doukutsu-rs/src/lib.rs

410 lines
14 KiB
Rust

#[macro_use]
extern crate bitflags;
#[macro_use]
extern crate gfx;
#[macro_use]
extern crate log;
#[macro_use]
extern crate serde_derive;
#[macro_use]
extern crate smart_default;
extern crate strum;
#[macro_use]
extern crate strum_macros;
use std::{env, mem};
use std::path;
use std::time::Instant;
use log::*;
use pretty_env_logger::env_logger::Env;
use winit::event::{ElementState, Event, KeyboardInput, WindowEvent, TouchPhase};
use winit::event_loop::ControlFlow;
use crate::builtin_fs::BuiltinFS;
use crate::ggez::{Context, ContextBuilder, filesystem, GameResult};
use crate::ggez::conf::{Backend, WindowMode, WindowSetup};
use crate::ggez::event::{KeyCode, KeyMods};
use crate::ggez::graphics;
use crate::ggez::graphics::{Canvas, DrawParam, window};
use crate::ggez::input::keyboard;
use crate::ggez::mint::ColumnMatrix4;
use crate::ggez::nalgebra::Vector2;
use crate::scene::loading_scene::LoadingScene;
use crate::scene::Scene;
use crate::shared_game_state::{SharedGameState, TimingMode};
use crate::ui::UI;
use crate::ggez::event::winit_event::ModifiersState;
mod bmfont;
mod bmfont_renderer;
mod builtin_fs;
mod bullet;
mod caret;
mod common;
mod encoding;
mod engine_constants;
mod entity;
mod frame;
mod inventory;
mod ggez;
mod live_debugger;
mod macros;
mod map;
mod menu;
mod npc;
mod physics;
mod player;
mod player_hit;
mod profile;
mod rng;
mod scene;
mod shared_game_state;
mod stage;
mod sound;
mod text_script;
mod texture_set;
mod ui;
mod weapon;
struct Game {
scene: Option<Box<dyn Scene>>,
state: SharedGameState,
ui: UI,
def_matrix: ColumnMatrix4<f32>,
start_time: Instant,
next_tick: u64,
loops: u64,
}
impl Game {
fn new(ctx: &mut Context) -> GameResult<Game> {
let s = Game {
scene: None,
ui: UI::new(ctx)?,
def_matrix: DrawParam::new().to_matrix(),
state: SharedGameState::new(ctx)?,
start_time: Instant::now(),
next_tick: 0,
loops: 0,
};
Ok(s)
}
fn update(&mut self, ctx: &mut Context) -> GameResult {
if let Some(scene) = self.scene.as_mut() {
match self.state.timing_mode {
TimingMode::_50Hz | TimingMode::_60Hz => {
while self.start_time.elapsed().as_millis() as u64 > self.next_tick && self.loops < 3 {
self.next_tick += self.state.timing_mode.get_delta() as u64;
self.loops += 1;
}
for _ in 0..self.loops {
scene.tick(&mut self.state, ctx)?;
if self.state.settings.speed_hack {
scene.tick(&mut self.state, ctx)?;
}
}
}
TimingMode::FrameSynchronized => {
scene.tick(&mut self.state, ctx)?;
if self.state.settings.speed_hack {
scene.tick(&mut self.state, ctx)?;
}
}
}
}
Ok(())
}
fn draw(&mut self, ctx: &mut Context) -> GameResult {
graphics::clear(ctx, [0.0, 0.0, 0.0, 1.0].into());
graphics::set_transform(ctx, DrawParam::new()
.scale(Vector2::new(self.state.scale, self.state.scale))
.to_matrix());
graphics::apply_transformations(ctx)?;
if let Some(scene) = self.scene.as_mut() {
scene.draw(&mut self.state, ctx)?;
graphics::set_transform(ctx, self.def_matrix);
graphics::apply_transformations(ctx)?;
self.ui.draw(&mut self.state, ctx, scene)?;
}
graphics::present(ctx)?;
self.loops = 0;
Ok(())
}
fn key_down_event(&mut self, key_code: KeyCode, _key_mod: KeyMods, repeat: bool) {
if repeat { return; }
// todo: proper keymaps?
let state = &mut self.state;
match key_code {
KeyCode::Left => { state.key_state.set_left(true) }
KeyCode::Right => { state.key_state.set_right(true) }
KeyCode::Up => { state.key_state.set_up(true) }
KeyCode::Down => { state.key_state.set_down(true) }
KeyCode::Z => { state.key_state.set_jump(true) }
KeyCode::X => { state.key_state.set_fire(true) }
KeyCode::A => { state.key_state.set_weapon_prev(true) }
KeyCode::S => { state.key_state.set_weapon_next(true) }
KeyCode::F10 => { state.settings.debug_outlines = !state.settings.debug_outlines }
KeyCode::F11 => { state.settings.god_mode = !state.settings.god_mode }
KeyCode::F12 => { state.set_speed_hack(!state.settings.speed_hack) }
_ => {}
}
}
fn key_up_event(&mut self, key_code: KeyCode, _key_mod: KeyMods) {
let state = &mut self.state;
match key_code {
KeyCode::Left => { state.key_state.set_left(false) }
KeyCode::Right => { state.key_state.set_right(false) }
KeyCode::Up => { state.key_state.set_up(false) }
KeyCode::Down => { state.key_state.set_down(false) }
KeyCode::Z => { state.key_state.set_jump(false) }
KeyCode::X => { state.key_state.set_fire(false) }
KeyCode::A => { state.key_state.set_weapon_prev(false) }
KeyCode::S => { state.key_state.set_weapon_next(false) }
_ => {}
}
}
}
#[cfg(target_os = "android")]
fn request_perms() -> GameResult {
use jni::objects::JValue;
use jni::objects::JObject;
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", "/storage/emulated/0/doukutsu");
init().unwrap();
}
fn init_ctx<P: Into<path::PathBuf>>(event_loop: &winit::event_loop::EventLoopWindowTarget<()>, resource_dir: P) -> GameResult<Context> {
let backend = if cfg!(target_os = "android") {
Backend::OpenGLES { major: 2, minor: 0 }
} else {
Backend::OpenGL { major: 3, minor: 2 }
};
let mut ctx = ContextBuilder::new("doukutsu-rs")
.window_setup(WindowSetup::default().title("Cave Story (doukutsu-rs)"))
.window_mode(WindowMode::default()
.resizable(true)
.min_dimensions(320.0, 240.0)
.dimensions(854.0, 480.0))
.add_resource_path(resource_dir)
.add_resource_path(path::PathBuf::from(str!("./")))
.backend(backend)
.build(event_loop)?;
ctx.filesystem.mount_vfs(Box::new(BuiltinFS::new()));
Ok(ctx)
}
pub fn init() -> GameResult {
pretty_env_logger::env_logger::from_env(Env::default().default_filter_or("info"))
.filter(Some("gfx_device_gl::factory"), LevelFilter::Warn)
.init();
let resource_dir = if let Ok(data_dir) = env::var("CAVESTORY_DATA_DIR") {
path::PathBuf::from(data_dir)
} else if let Ok(manifest_dir) = env::var("CARGO_MANIFEST_DIR") {
let mut path = path::PathBuf::from(manifest_dir);
path.push("data");
path
} else {
path::PathBuf::from("data")
};
info!("Resource directory: {:?}", resource_dir);
info!("Initializing engine...");
let event_loop = winit::event_loop::EventLoop::new();
let mut context: Option<Context> = None;
let mut game: Option<Game> = None;
#[cfg(target_os = "android")]
{
loop {
match ndk_glue::native_window().as_ref() {
Some(_) => {
println!("NativeScreen Found:{:?}", ndk_glue::native_window());
break;
}
None => ()
}
}
}
context = Some(init_ctx(&event_loop, resource_dir.clone())?);
event_loop.run(move |event, target, flow| {
if let Some(ctx) = &mut context {
ctx.timer_context.tick();
ctx.process_event(&event);
if let Some(game) = &mut game {
game.ui.handle_events(ctx, &event);
} else {
let mut new_game = Game::new(ctx).unwrap();
new_game.state.next_scene = Some(Box::new(LoadingScene::new()));
game = Some(new_game);
}
}
match event {
Event::Resumed => {
#[cfg(target_os = "android")]
if context.is_none() {
context = Some(init_ctx(target, resource_dir.clone()).unwrap());
}
if let Some(game) = &mut game {
game.loops = 0;
}
}
Event::Suspended => {
#[cfg(target_os = "android")]
{
context = None;
}
if let Some(game) = &mut game {
game.loops = 0;
}
}
Event::WindowEvent { event, .. } => {
match event {
WindowEvent::CloseRequested => {
if let Some(game) = &mut game {
game.state.shutdown();
}
*flow = ControlFlow::Exit;
}
WindowEvent::Resized(_) => {
if let (Some(ctx), Some(game)) = (&mut context, &mut game) {
game.state.handle_resize(ctx).unwrap();
game.state.lightmap_canvas = Canvas::with_window_size(ctx).unwrap();
//old_school_gfx_glutin_ext::WindowUpdateExt::update_gfx(graphics::window(ctx), &mut game.ui.main_color, &mut game.ui.main_depth);
}
}
WindowEvent::Touch(touch) => {
if let Some(game) = &mut game {
}
}
WindowEvent::KeyboardInput {
input:
KeyboardInput {
state: el_state,
virtual_keycode: Some(keycode),
modifiers,
..
},
..
} => {
if let (Some(ctx), Some(game)) = (&mut context, &mut game) {
match el_state {
ElementState::Pressed => {
let repeat = keyboard::is_key_repeated(ctx);
game.key_down_event( keycode, modifiers.into(), repeat);
}
ElementState::Released => {
game.key_up_event(keycode, modifiers.into());
}
}
}
}
_ => {}
}
}
Event::RedrawRequested(win) => {
if let (Some(ctx), Some(game)) = (&mut context, &mut game) {
if win == window(ctx).window().id() {
game.draw(ctx).unwrap();
}
}
}
Event::MainEventsCleared => {
if let (Some(ctx), Some(game)) = (&mut context, &mut game) {
game.update(ctx).unwrap();
#[cfg(target_os = "android")]
game.draw(ctx).unwrap(); // redraw request is unimplemented on shitdroid
window(ctx).window().request_redraw();
if game.state.shutdown {
log::info!("Shutting down...");
*flow = ControlFlow::Exit;
return;
}
if game.state.next_scene.is_some() {
mem::swap(&mut game.scene, &mut game.state.next_scene);
game.state.next_scene = None;
game.scene.as_mut().unwrap().init(&mut game.state, ctx).unwrap();
}
}
}
_ => {}
}
});
}