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package subconscious.graphics;
import subconscious.Game;
import subconscious.graphics.widget.Widget;
import subconscious.graphics.widget.Clickable;
import subconscious.graphics.widget.Dynamic;
import subconscious.graphics.widget.PerfView;
import java.lang.Thread;
import java.util.ArrayList;
import java.util.Map;
import java.util.EnumMap;
import java.util.concurrent.locks.ReentrantLock;
import java.util.concurrent.locks.Lock;
import java.util.concurrent.locks.Condition;
import java.io.InputStream;
import java.io.IOException;
import java.awt.Canvas;
import java.awt.Graphics2D;
import java.awt.Dimension;
import java.awt.BorderLayout;
import java.awt.Panel;
import java.awt.RenderingHints;
import java.awt.Font;
import java.awt.FontFormatException;
import java.awt.Point;
import java.awt.event.KeyListener;
import java.awt.event.KeyEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseWheelListener;
import java.awt.event.MouseWheelEvent;
import java.awt.event.ComponentListener;
import java.awt.event.ComponentEvent;
import java.awt.image.BufferStrategy;
/* Scene
* Abstract model class for all scenes of the game. Each scene is in a different
* thread and renders with a double buffered. As threads, scenes can be paused
* from rendering.
*
* It is also responsable for all inputs, which are transferred to the Game
* object which controls the internal state of the game.
*/
@SuppressWarnings("serial")
public abstract class Scene extends Panel
implements Runnable, KeyListener, MouseListener, MouseMotionListener,
MouseWheelListener, ComponentListener {
// this is required to manage multiple scenes
public final String UNIQUE_NAME;
private static int absScenesCount = 0;
public static final long DESIRED_FPS = 80;
public static final long DESIRED_DELTA_LOOP_NS = (1000*1000*1000)/DESIRED_FPS;
public static final long NO_DELAYS_PER_YELD = 15;
public static final Map<RenderingHints.Key, ?> RENDERING_HINTS = Map.of(
RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON,
RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_ON,
RenderingHints.KEY_ALPHA_INTERPOLATION, RenderingHints.VALUE_ALPHA_INTERPOLATION_SPEED,
RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_NEAREST_NEIGHBOR,
// RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR,
RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_SPEED
);
protected EnumMap<Widget.Anchor, Point> widgetAnchors = new EnumMap<Widget.Anchor, Point>(Widget.Anchor.class);
protected ArrayList<Widget> widgets = new ArrayList<>();
protected ArrayList<Widget> dynamicWidgetsCache = new ArrayList<>();
protected ArrayList<Widget> clickableWidgetsCache = new ArrayList<>();
// Game is never cached in the local thread
protected volatile Game game;
// TODO: this could become a Queue of scenes to load
protected Scene requestedScene = null;
protected boolean requestedPrevScene = false;
protected volatile boolean running = true;
protected volatile boolean threadPaused = false;
protected Lock pauseLock = new ReentrantLock();
protected Condition threadResumed = pauseLock.newCondition();
protected volatile Dimension canvasSize = GameWindow.WINDOW_SIZE;
protected Canvas canvas = new Canvas();
protected BufferStrategy buffer;
// TODO: make accessible from user settings
protected int guiSize = 2;
public Scene(Game game, String label) {
// generate unique name
String uniqueName = this.getClass().getCanonicalName() + Integer.toString(Scene.absScenesCount);
Scene.absScenesCount++;
this.UNIQUE_NAME = uniqueName + " (" + label + ")";
this.game = game;
// set default scene font unscii
// watch for resize
this.addComponentListener(this);
// set up canvas
this.canvas.setBounds(0, 0, this.canvasSize.width, this.canvasSize.height);
this.canvas.setIgnoreRepaint(true);
this.canvas.addKeyListener(this);
this.canvas.addMouseListener(this);
this.canvas.addMouseMotionListener(this);
this.canvas.addMouseWheelListener(this);
// TODO: solve canvas
// create widget anchors
this.widgetAnchors.put(Widget.Anchor.SO, new Point(0, this.canvasSize.height));
this.widgetAnchors.put(Widget.Anchor.S , new Point(this.canvasSize.width / 2, this.canvasSize.height));
this.widgetAnchors.put(Widget.Anchor.SE, new Point(this.canvasSize.width, this.canvasSize.height));
this.widgetAnchors.put(Widget.Anchor.E , new Point(this.canvasSize.width, this.canvasSize.width / 2));
this.widgetAnchors.put(Widget.Anchor.NE, new Point(this.canvasSize.width, 0));
this.widgetAnchors.put(Widget.Anchor.N , new Point(this.canvasSize.width / 2, 0));
this.widgetAnchors.put(Widget.Anchor.NO, new Point(0, 0));
this.widgetAnchors.put(Widget.Anchor.O , new Point(0, this.canvasSize.height / 2));
// this.add(this.canvas, BorderLayout.CENTER);
this.build();
// TODO: this will be controlled in the settings
this.addWidget(new PerfView("default-perfview", 0, 0));
}
public Scene(Game game) {
this(game, "");
}
/* */
/* abstract methods */
// runs when the the scene thread starts
protected abstract void build();
// runs on each tick
protected abstract void update(long deltaNanoTime);
protected abstract void render(Graphics2D g);
protected void updateWidgets(long deltaNanoTime) {
for (Widget w : this.dynamicWidgetsCache) {
((Dynamic) w).update(deltaNanoTime);
}
}
protected void renderWidgets(Graphics2D g) {
for (Widget w : this.widgets) {
Point absPos = this.widgetAnchors.get(w.getAnchor());
absPos.translate(w.getX(), w.getY());
Graphics2D widgetGraphics = (Graphics2D) g.create(
absPos.x, absPos.y, w.getWidth(), w.getHeight()
);
w.render(widgetGraphics);
widgetGraphics.dispose();
}
}
/* widgets management */
protected void addWidget(Widget widget) {
this.widgets.add(widget);
if (widget instanceof Dynamic) {
this.dynamicWidgetsCache.add(widget);
}
if (widget instanceof Clickable) {
this.clickableWidgetsCache.add(widget);
}
}
/* request scenes */
protected synchronized void requestPrevScene() {
this.requestedPrevScene = true;
}
protected synchronized boolean isRequestingPrevScene() {
return this.requestedPrevScene;
}
protected synchronized void requestScene(Scene sc) {
if (this.requestedScene != null)
throw new UnsupportedOperationException("only one scene can be requested at once");
this.requestedScene = sc;
}
// TODO: protected synchronized void requestScene(String uniqueName) {}
public synchronized boolean isRequestingScene() {
return this.requestedScene != null;
}
public synchronized Scene getRequestedScene() {
Scene requested = this.requestedScene;
this.requestedScene = null;
return requested;
}
/* runnable implementation */
public void run() {
long beforeTime, afterTime, timeDiff = 0, sleepTime;
long overSleepTime = 0L;
int noDelays = 0;
this.running = true;
// wait for the canvas to be ready
// this is required otherwise createBufferStrategy()
// throws an IllegalStateException
while (!this.canvas.isDisplayable() && running);
// initialize canvas buffer
// the condition checks because the while above can be interrupted by
// changing this.running
// TODO: this is because of the MainMenuScene which hides the canvas
// when the scene will be fixed this if can be removed
if (this.canvas.isDisplayable()) {
this.canvas.createBufferStrategy(2);
this.buffer = this.canvas.getBufferStrategy();
this.canvas.requestFocus();
}
while (running) {
beforeTime = System.nanoTime();
// render on a double buffer
do {
do {
Graphics2D g = (Graphics2D) this.buffer.getDrawGraphics();
g.addRenderingHints(Scene.RENDERING_HINTS);
g.setFont(Fonts.DEFAULT);
this.render(g);
this.renderWidgets(g);
g.dispose();
// repeat if the rendering buffer contents were restored
} while (this.buffer.contentsRestored() && running);
// repeat if the drawing buffer contents were lost
} while (this.buffer.contentsLost() && running);
try {
this.buffer.show();
} catch (IllegalStateException ex) {
// this happens when the scene is hidden or the frame is disposed
// for example then the thread is stopped, and so this exception
// can be ignored
}
// update game and widgets
this.update(Scene.DESIRED_DELTA_LOOP_NS - timeDiff);
this.updateWidgets(Scene.DESIRED_DELTA_LOOP_NS - timeDiff);
this.game.update(Scene.DESIRED_DELTA_LOOP_NS - timeDiff);
afterTime = System.nanoTime();
timeDiff = afterTime - beforeTime;
sleepTime = (Scene.DESIRED_DELTA_LOOP_NS - timeDiff) - overSleepTime;
// if sleep is needed (too fast)
if (sleepTime > 0) {
try {
Thread.sleep(sleepTime/(1000*1000));
} catch (InterruptedException ex) {
// ex.printStackTrace();
}
overSleepTime = (System.nanoTime() - afterTime) - sleepTime;
// if sleep is not needed (too slow)
} else {
overSleepTime = 0L;
// if the thread has been late for too much time, give up
// the cpu to other threads
if (++noDelays >= Scene.NO_DELAYS_PER_YELD) {
Thread.yield();
noDelays = 0;
}
}
if (this.threadPaused) {
this.pauseLock.lock();
this.threadResumed.awaitUninterruptibly();
this.pauseLock.unlock();
}
}
}
/* game pause controls */
public void stop() {
// stop thread even if paused
this.resumeThread();
this.running = false;
}
public void pauseThread() {
this.threadPaused = true;
}
public void resumeThread() {
if (!this.threadPaused)
return;
this.threadPaused = false;
this.threadResumed.signal();
}
// automagically set the canvas size to the parent's size
// WARNING: does not always work
// TODO: why doesn't this always work?
public synchronized void updateCanvasSize() {
this.updateCanvasSize(this.getParent().getSize());
}
// this one always works
public synchronized void updateCanvasSize(Dimension newSize) {
this.canvasSize = newSize;
this.widgetAnchors.get(Widget.Anchor.SO).move(0, this.canvasSize.height);
this.widgetAnchors.get(Widget.Anchor.S ).move(this.canvasSize.width / 2, this.canvasSize.height);
this.widgetAnchors.get(Widget.Anchor.SE).move(this.canvasSize.width, this.canvasSize.height);
this.widgetAnchors.get(Widget.Anchor.E ).move(this.canvasSize.width, this.canvasSize.width);
this.widgetAnchors.get(Widget.Anchor.NE).move(this.canvasSize.width, 0);
this.widgetAnchors.get(Widget.Anchor.N ).move(this.canvasSize.width / 2, 0);
this.widgetAnchors.get(Widget.Anchor.NO).move(0, 0);
this.widgetAnchors.get(Widget.Anchor.O ).move(0, this.canvasSize.height / 2);
}
/* key listener */
@Override public void keyTyped(KeyEvent e) {}
@Override public void keyPressed(KeyEvent e) {}
@Override public void keyReleased(KeyEvent e) {}
/* mouse listener */
@Override
public void mouseClicked(MouseEvent e) {
for (Widget w : this.clickableWidgetsCache) {
((Clickable) w).mouseClick(e.getPoint());
}
}
@Override public void mouseEntered(MouseEvent e) {}
@Override public void mouseExited(MouseEvent e) {}
@Override public void mousePressed(MouseEvent e) {}
@Override public void mouseReleased(MouseEvent e) {}
@Override public void mouseDragged(MouseEvent e) {}
@Override public void mouseMoved(MouseEvent e) {}
@Override public void mouseWheelMoved(MouseWheelEvent e) {}
/* component listener */
@Override
public void componentResized(ComponentEvent e) {
this.updateCanvasSize();
}
@Override public void componentMoved(ComponentEvent e) {}
@Override public void componentShown(ComponentEvent e) {}
@Override public void componentHidden(ComponentEvent e) {}
}
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