsd.simpledisplay], it is possible for you to do work in it with the `runInGuiThread` and `runInGuiThreadAsync` functions, which might be useful if, for example, you wanted to open other windows. But you should generally avoid it. 279 280 The graphics thread runs your `load` and `drawFrame` functions. It gets the OpenGL context bound to it after the window is created, and expects to always have it. Since OpenGL contexts cannot be simultaneously shared across two threads, this means your other functions shouldn't try to access any of these objects. (It is possible to release the context from one thread, then attach it in another - indeed, the library does this between `getWindow` and `load` - but doing this in your user code is not supported and you'd try it at your own risk.) 281 282 The audio thread is created if `wantAudio` is true and is communicated to via the `audio` object in your game class. The library manages it for you and the methods in the `audio` object tell it what to do. You are permitted to call these from your `update` function, or to load sound assets from your `load` function. 283 284 Finally, the game thread is responsible for running your `update` function at a regular interval. The library coordinates sharing your game state between it and the graphics thread with a mutex. You can get more fine-grained control over this by overriding `updateWithManualLock`. The default is for `drawFrame` and `update` to never run simultaneously to keep data sharing to a minimum, but if you know what you're doing, you can make the lock time very very small by limiting the amount of writable data is actually shared. The default is what it is to keep things simple for you and should work most the time, though. 285 286 Most computer programs are written either as batch processors or as event-driven applications. Batch processors do their work when requested, then exit. Event-driven applications, including many video games, wait for something to happen, like the user pressing a key or clicking the mouse, respond to it, then go back to waiting. These might do some animations, but this is the exception to its run time, not the rule. You are assumed to be waiting for events, but can `requestAnimationFrame` for the special occasions. 287 288 But this is the rule for the third category of programs: time-driven programs, and many video games fall into this category. This is what `arsd.game` tries to make easy. It assumes you want a timed `update` and a steady stream of animation frames, and if you want to make an exception, you can pause updates until an event comes in. FIXME: `pauseUntilNextInput`. `designFps` = 0, `requestAnimationFrame`, `requestAnimation(duration)` 289 290 $(H3 Webassembly implementation) 291 292 See_Also: 293 [arsd.ttf.OpenGlLimitedFont] 294 295 History: 296 The [GameHelperBase], indeed most the module, was completely redesigned in November 2022. If you 297 have code that depended on the old way, you're probably better off keeping a copy of the old module 298 and not updating it again. 299 300 However, if you want to update it, you can approximate the old behavior by making a single `GameScreen` 301 and moving most your code into it, especially the `drawFrame` and `update` methods, and returning that 302 as the `firstScreen`. 303 +/ 304 module arsd.game; 305 306 /+ 307 Platformer demo: 308 dance of sugar plum fairy as you are the fairy jumping around 309 Board game demo: 310 good old chess 311 3d first person demo: 312 orbit simulator. your instruments show the spacecraft orientation relative to direction of motion (0 = prograde, 180 = retrograde yaw then the pitch angle relative to the orbit plane with up just being a thing) and your orbit params (apogee, perigee, phase, etc. also show velocity and potential energy relative to planet). and your angular velocity in three dimensions 313 314 you just kinda fly around. goal is to try to actually transfer to another station successfully. 315 316 play blue danube song lol 317 318 +/ 319 320 321 // i will want to keep a copy of these that the events update, then the pre-frame update call just copies it in 322 // just gotta remember potential cross-thread issues; the write should prolly be protected by a mutex so it all happens 323 // together when the frame begins 324 struct VirtualJoystick { 325 // the mouse sets one thing and the right stick sets another 326 // both will update it, so hopefully people won't move mouse and joystick at the same time. 327 private float[2] currentPosition_ = 0.0; 328 private float[2] positionLastAsked_ = 0.0; 329 330 float[2] currentPosition() { 331 return currentPosition_; 332 } 333 334 float[2] changeInPosition() { 335 auto tmp = positionLastAsked_; 336 positionLastAsked_ = currentPosition_; 337 return [currentPosition_[0] - tmp[0], currentPosition_[1] - tmp[1]]; 338 } 339 340 } 341 342 struct MouseAccess { 343 // the mouse buttons can be L and R on the virtual gamepad 344 int[2] currentPosition_; 345 } 346 347 struct KeyboardAccess { 348 // state based access 349 350 int lastChange; // in terms of the game clock's frame counter 351 352 void startRecordingCharacters() { 353 354 } 355 356 string getRecordedCharacters() { 357 return ""; 358 } 359 360 void stopRecordingCharacters() { 361 362 } 363 } 364 365 struct MousePath { 366 static struct Waypoint { 367 // Duration timestamp 368 // x, y 369 // button flags 370 } 371 372 Waypoint[] path; 373 374 } 375 376 struct JoystickPath { 377 static struct Waypoint { 378 // Duration timestamp 379 // x, y 380 // button flags 381 } 382 383 Waypoint[] path; 384 } 385 386 /++ 387 See [GameScreen] for the thing you are supposed to use. This is just for internal use by the arsd.game library. 388 +/ 389 class GameScreenBase { 390 abstract inout(GameHelperBase) game() inout; 391 abstract void update(); 392 abstract void drawFrame(float interpolate); 393 abstract void load(); 394 395 void onBecomeActiveScreen() {} 396 void onExitActiveScreen() {} 397 398 private bool loaded; 399 final void ensureLoaded(GameHelperBase game) { 400 if(!this.loaded) { 401 // FIXME: unpause the update thread when it is done 402 synchronized(game) { 403 if(!this.loaded) { 404 this.load(); 405 this.loaded = true; 406 } 407 } 408 } 409 } 410 } 411 412 /+ 413 you ask for things to be done - foo(); 414 and other code asks you to do things - foo() { } 415 416 417 Recommended drawing methods: 418 old opengl 419 new opengl 420 nanovega 421 422 FIXME: 423 for nanovega, load might want a withNvg() 424 both load and drawFrame might want a nvgFrame() 425 426 game.nvgFrame((nvg) { 427 428 }); 429 +/ 430 431 /++ 432 Tip: if your screen is a generic component reused across many games, you might pass `GameHelperBase` as the `Game` parameter. 433 +/ 434 class GameScreen(Game) : GameScreenBase { 435 private Game game_; 436 437 // convenience accessors 438 final AudioOutputThread audio() { 439 // FIXME: if the audio thread threw, we should forward it at some point 440 if(this is null || game is null) return AudioOutputThread.init; 441 return game.audio; 442 } 443 444 final VirtualController snes(int player = 0) { 445 if(this is null || game is null) return VirtualController.init; 446 return game.sneses[player]; 447 } 448 449 /+ 450 manual draw mode turns off the automatic timer to render and only 451 draws when you specifically trigger it. might not be worth tho. 452 +/ 453 454 455 // You are not supposed to call this. 456 final void setGame(Game game) { 457 // assert(game_ is null); 458 assert(game !is null); 459 this.game_ = game; 460 } 461 462 /++ 463 Gives access to your game object for use through the screen. 464 +/ 465 public override inout(Game) game() inout { 466 if(game_ is null) 467 throw new Exception("The game screen isn't showing!"); 468 return game_; 469 } 470 471 /++ 472 `update`'s responsibility is to: 473 474 $(LIST 475 * Process player input 476 * Update game state - object positions, do collision detection, etc. 477 * Run any character AI 478 * Kick off any audio associated with changes in this update 479 * Transition to other screens if appropriate 480 ) 481 482 It is NOT supposed to: 483 484 $(LIST 485 * draw - that's the job of [drawFrame] 486 * load files, bind textures, or similar - that's the job of [load] 487 * set uniforms or other OpenGL objects - do one-time things in [load] and per-frame things in [drawFrame] 488 ) 489 +/ 490 override abstract void update(); 491 492 /++ 493 `drawFrame`'s responsibility is to draw a single frame. It can use the `interpolate` method to smooth animations between updates. 494 495 It should NOT change any variables in the game state or attempt to do things like collision detection - that's [update]'s job. When interpolating, just assume the objects are going to keep doing what they're doing. 496 497 It should also NOT load any files, create textures, or any other setup task - [load] is supposed to have already done that. 498 +/ 499 override abstract void drawFrame(float interpolate); 500 501 /++ 502 Load your graphics and other assets in this function. You are allowed to draw to the screen while loading, but note you'll have to manage things like buffer swapping yourself if you do. [drawFrame] and [update] will be paused until loading is complete. This function will be called exactly once per screen object, right as it is first shown. 503 +/ 504 override void load() {} 505 } 506 507 /// ditto 508 //alias GenericGameScreen = GameScreen!GameHelperBase; 509 510 /// 511 unittest { 512 // The TitleScreen has a simple job: show the title until the user presses start. After that, it will progress to the GameplayScreen. 513 514 static // exclude from docs 515 class DemoGame : GameHelperBase { 516 // I put this inside DemoGame for this demo, but you could define them in separate files if you wanted to 517 static class TitleScreen : GameScreen!DemoGame { 518 override void update() { 519 // you can always access your main Game object through the screen objects 520 if(game.snes[VirtualController.Button.Start]) { 521 //game.showScreen(new GameplayScreen()); 522 } 523 } 524 525 override void drawFrame(float interpolate) { 526 527 } 528 } 529 530 // and the minimum boilerplate the game itself must provide for the library 531 // is the window it wants to use and the first screen to load into it. 532 override TitleScreen firstScreen() { 533 return new TitleScreen(); 534 } 535 536 override SimpleWindow getWindow() { 537 auto window = create2dWindow("Demo game"); 538 return window; 539 } 540 } 541 542 void main() { 543 runGame!DemoGame(); 544 } 545 546 main(); // exclude from docs 547 } 548 549 /+ 550 Networking helper: just send/receive messages and manage some connections 551 552 It might offer a controller queue you can put local and network events in to get fair lag and transparent ultiplayer 553 554 split screen?!?! 555 556 +/ 557 558 /+ 559 ADD ME: 560 Animation helper like audio style. Your game object 561 has a particular image attached as primary. 562 563 You can be like `animate once` or `animate indefinitely` 564 and it takes care of it, then set new things and it does that too. 565 +/ 566 567 public import arsd.gamehelpers; 568 public import arsd.color; 569 public import arsd.simpledisplay; 570 public import arsd.simpleaudio; 571 572 import std.math; 573 public import core.time; 574 575 import arsd.core; 576 577 import arsd.simpledisplay : Timer; 578 579 public import arsd.joystick; 580 581 /++ 582 Creates a simple 2d (old-style) opengl simpledisplay window. It sets the matrix for pixel coordinates and enables alpha blending and textures. 583 +/ 584 SimpleWindow create2dWindow(string title, int width = 512, int height = 512) { 585 auto window = new SimpleWindow(width, height, title, OpenGlOptions.yes, Resizeability.allowResizing); 586 587 //window.visibleForTheFirstTime = () { 588 window.setAsCurrentOpenGlContext(); 589 590 glEnable(GL_BLEND); 591 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 592 glClearColor(0,0,0,0); 593 glDepthFunc(GL_LEQUAL); 594 595 glMatrixMode(GL_PROJECTION); 596 glLoadIdentity(); 597 glOrtho(0, width, height, 0, 0, 1); 598 599 glMatrixMode(GL_MODELVIEW); 600 glLoadIdentity(); 601 glDisable(GL_DEPTH_TEST); 602 glEnable(GL_TEXTURE_2D); 603 //}; 604 605 // because the render thread holds the opengl context so everything has to happen there, but still can provide the dg here 606 window.windowResized = (newWidth, newHeight) { 607 int x, y, w, h; 608 609 // FIXME: this works for only square original sizes 610 if(newWidth < newHeight) { 611 w = newWidth; 612 h = newWidth * height / width; 613 x = 0; 614 y = (newHeight - h) / 2; 615 } else { 616 w = newHeight * width / height; 617 h = newHeight; 618 x = (newWidth - w) / 2; 619 y = 0; 620 } 621 window.setAsCurrentOpenGlContext(); 622 glViewport(x, y, w, h); 623 window.redrawOpenGlSceneSoon(); 624 }; 625 626 return window; 627 } 628 629 /++ 630 This is the base class for your game. Create a class based on this, then pass it to [runGame]. 631 +/ 632 abstract class GameHelperBase : SynchronizableObject { 633 /++ 634 Implement this to draw. 635 636 The `interpolateToNextFrame` argument tells you how close you are to the next frame. You should 637 take your current state and add the estimated next frame things multiplied by this to get smoother 638 animation. interpolateToNextFrame will always be >= 0 and < 1.0. 639 640 History: 641 Previous to August 27, 2022, this took no arguments. It could thus not interpolate frames! 642 +/ 643 deprecated("Move to void drawFrame(float) in a GameScreen instead") void drawFrame(float interpolateToNextFrame) { 644 drawFrameInternal(interpolateToNextFrame); 645 } 646 647 final void drawFrameInternal(float interpolateToNextFrame) { 648 if(currentScreen is null) 649 return; 650 651 currentScreen.ensureLoaded(this); 652 currentScreen.drawFrame(interpolateToNextFrame); 653 } 654 655 // in frames 656 ushort snesRepeatRate() { return ushort.max; } 657 ushort snesRepeatDelay() { return snesRepeatRate(); } 658 659 /++ 660 Implement this to update your game state by a single fixed timestep. You should 661 check for user input state here. 662 663 Return true if something visibly changed to queue a frame redraw asap. 664 665 History: 666 Previous to August 27, 2022, this took an argument. This was a design flaw. 667 +/ 668 deprecated("Move to void update in a GameScreen instead") bool update() { return false; } 669 670 /+ 671 override this to have more control over synchronization 672 673 its main job is to lock on `this` and update what [update] changes 674 and call `bookkeeping` while inside the lock 675 676 but if you have some work that can be done outside the lock - things 677 that are read-only on the game state - you might split it up here and 678 batch your update. as long as nothing that the [drawFrame] needs is mutated 679 outside the lock you'll be ok. 680 681 History: 682 Added November 12, 2022 683 +/ 684 bool updateWithManualLock(scope void delegate() bookkeeping) shared { 685 if(currentScreen is null) 686 return false; 687 synchronized(this) { 688 if(currentScreen.loaded) 689 (cast() this).currentScreen.update(); 690 bookkeeping(); 691 return false; 692 } 693 } 694 //abstract void fillAudioBuffer(short[] buffer); 695 696 /++ 697 Returns the main game window. This function will only be 698 called once if you use runGame. You should return a window 699 here like one created with `create2dWindow`. 700 +/ 701 abstract SimpleWindow getWindow(); 702 703 /++ 704 Override this and return true to initialize the audio system. If you return `true` 705 here, the [audio] member can be used. 706 +/ 707 bool wantAudio() { return false; } 708 709 /++ 710 Override this and return true if you are compatible with separate render and update threads. 711 +/ 712 bool multithreadCompatible() { return true; } 713 714 /// You must override [wantAudio] and return true for this to be valid; 715 AudioOutputThread audio; 716 717 this() { 718 audio = AudioOutputThread(wantAudio() && primaryAudioDevice != "null"); 719 } 720 721 protected bool redrawForced; 722 723 private GameScreenBase currentScreen; 724 725 /+ 726 // it will also need a configuration in time and such 727 enum ScreenTransition { 728 none, 729 crossFade 730 } 731 +/ 732 733 /++ 734 Shows the given screen, making it actively responsible for drawing and updating, 735 optionally through the given transition effect. 736 +/ 737 void showScreen(this This, Screen)(Screen cs, GameScreenBase transition = null) { 738 cs.setGame(cast(This) this); 739 if(currentScreen) 740 currentScreen.onExitActiveScreen(); 741 currentScreen = cs; 742 currentScreen.onBecomeActiveScreen(); 743 // FIXME: pause the update thread here, and fast forward the game clock when it is unpaused 744 // (this actually SHOULD be called from the update thread, except for the initial load... and even that maybe it will then) 745 // but i have to be careful waiting here because it can deadlock with teh mutex still locked. 746 747 // FIXME: do some onDisplay and onOut events in the screen you can override 748 } 749 750 /++ 751 Returns the first screen of your game. 752 +/ 753 abstract GameScreenBase firstScreen(); 754 755 /++ 756 Returns the number of game updates per second your game is designed for. 757 758 This isn't necessarily the number of frames drawn per second, which may be more 759 or less due to frame skipping and interpolation, but it is the number of times 760 your screen's update methods will be called each second. 761 762 You actually want to make this as small as possible without breaking your game's 763 physics and feeling of responsiveness to the controls. Remember, the display FPS 764 is different - you can interpolate frames for smooth animation. What you want to 765 ensure here is that the design fps is big enough that you don't have problems like 766 clipping through walls or sluggishness in player control, but not so big that the 767 computer is busy doing collision detection, etc., all the time and has no time 768 left over to actually draw the game. 769 770 I personally find 20 actually works pretty well, though the default set here is 60 771 due to how common that number is. You are encouraged to override this and use what 772 works for you. 773 +/ 774 int designFps() { return 60; } 775 776 /// Forces a redraw even if update returns false 777 final public void forceRedraw() { 778 redrawForced = true; 779 } 780 781 /// These functions help you handle user input. It offers polling functions for 782 /// keyboard, mouse, joystick, and virtual controller input. 783 /// 784 /// The virtual digital controllers are best to use if that model fits you because it 785 /// works with several kinds of controllers as well as keyboards. 786 787 JoystickUpdate[4] joysticks; 788 ref JoystickUpdate joystick1() { return joysticks[0]; } 789 790 bool[256] keyboardState; 791 792 // FIXME: add a mouse position and delta thing too. 793 794 /++ 795 796 +/ 797 ref VirtualController snes() { return sneses[0]; } 798 799 VirtualController[4] sneses; 800 } 801 802 /++ 803 The virtual controller is based on the SNES. If you need more detail, try using 804 the joystick or keyboard and mouse members directly. 805 806 ``` 807 l r 808 809 U X 810 L R s S Y A 811 D B 812 ``` 813 814 For Playstation and XBox controllers plugged into the computer, 815 it picks those buttons based on similar layout on the physical device. 816 817 For keyboard control, arrows and WASD are mapped to the d-pad (ULRD in the diagram), 818 Q and E are mapped to the shoulder buttons (l and r in the diagram).So are U and P. 819 820 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. 821 822 G is mapped to select (s), and H is mapped to start (S). 823 824 The space bar and enter keys are also set to button A, with shift mapped to button B. 825 826 Additionally, the mouse is mapped to the virtual joystick, and mouse buttons left and right are mapped to shoulder buttons L and R. 827 828 829 Only player 1 is mapped to the keyboard. 830 +/ 831 struct VirtualController { 832 ushort previousState; 833 ushort state; 834 835 // for key repeat 836 ushort truePreviousState; 837 ushort lastStateChange; 838 bool repeating; 839 840 /// 841 enum Button { 842 Up, Left, Right, Down, 843 X, A, B, Y, 844 Select, Start, L, R 845 } 846 847 @nogc pure nothrow @safe: 848 849 /++ 850 History: Added April 30, 2020 851 852 Parameter `allowAutoRepeat` added December 25, 2025 853 +/ 854 bool justPressed(Button idx, bool allowAutoRepeat = true) const { 855 auto before = ((allowAutoRepeat ? previousState : truePreviousState) & (1 << (cast(int) idx))) ? true : false; 856 auto after = (state & (1 << (cast(int) idx))) ? true : false; 857 return !before && after; 858 } 859 /++ 860 History: Added April 30, 2020 861 862 Parameter `allowAutoRepeat` added December 25, 2025 863 +/ 864 bool justReleased(Button idx, bool allowAutoRepeat = true) const { 865 auto before = ((allowAutoRepeat ? previousState : truePreviousState) & (1 << (cast(int) idx))) ? true : false; 866 auto after = (state & (1 << (cast(int) idx))) ? true : false; 867 return before && !after; 868 } 869 870 /+ 871 +/ 872 873 VirtualJoystick stick; 874 875 /// 876 bool opIndex(Button idx) const { 877 return (state & (1 << (cast(int) idx))) ? true : false; 878 } 879 private void opIndexAssign(bool value, Button idx) { 880 if(value) 881 state |= (1 << (cast(int) idx)); 882 else 883 state &= ~(1 << (cast(int) idx)); 884 } 885 } 886 887 struct ButtonCheck { 888 bool wasPressed() { 889 return false; 890 } 891 bool wasReleased() { 892 return false; 893 } 894 bool wasClicked() { 895 return false; 896 } 897 bool isHeld() { 898 return false; 899 } 900 901 bool opCast(T : bool)() { 902 return isHeld(); 903 } 904 } 905 906 /++ 907 Multi-level wrappers for [runGame]. `GenericGame` mixes in a `main` function that forwards its arguments to `runGameMain`, and then `runGameMain` will parse some generic command line arguments before passing the rest of the arguments to `runGame`. These let you focus on game-specific code while keeping things configurable by the user. 908 909 The arguments you set are generally maximums, but users can turn it down via the command line. 910 911 Params: 912 GameObjectType = the type of your [GameHelperBase] subclass that implements the game. 913 targetUpdateRate = the design rate at which your game's `update` methods are called. If 0, it comes from [GameHelperBase.designFps] 914 maxRedrawRate = the maximum frames per second you will draw. If higher than the update rate, you may be asked to draw interpolated frames. If lower, it will skip some frames as it prioritizes keeping updates on schedule. Users can request a lower redraw rate via command line arguments or gui launcher. 915 916 User_Configuration: 917 NONE OF THIS IS IMPLEMENTED 918 919 speed = changing the update rate to make the game run faster or slower in real time 920 921 fps = lets the user reduce the max redraw rate 922 923 audio = changes the default audio device. `null` means it will not allow audio output at all. 924 925 controller = lets you remap the controller 926 927 config = load and maybe save changes to a config file 928 929 gui = makes a gui launcher to set other args before starting the game 930 931 History: 932 Added January 28, 2026 933 +/ 934 mixin template GenericGame(GameObjectType, int targetUpdateRate = 0, int maxRedrawRate = 0) { 935 int main(string[] args) { 936 return runGameMain!(GameObjectType, targetUpdateRate, maxRedrawRate)(args); 937 } 938 } 939 940 /// ditto 941 int runGameMain(GameObjectType, int targetUpdateRate = 0, int maxRedrawRate = 0)(string[] args) { 942 import arsd.cli; 943 944 static int cliWrapper(int redrawRate, string audioDevice, string[] args) { 945 //if(redrawRate > maxRedrawRate) 946 //redrawRate = maxRedrawRate; // FIXME: handle the 0 case of max... 947 948 primaryAudioDevice = audioDevice; 949 950 return runGame!GameObjectType(targetUpdateRate, redrawRate, [""] ~ args); 951 } 952 return runCli!cliWrapper(args); 953 954 //return runGame!(GameObjectType)(targetUpdateRate, maxRedrawRate, args); 955 } 956 957 private __gshared string primaryAudioDevice; 958 959 /++ 960 Deprecated, use the other overload instead. 961 962 History: 963 Deprecated on May 9, 2020. Instead of calling 964 `runGame(your_instance);` run `runGame!YourClass();` 965 instead. If you needed to change something in the game 966 ctor, make a default constructor in your class to do that 967 instead. 968 +/ 969 deprecated("Use runGame!YourGameType(updateRate, redrawRate); instead now.") 970 void runGame()(GameHelperBase game, int targetUpdateRate = 20, int maxRedrawRate = 0) { assert(0, "this overload is deprecated, use runGame!YourClass instead"); } 971 972 /++ 973 Runs your game. It will construct the given class and destroy it at end of scope. 974 Your class must have a default constructor and must implement [GameHelperBase]. 975 Your class should also probably be `final` for a small, but easy performance boost. 976 977 $(TIP 978 If you need to pass parameters to your game class, you can define 979 it as a nested class in your `main` function and access the local 980 variables that way instead of passing them explicitly through the 981 constructor. 982 ) 983 984 Params: 985 targetUpdateRate = The number of game state updates you get per second. You want this to be quick enough that players don't feel input lag, but conservative enough that any supported computer can keep up with it easily. 986 maxRedrawRate = The maximum draw frame rate. 0 means it will only redraw after a state update changes things. It will be automatically capped at the user's monitor refresh rate. Frames in between updates can be interpolated or skipped. 987 args = command line arguments to use to construct the game object 988 +/ 989 int runGame(T : GameHelperBase)(int targetUpdateRate = 0, int maxRedrawRate = 0, string[] args = null) { 990 991 T game; 992 if(args.length) { 993 import arsd.cli; 994 int ret; 995 game = constructFromCliArgs!T(args, ret); 996 if(game is null) 997 return ret; 998 } else { 999 game = new T(); 1000 } 1001 g_game = game; 1002 scope(exit) { 1003 g_game = null; 1004 .destroy(game); 1005 } 1006 1007 if(targetUpdateRate == 0) 1008 targetUpdateRate = game.designFps(); 1009 1010 // this is a template btw because then it can statically dispatch 1011 // the members instead of going through the virtual interface. 1012 1013 auto window = game.getWindow(); 1014 game.showScreen(game.firstScreen()); 1015 1016 auto lastUpdate = MonoTime.currTime; 1017 bool isImmediateUpdate; 1018 1019 int joystickPlayers; 1020 1021 window.redrawOpenGlScene = null; 1022 1023 /* 1024 The game clock should always be one update ahead of the real world clock. 1025 1026 If it is behind the real world clock, it needs to run update faster, so it will 1027 double up on its timer to try to update and skip some render frames to make cpu time available. 1028 Generally speaking the render should never be more than one full frame ahead of the game clock, 1029 and since the game clock should always be a bit ahead of the real world clock, if the game clock 1030 is behind the real world clock, time to skip. 1031 1032 If there's a huge jump in the real world clock - more than a couple seconds between 1033 updates - this probably indicates the computer went to sleep or something. We can't 1034 catch up, so this will just resync the clock to real world and not try to catch up. 1035 */ 1036 MonoTime gameClock; 1037 // FIXME: render thread should be lower priority than the ui thread 1038 1039 int rframeCounter = 0; 1040 auto drawer = delegate bool() { 1041 if(gameClock is MonoTime.init) 1042 return false; // can't draw uninitialized info 1043 /* // i think this is the same as if delta < 0 below... 1044 auto time = MonoTime.currTime; 1045 if(gameClock + (1000.msecs / targetUpdateRate) < time) { 1046 writeln("frame skip ", gameClock, " vs ", time); 1047 return false; // we're behind on updates, skip this frame 1048 } 1049 */ 1050 1051 if(false && isImmediateUpdate) { 1052 game.drawFrameInternal(0.0); 1053 isImmediateUpdate = false; 1054 } else { 1055 auto now = MonoTime.currTime - lastUpdate; 1056 Duration nextFrame = msecs(1000 / targetUpdateRate); 1057 auto delta = cast(float) ((nextFrame - now).total!"usecs") / cast(float) nextFrame.total!"usecs"; 1058 1059 if(delta < 0) { 1060 //writeln("behind ", cast(int)(delta * 100)); 1061 return false; // the render is too far ahead of the updater! time to skip frames to let it catch up 1062 } 1063 1064 game.drawFrameInternal(1.0 - delta); 1065 } 1066 1067 rframeCounter++; 1068 /+ 1069 if(rframeCounter % 60 == 0) { 1070 writeln("frame"); 1071 } 1072 +/ 1073 1074 return true; 1075 }; 1076 1077 import core.thread; 1078 import core..volatile; 1079 Thread renderThread; // FIXME: low priority 1080 Thread updateThread; // FIXME: slightly high priority 1081 1082 // shared things to communicate with threads 1083 ubyte exit; 1084 ulong newWindowSize; 1085 ubyte loadRequired; // if the screen changed and you need to call load again in the render thread 1086 1087 ubyte workersPaused; 1088 // Event unpauseRender; // maybe a manual reset so you set it then reset after unpausing 1089 // Event unpauseUpdate; 1090 1091 // the input buffers should prolly be double buffered generally speaking 1092 1093 // FIXME: i might just want an asset cache thing 1094 // FIXME: ffor audio, i want to be able to play a sound to completion without necessarily letting it play twice simultaneously and then replay it later. this would be a sound effect thing. but you might also play it twice anyway if there's like two shots so meh. and then i'll need BGM controlling in the game and/or screen. 1095 1096 Timer renderTimer; 1097 Timer updateTimer; 1098 1099 auto updater = delegate() { 1100 if(gameClock is MonoTime.init) { 1101 gameClock = MonoTime.currTime; 1102 } 1103 1104 foreach(p; 0 .. joystickPlayers) { 1105 if(p >= 4) 1106 continue; 1107 version(linux) 1108 readJoystickEvents(joystickFds[p]); 1109 auto update = getJoystickUpdate(p); 1110 1111 static if(__traits(isSame, Button, PS1Buttons)) { 1112 // PS1 style joystick mapping compiled in 1113 with(Button) with(VirtualController.Button) { 1114 // so I did the "wasJustPressed thing because it interplays 1115 // better with the keyboard as well which works on events... 1116 if(update.buttonWasJustPressed(square)) game.sneses[p][Y] = true; 1117 if(update.buttonWasJustPressed(triangle)) game.sneses[p][X] = true; 1118 if(update.buttonWasJustPressed(cross)) game.sneses[p][B] = true; 1119 if(update.buttonWasJustPressed(circle)) game.sneses[p][A] = true; 1120 if(update.buttonWasJustPressed(select)) game.sneses[p][Select] = true; 1121 if(update.buttonWasJustPressed(start)) game.sneses[p][Start] = true; 1122 if(update.buttonWasJustPressed(l1)) game.sneses[p][L] = true; 1123 if(update.buttonWasJustPressed(r1)) game.sneses[p][R] = true; 1124 // note: no need to check analog stick here cuz joystick.d already does it for us (per old playstation tradition) 1125 if(update.axisChange(Axis.horizontalDpad) < 0 && update.axisPosition(Axis.horizontalDpad) < -8) game.sneses[p][Left] = true; 1126 if(update.axisChange(Axis.horizontalDpad) > 0 && update.axisPosition(Axis.horizontalDpad) > 8) game.sneses[p][Right] = true; 1127 if(update.axisChange(Axis.verticalDpad) < 0 && update.axisPosition(Axis.verticalDpad) < -8) game.sneses[p][Up] = true; 1128 if(update.axisChange(Axis.verticalDpad) > 0 && update.axisPosition(Axis.verticalDpad) > 8) game.sneses[p][Down] = true; 1129 1130 if(update.buttonWasJustReleased(square)) game.sneses[p][Y] = false; 1131 if(update.buttonWasJustReleased(triangle)) game.sneses[p][X] = false; 1132 if(update.buttonWasJustReleased(cross)) game.sneses[p][B] = false; 1133 if(update.buttonWasJustReleased(circle)) game.sneses[p][A] = false; 1134 if(update.buttonWasJustReleased(select)) game.sneses[p][Select] = false; 1135 if(update.buttonWasJustReleased(start)) game.sneses[p][Start] = false; 1136 if(update.buttonWasJustReleased(l1)) game.sneses[p][L] = false; 1137 if(update.buttonWasJustReleased(r1)) game.sneses[p][R] = false; 1138 if(update.axisChange(Axis.horizontalDpad) > 0 && update.axisPosition(Axis.horizontalDpad) > -8) game.sneses[p][Left] = false; 1139 if(update.axisChange(Axis.horizontalDpad) < 0 && update.axisPosition(Axis.horizontalDpad) < 8) game.sneses[p][Right] = false; 1140 if(update.axisChange(Axis.verticalDpad) > 0 && update.axisPosition(Axis.verticalDpad) > -8) game.sneses[p][Up] = false; 1141 if(update.axisChange(Axis.verticalDpad) < 0 && update.axisPosition(Axis.verticalDpad) < 8) game.sneses[p][Down] = false; 1142 } 1143 1144 } else static if(__traits(isSame, Button, XBox360Buttons)) { 1145 static assert(0); 1146 // XBox style mapping 1147 // the reason this exists is if the programmer wants to use the xbox details, but 1148 // might also want the basic controller in here. joystick.d already does translations 1149 // so an xbox controller with the default build actually uses the PS1 branch above. 1150 /+ 1151 case XBox360Buttons.a: return (what.Gamepad.wButtons & XINPUT_GAMEPAD_A) ? true : false; 1152 case XBox360Buttons.b: return (what.Gamepad.wButtons & XINPUT_GAMEPAD_B) ? true : false; 1153 case XBox360Buttons.x: return (what.Gamepad.wButtons & XINPUT_GAMEPAD_X) ? true : false; 1154 case XBox360Buttons.y: return (what.Gamepad.wButtons & XINPUT_GAMEPAD_Y) ? true : false; 1155 1156 case XBox360Buttons.lb: return (what.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER) ? true : false; 1157 case XBox360Buttons.rb: return (what.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER) ? true : false; 1158 1159 case XBox360Buttons.back: return (what.Gamepad.wButtons & XINPUT_GAMEPAD_BACK) ? true : false; 1160 case XBox360Buttons.start: return (what.Gamepad.wButtons & XINPUT_GAMEPAD_START) ? true : false; 1161 +/ 1162 } 1163 1164 game.joysticks[p] = update; 1165 } 1166 1167 int runs; 1168 1169 again: 1170 1171 auto now = MonoTime.currTime; 1172 bool changed; 1173 changed = (cast(shared)game).updateWithManualLock({ lastUpdate = now; }); 1174 1175 foreach(ref snes; game.sneses) { 1176 auto stateChange = snes.truePreviousState ^ game.snes.state; 1177 snes.previousState = snes.state; 1178 snes.truePreviousState = snes.state; 1179 1180 if(stateChange == 0) { 1181 snes.lastStateChange++; 1182 auto r = game.snesRepeatRate(); 1183 if(r != typeof(r).max && !snes.repeating && snes.lastStateChange == game.snesRepeatDelay()) { 1184 snes.lastStateChange = 0; 1185 snes.repeating = true; 1186 } else if(r != typeof(r).max && snes.repeating && snes.lastStateChange == r) { 1187 snes.lastStateChange = 0; 1188 snes.previousState = 0; 1189 } 1190 } else { 1191 snes.repeating = false; 1192 } 1193 } 1194 1195 if(game.redrawForced) { 1196 changed = true; 1197 game.redrawForced = false; 1198 } 1199 1200 gameClock += 1.seconds / targetUpdateRate; 1201 1202 if(++runs < 3 && gameClock < MonoTime.currTime) 1203 goto again; 1204 1205 // FIXME: rate limiting 1206 // FIXME: triple buffer it. 1207 if(changed && renderThread is null) { 1208 isImmediateUpdate = true; 1209 window.redrawOpenGlSceneSoon(); 1210 } 1211 }; 1212 1213 //window.vsync = false; 1214 1215 const maxRedrawTime = maxRedrawRate > 0 ? (1000.msecs / maxRedrawRate) : 4.msecs; 1216 1217 if(game.multithreadCompatible()) { 1218 window.redrawOpenGlScene = null; 1219 renderThread = new Thread({ 1220 scope(failure) runInGuiThreadAsync(() { window.close(); }); 1221 // FIXME: catch exception and inform the parent 1222 int frames = 0; 1223 int skipped = 0; 1224 1225 Duration renderTime; 1226 Duration flipTime; 1227 Duration renderThrottleTime; 1228 1229 MonoTime initial = MonoTime.currTime; 1230 1231 auto windowResized = window.windowResized; 1232 window.windowResized = null; 1233 int storedWidth; 1234 int storedHeight; 1235 1236 while(!volatileLoad(&exit)) { 1237 MonoTime start = MonoTime.currTime; 1238 { 1239 window.mtLock(); 1240 scope(exit) 1241 window.mtUnlock(); 1242 window.setAsCurrentOpenGlContext(); 1243 } 1244 1245 { 1246 auto newWidth = window.width; 1247 auto newHeight = window.height; 1248 if(newWidth != storedWidth || newHeight != storedHeight) 1249 windowResized(newWidth, newHeight); 1250 storedWidth = newWidth; 1251 storedHeight = newHeight; 1252 } 1253 1254 1255 bool actuallyDrew; 1256 1257 synchronized(game) 1258 actuallyDrew = drawer(); 1259 1260 MonoTime end = MonoTime.currTime; 1261 1262 if(actuallyDrew) { 1263 window.mtLock(); 1264 scope(exit) 1265 window.mtUnlock(); 1266 window.swapOpenGlBuffers(); 1267 } 1268 // want to ensure the vsync wait occurs here, outside the window and locks 1269 // some impls will do it on glFinish, some on the next touch of the 1270 // front buffer, hence the clear being done here. 1271 if(actuallyDrew) { 1272 glFinish(); 1273 clearOpenGlScreen(window); 1274 } 1275 1276 // this is just to wake up the UI thread to check X events again 1277 // (any custom event will force a check of XPending) just cuz apparently 1278 // the readiness of the file descriptor can be reset by one of the vsync functions 1279 static if(UsingSimpledisplayX11) { 1280 __gshared thing = new Object; 1281 window.postEvent(thing); 1282 } 1283 1284 MonoTime flip = MonoTime.currTime; 1285 1286 renderTime += end - start; 1287 flipTime += flip - end; 1288 1289 if(flip - start < maxRedrawTime) { 1290 renderThrottleTime += maxRedrawTime - (flip - start); 1291 Thread.sleep(maxRedrawTime - (flip - start)); 1292 } 1293 1294 if(actuallyDrew) 1295 frames++; 1296 else 1297 skipped++; 1298 // if(frames % 60 == 0) writeln("frame"); 1299 } 1300 1301 MonoTime finalt = MonoTime.currTime; 1302 1303 writeln("Average render time: ", renderTime / frames); 1304 writeln("Average flip time: ", flipTime / frames); 1305 writeln("Average throttle time: ", renderThrottleTime / frames); 1306 writeln("Frames: ", frames, ", skipped: ", skipped, " over ", finalt - initial); 1307 }); 1308 1309 updateThread = new Thread({ 1310 scope(failure) runInGuiThreadAsync(() { window.close(); }); 1311 // FIXME: catch exception and inform the parent 1312 int frames; 1313 1314 joystickPlayers = enableJoystickInput(); 1315 scope(exit) closeJoysticks(); 1316 1317 Duration updateTime; 1318 Duration waitTime; 1319 1320 while(!volatileLoad(&exit)) { 1321 MonoTime start = MonoTime.currTime; 1322 updater(); 1323 MonoTime end = MonoTime.currTime; 1324 1325 updateTime += end - start; 1326 1327 frames++; 1328 // if(frames % game.designFps == 0) writeln("update"); 1329 1330 const now = MonoTime.currTime - lastUpdate; 1331 Duration nextFrame = msecs(1000) / targetUpdateRate; 1332 const sleepTime = nextFrame - now; 1333 if(sleepTime.total!"msecs" <= 0) { 1334 // falling behind on update... 1335 } else { 1336 waitTime += sleepTime; 1337 // writeln(sleepTime); 1338 Thread.sleep(sleepTime); 1339 } 1340 } 1341 1342 writeln("Average update time: " , updateTime / frames); 1343 writeln("Average wait time: " , waitTime / frames); 1344 }); 1345 } else { 1346 // single threaded, vsync a bit dangeresque here since it 1347 // puts the ui thread to sleep! 1348 window.vsync = false; 1349 } 1350 1351 // FIXME: when single threaded, set the joystick here 1352 // actually just always do the joystick in the event thread regardless 1353 1354 int frameCounter; 1355 1356 auto first = window.visibleForTheFirstTime; 1357 window.visibleForTheFirstTime = () { 1358 if(first) 1359 first(); 1360 1361 if(updateThread) { 1362 updateThread.start(); 1363 } else { 1364 updateTimer = new Timer(1000 / targetUpdateRate, { 1365 frameCounter++; 1366 updater(); 1367 }); 1368 } 1369 1370 if(renderThread) { 1371 window.suppressAutoOpenglViewport = true; // we don't want the context being pulled back by the other thread now, we'll check it over here. 1372 // FIXME: set viewport prior to render if width/height changed 1373 window.releaseCurrentOpenGlContext(); // need to let the render thread take it 1374 renderThread.start(); 1375 renderThread.priority = Thread.PRIORITY_MIN; 1376 } else { 1377 window.redrawOpenGlScene = { synchronized(game) drawer(); }; 1378 renderTimer = new Timer(1000 / 60, { window.redrawOpenGlSceneSoon(); }); 1379 } 1380 }; 1381 1382 window.onClosing = () { 1383 volatileStore(&exit, 1); 1384 1385 if(updateTimer) { 1386 updateTimer.dispose(); 1387 updateTimer = null; 1388 } 1389 if(renderTimer) { 1390 renderTimer.dispose(); 1391 renderTimer = null; 1392 } 1393 1394 if(renderThread) { 1395 auto ex = renderThread.join(false); 1396 if(ex) { 1397 import arsd.core; 1398 writelnStderr("From Render Thread: ", ex.toString()); 1399 } 1400 renderThread = null; 1401 } 1402 if(updateThread) { 1403 auto ex = updateThread.join(false); 1404 if(ex) { 1405 import arsd.core; 1406 writelnStderr("From Update Thread: ", ex.toString()); 1407 } 1408 updateThread = null; 1409 } 1410 }; 1411 1412 Thread.getThis.priority = Thread.PRIORITY_MAX; 1413 1414 window.eventLoop(0, 1415 delegate (KeyEvent ke) { 1416 game.keyboardState[ke.hardwareCode] = ke.pressed; 1417 1418 with(VirtualController.Button) 1419 switch(ke.key) { 1420 case Key.Escape: window.close(); break; 1421 1422 case Key.Up, Key.W: game.snes[Up] = ke.pressed; break; 1423 case Key.Down, Key.S: game.snes[Down] = ke.pressed; break; 1424 case Key.Left, Key.A: game.snes[Left] = ke.pressed; break; 1425 case Key.Right, Key.D: game.snes[Right] = ke.pressed; break; 1426 case Key.Q, Key.U: game.snes[L] = ke.pressed; break; 1427 case Key.E, Key.P: game.snes[R] = ke.pressed; break; 1428 case Key.Z, Key.K: game.snes[B] = ke.pressed; break; 1429 case Key.Space, Key.Enter, Key.X, Key.L: game.snes[A] = ke.pressed; break; 1430 case Key.C, Key.I: game.snes[Y] = ke.pressed; break; 1431 case Key.V, Key.O: game.snes[X] = ke.pressed; break; 1432 case Key.G: game.snes[Select] = ke.pressed; break; 1433 case Key.H: game.snes[Start] = ke.pressed; break; 1434 case Key.Shift, Key.Shift_r: game.snes[B] = ke.pressed; break; 1435 default: 1436 } 1437 } 1438 ); 1439 1440 return 0; 1441 } 1442 1443 // explicitly undocumented probably will not stick around 1444 __gshared GameHelperBase g_game; 1445 1446 /++ 1447 Simple class for putting a TrueColorImage in as an OpenGL texture. 1448 +/ 1449 // Doesn't do mipmapping btw. 1450 final class OpenGlTexture { 1451 private uint _tex; 1452 private int _width; 1453 private int _height; 1454 private float _texCoordWidth; 1455 private float _texCoordHeight; 1456 1457 /// Calls glBindTexture 1458 void bind() { 1459 doLazyLoad(); 1460 glBindTexture(GL_TEXTURE_2D, _tex); 1461 } 1462 1463 /// For easy 2d drawing of it 1464 void draw(Point where, int width = 0, int height = 0, float rotation = 0.0, Color bg = Color.white) { 1465 draw(where.x, where.y, width, height, rotation, bg); 1466 } 1467 1468 /// 1469 void draw(float x, float y, int width = 0, int height = 0, float rotation = 0.0, Color bg = Color.white) { 1470 doLazyLoad(); 1471 glPushMatrix(); 1472 glTranslatef(x, y, 0); 1473 1474 if(width == 0) 1475 width = this.originalImageWidth; 1476 if(height == 0) 1477 height = this.originalImageHeight; 1478 1479 glTranslatef(cast(float) width / 2, cast(float) height / 2, 0); 1480 glRotatef(rotation, 0, 0, 1); 1481 glTranslatef(cast(float) -width / 2, cast(float) -height / 2, 0); 1482 1483 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); 1484 glBindTexture(GL_TEXTURE_2D, _tex); 1485 1486 glBegin(GL_QUADS); 1487 glTexCoord2f(0, 0); glVertex2i(0, 0); 1488 glTexCoord2f(texCoordWidth, 0); glVertex2i(width, 0); 1489 glTexCoord2f(texCoordWidth, texCoordHeight); glVertex2i(width, height); 1490 glTexCoord2f(0, texCoordHeight); glVertex2i(0, height); 1491 glEnd(); 1492 1493 glBindTexture(GL_TEXTURE_2D, 0); // unbind the texture 1494 1495 glPopMatrix(); 1496 } 1497 1498 /// Use for glTexCoord2f 1499 float texCoordWidth() { return _texCoordWidth; } 1500 float texCoordHeight() { return _texCoordHeight; } /// ditto 1501 1502 /// Returns the texture ID 1503 uint tex() { doLazyLoad(); return _tex; } 1504 1505 /// Returns the size of the image 1506 int originalImageWidth() { return _width; } 1507 int originalImageHeight() { return _height; } /// ditto 1508 1509 // explicitly undocumented, i might remove this 1510 TrueColorImage from; 1511 1512 /// Make a texture from an image. 1513 this(TrueColorImage from) { 1514 bindFrom(from); 1515 } 1516 1517 /// Generates from text. Requires ttf.d 1518 /// 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) 1519 this(T, FONT)(FONT* font, int size, in T[] text) if(is(T == char)) { 1520 bindFrom(font, size, text); 1521 } 1522 1523 /// Creates an empty texture class for you to use with [bindFrom] later 1524 /// Using it when not bound is undefined behavior. 1525 this() {} 1526 1527 private TrueColorImage pendingImage; 1528 1529 private final void doLazyLoad() { 1530 if(pendingImage !is null) { 1531 auto tmp = pendingImage; 1532 pendingImage = null; 1533 bindFrom(tmp); 1534 } 1535 } 1536 1537 /++ 1538 After you delete it with dispose, you may rebind it to something else with this. 1539 1540 If the current thread doesn't own an opengl context, it will save the image to try to lazy load it later. 1541 +/ 1542 void bindFrom(TrueColorImage from) { 1543 assert(from !is null); 1544 assert(from.width > 0 && from.height > 0); 1545 1546 import core.stdc.stdlib; 1547 1548 _width = from.width; 1549 _height = from.height; 1550 1551 this.from = from; 1552 1553 if(openGLCurrentContext() is null) { 1554 pendingImage = from; 1555 return; 1556 } 1557 1558 auto _texWidth = _width; 1559 auto _texHeight = _height; 1560 1561 const(ubyte)* data = from.imageData.bytes.ptr; 1562 bool freeRequired = false; 1563 1564 // gotta round them to the nearest power of two which means padding the image 1565 if((_texWidth & (_texWidth - 1)) || (_texHeight & (_texHeight - 1))) { 1566 _texWidth = nextPowerOfTwo(_texWidth); 1567 _texHeight = nextPowerOfTwo(_texHeight); 1568 1569 auto n = cast(ubyte*) malloc(_texWidth * _texHeight * 4); 1570 if(n is null) assert(0); 1571 scope(failure) free(n); 1572 1573 auto size = from.width * 4; 1574 auto advance = _texWidth * 4; 1575 int at = 0; 1576 int at2 = 0; 1577 foreach(y; 0 .. from.height) { 1578 n[at .. at + size] = from.imageData.bytes[at2 .. at2+ size]; 1579 at += advance; 1580 at2 += size; 1581 } 1582 1583 data = n; 1584 freeRequired = true; 1585 1586 // the rest of data will be initialized to zeros automatically which is fine. 1587 } 1588 1589 glGenTextures(1, &_tex); 1590 glBindTexture(GL_TEXTURE_2D, tex); 1591 1592 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 1593 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 1594 1595 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 1596 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 1597 1598 glTexImage2D( 1599 GL_TEXTURE_2D, 1600 0, 1601 GL_RGBA, 1602 _texWidth, // needs to be power of 2 1603 _texHeight, 1604 0, 1605 GL_RGBA, 1606 GL_UNSIGNED_BYTE, 1607 data); 1608 1609 assert(!glGetError()); 1610 1611 _texCoordWidth = cast(float) _width / _texWidth; 1612 _texCoordHeight = cast(float) _height / _texHeight; 1613 1614 if(freeRequired) 1615 free(cast(void*) data); 1616 glBindTexture(GL_TEXTURE_2D, 0); 1617 } 1618 1619 /// ditto 1620 void bindFrom(T, FONT)(FONT* font, int size, in T[] text) if(is(T == char)) { 1621 assert(font !is null); 1622 int width, height; 1623 auto data = font.renderString(text, size, width, height); 1624 auto image = new TrueColorImage(width, height); 1625 int pos = 0; 1626 foreach(y; 0 .. height) 1627 foreach(x; 0 .. width) { 1628 image.imageData.bytes[pos++] = 255; 1629 image.imageData.bytes[pos++] = 255; 1630 image.imageData.bytes[pos++] = 255; 1631 image.imageData.bytes[pos++] = data[0]; 1632 data = data[1 .. $]; 1633 } 1634 assert(data.length == 0); 1635 1636 bindFrom(image); 1637 } 1638 1639 /// Deletes the texture. Using it after calling this is undefined behavior 1640 void dispose() { 1641 glDeleteTextures(1, &_tex); 1642 _tex = 0; 1643 } 1644 1645 ~this() { 1646 if(_tex > 0) 1647 dispose(); 1648 } 1649 } 1650 1651 /+ 1652 FIXME: i want to do stbtt_GetBakedQuad for ASCII and use that 1653 for simple cases especially numbers. for other stuff you can 1654 create the texture for the text above. 1655 +/ 1656 1657 /// 1658 void clearOpenGlScreen(SimpleWindow window) { 1659 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT); 1660 } 1661 1662 1663 /++ 1664 NOT fully compatible with simpledisplay's screenpainter, but emulates some of its api. 1665 1666 I want it to be runtime swappable between the fancy opengl and a backup one for my remote X purposes. 1667 +/ 1668 class ScreenPainterImpl : BasicDrawing { 1669 Color outlineColor; 1670 Color fillColor; 1671 1672 import arsd.ttf; 1673 1674 SimpleWindow window; 1675 OpenGlLimitedFontBase!() font; 1676 1677 this(SimpleWindow window, OpenGlLimitedFontBase!() font) { 1678 this.window = window; 1679 this.font = font; 1680 } 1681 1682 void clear(Color c) { 1683 fillRectangle(Rectangle(Point(0, 0), Size(window.width, window.height)), c); 1684 } 1685 1686 void drawRectangle(Rectangle r) { 1687 fillRectangle(r, fillColor); 1688 Point[4] vertexes = [ 1689 r.upperLeft, 1690 r.upperRight, 1691 r.lowerRight, 1692 r.lowerLeft 1693 ]; 1694 outlinePolygon(vertexes[], outlineColor); 1695 } 1696 void drawRectangle(Point ul, Size sz) { 1697 drawRectangle(Rectangle(ul, sz)); 1698 } 1699 void drawText(Point upperLeft, scope const char[] text) { 1700 drawText(Rectangle(upperLeft, Size(4096, 4096)), text, outlineColor); 1701 } 1702 1703 1704 void fillRectangle(Rectangle r, Color c) { 1705 glBegin(GL_QUADS); 1706 glColor4f(c.r / 255.0, c.g / 255.0, c.b / 255.0, c.a / 255.0); 1707 1708 with(r) { 1709 glVertex2i(upperLeft.x, upperLeft.y); 1710 glVertex2i(upperRight.x, upperRight.y); 1711 glVertex2i(lowerRight.x, lowerRight.y); 1712 glVertex2i(lowerLeft.x, lowerLeft.y); 1713 } 1714 1715 glEnd(); 1716 } 1717 void outlinePolygon(Point[] vertexes, Color c) { 1718 glBegin(GL_LINE_LOOP); 1719 glColor4f(c.r / 255.0, c.g / 255.0, c.b / 255.0, c.a / 255.0); 1720 1721 foreach(vertex; vertexes) { 1722 glVertex2i(vertex.x, vertex.y); 1723 } 1724 1725 glEnd(); 1726 } 1727 void drawText(Rectangle boundingBox, scope const char[] text, Color color) { 1728 font.drawString(boundingBox.upperLeft.tupleof, text, color); 1729 } 1730 1731 protected int refcount; 1732 1733 void flush() { 1734 1735 } 1736 } 1737 1738 struct ScreenPainter { 1739 ScreenPainterImpl impl; 1740 1741 this(ScreenPainterImpl impl) { 1742 this.impl = impl; 1743 impl.refcount++; 1744 } 1745 1746 this(this) { 1747 if(impl) 1748 impl.refcount++; 1749 } 1750 1751 ~this() { 1752 if(impl) 1753 if(--impl.refcount == 0) 1754 impl.flush(); 1755 } 1756 1757 alias impl this; 1758 }