1 package ru
.deadsoftware
.cavedroid
.game
;
3 import com
.badlogic
.gdx
.Gdx
;
4 import com
.badlogic
.gdx
.graphics
.GL20
;
5 import com
.badlogic
.gdx
.math
.Rectangle
;
6 import com
.badlogic
.gdx
.utils
.ObjectMap
;
7 import ru
.deadsoftware
.cavedroid
.MainConfig
;
8 import ru
.deadsoftware
.cavedroid
.game
.input
.IGameInputHandler
;
9 import ru
.deadsoftware
.cavedroid
.game
.input
.action
.KeyboardInputAction
;
10 import ru
.deadsoftware
.cavedroid
.game
.input
.action
.MouseInputAction
;
11 import ru
.deadsoftware
.cavedroid
.game
.input
.action
.keys
.MouseInputActionKey
;
12 import ru
.deadsoftware
.cavedroid
.game
.input
.handler
.mouse
.CursorMouseInputHandler
;
13 import ru
.deadsoftware
.cavedroid
.game
.input
.mapper
.KeyboardInputActionMapper
;
14 import ru
.deadsoftware
.cavedroid
.game
.input
.mapper
.MouseInputActionMapper
;
15 import ru
.deadsoftware
.cavedroid
.game
.mobs
.MobsController
;
16 import ru
.deadsoftware
.cavedroid
.game
.mobs
.player
.Player
;
17 import ru
.deadsoftware
.cavedroid
.game
.objects
.TouchButton
;
18 import ru
.deadsoftware
.cavedroid
.game
.render
.IGameRenderer
;
19 import ru
.deadsoftware
.cavedroid
.game
.windows
.GameWindowsManager
;
20 import ru
.deadsoftware
.cavedroid
.misc
.Assets
;
21 import ru
.deadsoftware
.cavedroid
.misc
.Renderer
;
23 import javax
.annotation
.CheckForNull
;
24 import javax
.inject
.Inject
;
25 import java
.util
.ArrayList
;
26 import java
.util
.Comparator
;
27 import java
.util
.List
;
31 public class GameRenderer
extends Renderer
{
33 private static final TouchButton nullButton
= new TouchButton(null, -1, true);
35 private final MainConfig mMainConfig
;
36 private final MobsController mMobsController
;
37 private final List
<IGameRenderer
> mRenderers
;
38 private final CursorMouseInputHandler mCursorMouseInputHandler
;
39 private final MouseInputActionMapper mMouseInputActionMapper
;
40 private final KeyboardInputActionMapper mKeyboardInputActionMapper
;
41 private final Set
<IGameInputHandler
<MouseInputAction
>> mMouseInputHandlers
;
42 private final Set
<IGameInputHandler
<KeyboardInputAction
>> mKeyboardInputHandlers
;
43 private final GameWindowsManager mGameWindowsManager
;
46 GameRenderer(MainConfig mainConfig
,
47 MobsController mobsController
,
48 Set
<IGameRenderer
> renderers
,
49 CursorMouseInputHandler cursorMouseInputHandler
,
50 MouseInputActionMapper mouseInputActionMapper
,
51 KeyboardInputActionMapper keyboardInputActionMapper
,
52 Set
<IGameInputHandler
<MouseInputAction
>> mouseInputHandlers
,
53 Set
<IGameInputHandler
<KeyboardInputAction
>> keyboardInputHandlers
,
54 GameWindowsManager gameWindowsManager
) {
55 super(mainConfig
.getWidth(), mainConfig
.getHeight());
57 mMainConfig
= mainConfig
;
58 mMobsController
= mobsController
;
59 mRenderers
= new ArrayList
<>(renderers
);
60 mRenderers
.sort(Comparator
.comparingInt(IGameRenderer
::getRenderLayer
));
61 mCursorMouseInputHandler
= cursorMouseInputHandler
;
62 mMouseInputActionMapper
= mouseInputActionMapper
;
63 mKeyboardInputActionMapper
= keyboardInputActionMapper
;
64 mMouseInputHandlers
= mouseInputHandlers
;
65 mKeyboardInputHandlers
= keyboardInputHandlers
;
66 mGameWindowsManager
= gameWindowsManager
;
68 Gdx
.gl
.glClearColor(0f, .6f, .6f, 1f);
71 private float mTouchDownX
, mTouchDownY
;
73 private void updateCameraPosition() {
74 Player player
= mMobsController
.getPlayer();
75 setCamPos(player
.getX() + player
.getWidth() / 2 - getWidth() / 2,
76 player
.getY() + player
.getHeight() / 2 - getHeight() / 2);
79 private float transformScreenX(int screenX
) {
80 return getWidth() / Gdx
.graphics
.getWidth() * screenX
;
83 private float transformScreenY(int screenY
) {
84 return getHeight() / Gdx
.graphics
.getHeight() * screenY
;
87 private void handleMousePosition() {
88 final Rectangle viewport
= getCameraViewport();
89 final MouseInputAction action
= new MouseInputAction(
90 Gdx
.input
.getX() * (viewport
.width
/ Gdx
.graphics
.getWidth()),
91 Gdx
.input
.getY() * (viewport
.height
/ Gdx
.graphics
.getHeight()),
92 MouseInputActionKey
.None
.INSTANCE
,
95 mCursorMouseInputHandler
.handle(action
);
98 private boolean handleMouseAction(@CheckForNull MouseInputAction action
) {
103 boolean anyProcessed
= false;
105 for (IGameInputHandler
<MouseInputAction
> handler
: mMouseInputHandlers
) {
106 final boolean conditions
= handler
.checkConditions(action
);
109 handler
.handle(action
);
112 // anyProcessed = anyProcessed || conditions;
117 private boolean onMouseActionEvent(int mouseX
, int mouseY
, int button
, boolean touchUp
) {
118 @CheckForNull MouseInputAction action
= mMouseInputActionMapper
119 .map((float) mouseX
, (float) mouseY
, getCameraViewport(), button
, touchUp
);
120 return handleMouseAction(action
);
124 public boolean touchUp(int screenX
, int screenY
, int pointer
, int button
) {
125 float touchX
= transformScreenX(screenX
);
126 float touchY
= transformScreenY(screenY
);
128 if (mMainConfig
.isTouch()) {
129 TouchButton touchedKey
= getTouchedKey(touchX
, touchY
);
130 if (touchedKey
.isMouse()) {
131 return onMouseActionEvent(screenX
, screenY
, touchedKey
.getCode(), true);
133 return keyUp(touchedKey
.getCode());
137 return onMouseActionEvent(screenX
, screenY
, button
, true);
140 private TouchButton
getTouchedKey(float touchX
, float touchY
) {
141 if (mGameWindowsManager
.getCurrentWindowType() != GameUiWindow
.NONE
) {
144 for (ObjectMap
.Entry
<String
, TouchButton
> entry
: Assets
.guiMap
) {
145 TouchButton button
= entry
.value
;
146 if (button
.getRect().contains(touchX
, touchY
)) {
154 public boolean touchDown(int screenX
, int screenY
, int pointer
, int button
) {
155 float touchX
= transformScreenX(screenX
);
156 float touchY
= transformScreenY(screenY
);
158 mTouchDownX
= touchX
;
159 mTouchDownY
= touchY
;
161 if (mMainConfig
.isTouch()) {
162 TouchButton touchedKey
= getTouchedKey(touchX
, touchY
);
163 if (touchedKey
.isMouse()) {
164 return onMouseActionEvent(screenX
, screenY
, touchedKey
.getCode(), false);
166 return keyDown(touchedKey
.getCode());
170 return onMouseActionEvent(screenX
, screenY
, button
, false);
174 public boolean touchDragged(int screenX
, int screenY
, int pointer
) {
175 float touchX
= transformScreenX(screenX
);
176 float touchY
= transformScreenY(screenY
);
178 if (Math
.abs(touchX
- mTouchDownX
) < 16 && Math
.abs(touchY
- mTouchDownY
) < 16) {
182 @CheckForNull MouseInputAction action
=
183 mMouseInputActionMapper
.mapDragged(screenX
, screenY
, getCameraViewport());
184 return handleMouseAction(action
);
188 public boolean scrolled(float amountX
, float amountY
) {
189 @CheckForNull MouseInputAction action
= mMouseInputActionMapper
190 .mapScrolled(Gdx
.input
.getX(), Gdx
.input
.getY(), amountX
, amountY
, getCameraViewport());
191 return handleMouseAction(action
);
194 private boolean handleKeyboardAction(int keycode
, boolean isKeyDown
) {
195 @CheckForNull final KeyboardInputAction action
= mKeyboardInputActionMapper
196 .map(keycode
, isKeyDown
);
198 if (action
== null) {
202 boolean anyProcessed
= false;
204 for (IGameInputHandler
<KeyboardInputAction
> handler
: mKeyboardInputHandlers
) {
205 final boolean conditions
= handler
.checkConditions(action
);
208 handler
.handle(action
);
217 public boolean keyDown(int keycode
) {
218 return handleKeyboardAction(keycode
, true);
222 public boolean keyUp(int keycode
) {
223 return handleKeyboardAction(keycode
, false);
227 public void render(float delta
) {
228 updateCameraPosition();
229 handleMousePosition();
230 // mGameInput.moveCursor(this);
232 Gdx
.gl
.glClear(GL20
.GL_COLOR_BUFFER_BIT
);
235 mRenderers
.forEach(iGameRenderer
-> iGameRenderer
.draw(spriter
, shaper
, getCameraViewport(), delta
));