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cyberarm_engine/lib/cyberarm_engine/window.rb

196 lines
4.7 KiB
Ruby

module CyberarmEngine
class Window < Gosu::Window
include Common
IMAGES = {}
SAMPLES = {}
SONGS = {}
attr_accessor :show_cursor, :show_stats_plotter
attr_writer :exit_on_opengl_error
attr_reader :last_frame_time, :delta_time, :states
def self.now
Gosu.milliseconds
end
def self.dt
instance.dt
end
def self.instance=(window)
raise ArgumentError, "Expected window to be a subclass of CyberarmEngine::Window, got: #{window.class}" unless window.is_a?(CyberarmEngine::Window)
@@instance = window
end
def self.instance
@@instance
end
def initialize(width: 800, height: 600, fullscreen: false, update_interval: 1000.0 / 60, resizable: false, borderless: false)
@show_cursor = false
@has_focus = false
@show_stats_plotter = false
super(width, height, fullscreen: fullscreen, update_interval: update_interval, resizable: resizable, borderless: borderless)
Window.instance = self
@last_frame_time = Gosu.milliseconds - 1
@current_frame_time = Gosu.milliseconds
@delta_time = @last_frame_time
self.caption = "CyberarmEngine #{CyberarmEngine::VERSION} #{Gosu.user_languages.join(', ')}"
@states = []
@exit_on_opengl_error = false
preload_default_shaders if respond_to?(:preload_default_shaders)
@stats_plotter = Stats::StatsPlotter.new(2, 28) # FIXME: Make positioning easy
setup
end
def setup
end
def draw
Stats.frame.start_timing(:draw)
current_state&.draw
Stats.frame.start_timing(:engine_stats_renderer)
@stats_plotter&.draw if @show_stats_plotter
Stats.frame.end_timing(:engine_stats_renderer)
Stats.frame.end_timing(:draw)
Stats.frame.start_timing(:interframe_sleep)
end
def update
# Gosu calls update() then (optionally) draw(),
# so always end last frame and start next frame when update() is called.
Stats.frame&.end_timing(:interframe_sleep)
Stats.end_frame
Stats.new_frame
@delta_time = (Gosu.milliseconds - @current_frame_time) * 0.001
@last_frame_time = Gosu.milliseconds - @current_frame_time
@current_frame_time = Gosu.milliseconds
Stats.frame.start_timing(:update)
current_state&.update
Stats.frame.end_timing(:update)
Stats.frame.start_timing(:interframe_sleep) unless needs_redraw?
end
def needs_cursor?
@show_cursor
end
def needs_redraw?
current_state ? current_state.needs_redraw? : true
end
def drop(filename)
current_state&.drop(filename)
end
def gamepad_connected(index)
current_state&.gamepad_connected(index)
end
def gamepad_disconnected(index)
current_state&.gamepad_disconnected(index)
end
def gain_focus
@has_focus = true
current_state&.gain_focus
end
def lose_focus
@has_focus = false
current_state&.lose_focus
end
def button_down(id)
super
current_state&.button_down(id)
end
def button_up(id)
super
current_state&.button_up(id)
end
def close
current_state ? current_state.close : super
end
def dt
@last_frame_time / 1000.0
end
def aspect_ratio
width / height.to_f
end
def exit_on_opengl_error?
@exit_on_opengl_error
end
def push_state(klass, options = {})
options = { setup: true }.merge(options)
if klass.instance_of?(klass.class) && klass.respond_to?(:options)
@states << klass
klass.setup if options[:setup]
klass.post_setup if options[:setup]
else
@states << klass.new(options) if child_of?(klass, GameState)
@states << klass.new if child_of?(klass, Element::Container)
current_state.setup if current_state.instance_of?(klass) && options[:setup]
current_state.post_setup if current_state.instance_of?(klass) && options[:setup]
end
end
private def child_of?(input, klass)
return false unless input
input.ancestors.detect { |c| c == klass }
end
def current_state
@states.last
end
def pop_state
@states.pop
current_state.request_repaint if current_state&.is_a?(GuiState)
end
def shift_state
@states.shift
current_state.request_repaint if current_state&.is_a?(GuiState)
end
def has_focus?
@has_focus
end
# Sourced from https://gist.github.com/ippa/662583
def draw_circle(cx, cy, r, z = 9999, color = Gosu::Color::GREEN, step = 10)
0.step(360, step) do |a1|
a2 = a1 + step
draw_line(cx + Gosu.offset_x(a1, r), cy + Gosu.offset_y(a1, r), color, cx + Gosu.offset_x(a2, r),
cy + Gosu.offset_y(a2, r), color, z)
end
end
end
end