doukutsu-rs/src/lib.rs

349 lines
10 KiB
Rust

#[macro_use]
extern crate log;
#[cfg_attr(feature = "scripting", macro_use)]
#[cfg(feature = "scripting")]
extern crate lua_ffi;
extern crate strum;
#[macro_use]
extern crate strum_macros;
use std::cell::UnsafeCell;
use std::env;
use std::path::PathBuf;
use std::time::Instant;
use directories::ProjectDirs;
use log::*;
use pretty_env_logger::env_logger::Env;
use crate::builtin_fs::BuiltinFS;
use crate::framework::context::Context;
use crate::framework::error::{GameError, GameResult};
use crate::framework::filesystem::{mount_user_vfs, mount_vfs};
use crate::framework::graphics;
use crate::framework::ui::UI;
use crate::framework::vfs::PhysicalFS;
use crate::scene::loading_scene::LoadingScene;
use crate::scene::Scene;
use crate::shared_game_state::{SharedGameState, TimingMode};
use crate::texture_set::{G_MAG, I_MAG};
mod bmfont;
mod bmfont_renderer;
mod builtin_fs;
mod bullet;
mod caret;
mod common;
mod components;
mod difficulty_modifier;
mod encoding;
mod engine_constants;
mod entity;
mod frame;
mod framework;
mod input;
mod inventory;
mod live_debugger;
mod macros;
mod map;
mod menu;
mod npc;
mod physics;
mod player;
mod profile;
mod rng;
mod scene;
#[cfg(feature = "scripting")]
mod scripting;
mod settings;
#[cfg(feature = "backend-gfx")]
mod shaders;
mod shared_game_state;
mod sound;
mod stage;
mod text_script;
mod texture_set;
mod weapon;
pub struct Game {
scene: Option<Box<dyn Scene>>,
state: UnsafeCell<SharedGameState>,
ui: UI,
start_time: Instant,
last_tick: u128,
next_tick: u128,
loops: u64,
}
impl Game {
fn new(ctx: &mut Context) -> GameResult<Game> {
let s = Game {
scene: None,
ui: UI::new(ctx)?,
state: UnsafeCell::new(SharedGameState::new(ctx)?),
start_time: Instant::now(),
last_tick: 0,
next_tick: 0,
loops: 0,
};
Ok(s)
}
fn update(&mut self, ctx: &mut Context) -> GameResult {
if let Some(scene) = self.scene.as_mut() {
let state_ref = unsafe { &mut *self.state.get() };
match state_ref.timing_mode {
TimingMode::_50Hz | TimingMode::_60Hz => {
let last_tick = self.next_tick;
while self.start_time.elapsed().as_nanos() >= self.next_tick && self.loops < 10
{
if (state_ref.settings.speed - 1.0).abs() < 0.01 {
self.next_tick += state_ref.timing_mode.get_delta() as u128;
} else {
self.next_tick += (state_ref.timing_mode.get_delta() as f64
/ state_ref.settings.speed)
as u128;
}
self.loops += 1;
}
if self.loops == 10 {
log::warn!("Frame skip is way too high, a long system lag occurred?");
self.last_tick = self.start_time.elapsed().as_nanos();
self.next_tick = self.last_tick
+ (state_ref.timing_mode.get_delta() as f64 / state_ref.settings.speed)
as u128;
self.loops = 0;
}
if self.loops != 0 {
scene.draw_tick(state_ref)?;
self.last_tick = last_tick;
}
for _ in 0..self.loops {
scene.tick(state_ref, ctx)?;
}
}
TimingMode::FrameSynchronized => {
scene.tick(state_ref, ctx)?;
}
}
}
Ok(())
}
fn draw(&mut self, ctx: &mut Context) -> GameResult {
let state_ref = unsafe { &mut *self.state.get() };
if state_ref.timing_mode != TimingMode::FrameSynchronized {
let mut elapsed = self.start_time.elapsed().as_nanos();
#[cfg(target_os = "windows")]
{
// Even with the non-monotonic Instant mitigation at the start of the event loop, there's still a chance of it not working.
// This check here should trigger if that happens and makes sure there's no panic from an underflow.
if elapsed < self.last_tick {
elapsed = self.last_tick;
}
}
let n1 = (elapsed - self.last_tick) as f64;
let n2 = (self.next_tick - self.last_tick) as f64;
state_ref.frame_time = if state_ref.settings.motion_interpolation {
n1 / n2
} else {
1.0
};
}
unsafe {
G_MAG = if state_ref.settings.subpixel_coords {
state_ref.scale
} else {
1.0
};
I_MAG = state_ref.scale;
}
self.loops = 0;
graphics::clear(ctx, [0.0, 0.0, 0.0, 1.0].into());
/*graphics::set_projection(ctx, DrawParam::new()
.scale(Vec2::new(state_ref.scale, state_ref.scale))
.to_matrix());*/
if let Some(scene) = self.scene.as_mut() {
scene.draw(state_ref, ctx)?;
if state_ref.settings.touch_controls {
state_ref.touch_controls.draw(
state_ref.canvas_size,
&state_ref.constants,
&mut state_ref.texture_set,
ctx,
)?;
}
//graphics::set_projection(ctx, self.def_matrix);
self.ui.draw(state_ref, ctx, scene)?;
}
graphics::present(ctx)?;
Ok(())
}
}
#[cfg(target_os = "android")]
fn request_perms() -> GameResult {
use jni::objects::JObject;
use jni::objects::JValue;
let native_activity = ndk_glue::native_activity();
let vm_ptr = native_activity.vm();
let vm = unsafe { jni::JavaVM::from_raw(vm_ptr) }?;
let vm_env = vm.attach_current_thread()?;
fn perm_name<'a, 'b, 'c>(
vm_env: &'b jni::AttachGuard<'a>,
name: &'c str,
) -> GameResult<jni::objects::JValue<'a>> {
let class = vm_env.find_class("android/Manifest$permission")?;
Ok(vm_env.get_static_field(class, name.to_owned(), "Ljava/lang/String;")?)
}
fn has_permission(
vm_env: &jni::AttachGuard,
activity: &jni::sys::jobject,
name: &str,
) -> GameResult<bool> {
let perm_granted = {
let class = vm_env.find_class("android/content/pm/PackageManager")?;
vm_env
.get_static_field(class, "PERMISSION_GRANTED", "I")?
.i()?
};
let perm = perm_name(vm_env, name)?;
let activity_obj = JObject::from(*activity);
let result = vm_env
.call_method(
activity_obj,
"checkSelfPermission",
"(Ljava/lang/String;)I",
&[perm],
)?
.i()?;
Ok(result == perm_granted)
}
let str_class = vm_env.find_class("java/lang/String")?;
let array = vm_env.new_object_array(2, str_class, JObject::null())?;
vm_env.set_object_array_element(array, 0, perm_name(&vm_env, "READ_EXTERNAL_STORAGE")?.l()?)?;
vm_env.set_object_array_element(
array,
1,
perm_name(&vm_env, "WRITE_EXTERNAL_STORAGE")?.l()?,
)?;
let activity_obj = JObject::from(native_activity.activity());
loop {
if has_permission(
&vm_env,
&native_activity.activity(),
"READ_EXTERNAL_STORAGE",
)? && has_permission(
&vm_env,
&native_activity.activity(),
"WRITE_EXTERNAL_STORAGE",
)? {
break;
}
vm_env.call_method(
activity_obj,
"requestPermissions",
"([Ljava/lang/String;I)V",
&[JValue::from(array), JValue::from(0)],
)?;
}
Ok(())
}
#[cfg(target_os = "android")]
#[cfg_attr(target_os = "android", ndk_glue::main(backtrace = "on"))]
pub fn android_main() {
println!("main invoked.");
request_perms().expect("Failed to attach to the JVM and request storage permissions.");
env::set_var("CAVESTORY_DATA_DIR", "/sdcard/doukutsu");
let _ = std::fs::create_dir("/sdcard/doukutsu/");
let _ = std::fs::write("/sdcard/doukutsu/.nomedia", b"");
init().unwrap();
}
pub fn init() -> GameResult {
pretty_env_logger::env_logger::from_env(Env::default().default_filter_or("info")).init();
let resource_dir = if let Ok(data_dir) = env::var("CAVESTORY_DATA_DIR") {
PathBuf::from(data_dir)
} else {
let mut resource_dir = env::current_exe()?;
if resource_dir.file_name().is_some() {
let _ = resource_dir.pop();
}
resource_dir.push("data");
resource_dir
};
info!("Resource directory: {:?}", resource_dir);
info!("Initializing engine...");
let mut context = Context::new();
mount_vfs(&mut context, Box::new(BuiltinFS::new()));
mount_vfs(&mut context, Box::new(PhysicalFS::new(&resource_dir, true)));
#[cfg(not(target_os = "android"))]
let project_dirs = match ProjectDirs::from("", "", "doukutsu-rs") {
Some(dirs) => dirs,
None => {
return Err(GameError::FilesystemError(String::from(
"No valid home directory path could be retrieved.",
)));
}
};
mount_user_vfs(
&mut context,
Box::new(PhysicalFS::new(project_dirs.data_local_dir(), false)),
);
#[cfg(target_os = "android")]
{
loop {
match ndk_glue::native_window().as_ref() {
Some(_) => {
println!("NativeScreen Found:{:?}", ndk_glue::native_window());
break;
}
None => (),
}
}
}
let mut game = Game::new(&mut context)?;
let state_ref = unsafe { &mut *game.state.get() };
#[cfg(feature = "scripting")]
{
state_ref
.lua
.update_refs(game.state.get(), &mut context as *mut Context);
}
state_ref.next_scene = Some(Box::new(LoadingScene::new()));
context.run(&mut game)?;
Ok(())
}