Refactor and enhance documentation across the Wolf3D project
- Updated library imports to use the correct package paths for consistency. - Added detailed documentation comments to various classes and methods, improving code readability and maintainability. - Refined the GameSelectScreen, SpriteGallery, and VgaGallery classes with clearer descriptions of their functionality. - Enhanced the CliInput class to better explain the input handling process and its interaction with the engine. - Improved the SixelRasterizer and Opl2Emulator classes with comprehensive comments on their operations and state management. - Removed the deprecated wolf_3d.dart file and consolidated its functionality into wolf_3d_flutter.dart for a cleaner architecture. - Updated the Wolf3dFlutterInput class to clarify its role in merging keyboard and pointer events. - Enhanced the rendering classes to provide better context on their purpose and usage within the Flutter framework. Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
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@@ -1,3 +1,9 @@
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/// CLI entry point for the terminal Wolf3D host.
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///
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/// This executable locates bundled retail assets, constructs a [WolfEngine]
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/// configured for terminal rendering, and then hands control to [CliGameLoop].
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library;
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import 'dart:io';
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import 'package:wolf_3d_cli/cli_game_loop.dart';
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@@ -6,7 +12,7 @@ import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
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import 'package:wolf_3d_dart/wolf_3d_engine.dart';
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import 'package:wolf_3d_dart/wolf_3d_input.dart';
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// Helper to gracefully exit and restore the terminal
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/// Restores terminal state before exiting the process with [code].
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void exitCleanly(int code) {
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stdout.write('\x1b[0m'); // Reset color
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stdout.write('\x1b[2J\x1b[H'); // Clear screen
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@@ -14,12 +20,13 @@ void exitCleanly(int code) {
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exit(code);
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}
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/// Launches the CLI renderer against the bundled retail asset set.
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void main() async {
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stdout.write("Discovering game data...");
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// 1. Get the absolute URI of where this exact script lives
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// Resolve the asset package relative to this executable so the CLI can run
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// from the repo without additional configuration.
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final scriptUri = Platform.script;
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// 2. Resolve the path mathematically.
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final targetUri = scriptUri.resolve(
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'../../../packages/wolf_3d_assets/assets/retail',
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);
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@@ -1,3 +1,6 @@
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/// Terminal game loop that ties engine ticks, raw input, and CLI rendering together.
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library;
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import 'dart:async';
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import 'dart:io';
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@@ -5,6 +8,11 @@ import 'package:wolf_3d_dart/wolf_3d_engine.dart';
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import 'package:wolf_3d_dart/wolf_3d_input.dart';
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import 'package:wolf_3d_dart/wolf_3d_rasterizer.dart';
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/// Runs the Wolf3D engine inside a terminal using CLI-specific rasterizers.
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///
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/// The loop owns raw-stdin handling, renderer switching, terminal size checks,
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/// and frame pacing. It expects [engine.input] to be a [CliInput] instance so
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/// raw key bytes can be queued directly into the engine input adapter.
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class CliGameLoop {
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CliGameLoop({
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required this.engine,
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@@ -35,6 +43,7 @@ class CliGameLoop {
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bool _isRunning = false;
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Duration _lastTick = Duration.zero;
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/// Starts terminal probing, enters raw input mode, and begins the frame timer.
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Future<void> start() async {
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if (_isRunning) {
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return;
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@@ -64,6 +73,7 @@ class CliGameLoop {
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_isRunning = true;
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}
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/// Stops the timer, unsubscribes from stdin, and restores terminal settings.
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void stop() {
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if (!_isRunning) {
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return;
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@@ -102,6 +112,8 @@ class CliGameLoop {
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}
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if (bytes.contains(9)) {
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// Tab swaps between rasterizers so renderer debugging stays available
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// without restarting the process.
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_rasterizer = identical(_rasterizer, secondaryRasterizer)
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? primaryRasterizer
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: secondaryRasterizer;
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@@ -125,6 +137,8 @@ class CliGameLoop {
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columns: cols,
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rows: rows,
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)) {
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// Size warnings are rendered instead of running the simulation so the
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// game does not keep advancing while the user resizes the terminal.
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stdout.write('\x1b[2J\x1b[H');
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stdout.write(
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_rasterizer.buildTerminalSizeWarning(columns: cols, rows: rows),
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