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>
This commit is contained in:
2026-03-18 10:01:12 +01:00
parent 28938f7301
commit 3c6a4672f7
23 changed files with 404 additions and 183 deletions

View File

@@ -1,11 +1,17 @@
/// Difficulty picker shown after the player chooses an episode.
library;
import 'package:flutter/material.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_flutter/wolf_3d.dart';
import 'package:wolf_3d_flutter/wolf_3d_flutter.dart';
import 'package:wolf_3d_gui/screens/game_screen.dart';
/// Starts a new game session using the active game and episode from [Wolf3d].
class DifficultyScreen extends StatefulWidget {
/// Shared application facade carrying the active game, input, and audio.
final Wolf3d wolf3d;
/// Creates the difficulty-selection screen for [wolf3d].
const DifficultyScreen({
super.key,
required this.wolf3d,
@@ -25,6 +31,7 @@ class _DifficultyScreenState extends State<DifficultyScreen> {
super.dispose();
}
/// Replaces the menu flow with an active [GameScreen] using [difficulty].
void _startGame(Difficulty difficulty, {bool showGallery = false}) {
widget.wolf3d.audio.stopMusic();

View File

@@ -1,13 +1,19 @@
/// Episode picker and asset-browser entry point for the selected game version.
library;
import 'package:flutter/material.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_flutter/wolf_3d.dart';
import 'package:wolf_3d_flutter/wolf_3d_flutter.dart';
import 'package:wolf_3d_gui/screens/difficulty_screen.dart';
import 'package:wolf_3d_gui/screens/sprite_gallery.dart';
import 'package:wolf_3d_gui/screens/vga_gallery.dart';
/// Presents the episode list and shortcuts into the asset gallery screens.
class EpisodeScreen extends StatefulWidget {
/// Shared application facade whose active game must already be set.
final Wolf3d wolf3d;
/// Creates the episode-selection screen for [wolf3d].
const EpisodeScreen({super.key, required this.wolf3d});
@override
@@ -21,6 +27,7 @@ class _EpisodeScreenState extends State<EpisodeScreen> {
widget.wolf3d.audio.playMenuMusic();
}
/// Persists the chosen episode in [Wolf3d] and advances to difficulty select.
void _selectEpisode(int index) {
widget.wolf3d.setActiveEpisode(index);
Navigator.of(context).push(

View File

@@ -1,3 +1,6 @@
/// Active gameplay screen for the Flutter host.
library;
import 'package:flutter/material.dart';
import 'package:flutter/services.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
@@ -6,13 +9,24 @@ import 'package:wolf_3d_flutter/wolf_3d_input_flutter.dart';
import 'package:wolf_3d_renderer/wolf_3d_ascii_renderer.dart';
import 'package:wolf_3d_renderer/wolf_3d_flutter_renderer.dart';
/// Owns a [WolfEngine] instance and exposes renderer/input integrations to Flutter.
class GameScreen extends StatefulWidget {
/// Fully parsed game data for the selected version.
final WolfensteinData data;
/// Difficulty applied when creating the engine session.
final Difficulty difficulty;
/// Episode index used as the starting world.
final int startingEpisode;
/// Shared audio backend reused across menu and gameplay screens.
final EngineAudio audio;
/// Flutter input adapter that translates widget events into engine input.
final Wolf3dFlutterInput input;
/// Creates a gameplay screen with the supplied game session configuration.
const GameScreen({
required this.data,
required this.difficulty,
@@ -55,6 +69,8 @@ class _GameScreenState extends State<GameScreen> {
onPointerHover: widget.input.onPointerMove,
child: Stack(
children: [
// Keep both renderers behind the same engine so mode switching does
// not reset level state or audio playback.
_useAsciiMode
? WolfAsciiRenderer(engine: _engine)
: WolfFlutterRenderer(engine: _engine),
@@ -80,7 +96,7 @@ class _GameScreenState extends State<GameScreen> {
),
),
// TAB listener
// Tab toggles the renderer implementation for quick visual debugging.
Focus(
autofocus: true,
onKeyEvent: (node, event) {
@@ -94,7 +110,8 @@ class _GameScreenState extends State<GameScreen> {
child: const SizedBox.shrink(),
),
// Loading Overlay
// A second full-screen overlay keeps the presentation simple while
// the engine is still warming up or decoding the first frame.
if (!_engine.isInitialized)
Container(
color: Colors.black,

View File

@@ -1,11 +1,17 @@
/// Game-selection screen shown after the GUI host discovers available assets.
library;
import 'package:flutter/material.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_flutter/wolf_3d.dart';
import 'package:wolf_3d_flutter/wolf_3d_flutter.dart';
import 'package:wolf_3d_gui/screens/episode_screen.dart';
/// Lists every discovered data set and lets the user choose the active one.
class GameSelectScreen extends StatelessWidget {
/// Shared application facade that owns discovered games, audio, and input.
final Wolf3d wolf3d;
/// Creates the game-selection screen for the supplied [wolf3d] session.
const GameSelectScreen({super.key, required this.wolf3d});
@override

View File

@@ -1,12 +1,18 @@
/// Visual browser for decoded sprite assets and their inferred gameplay roles.
library;
import 'package:flutter/material.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_entities.dart';
import 'package:wolf_3d_flutter/wolf_3d.dart';
import 'package:wolf_3d_flutter/wolf_3d_flutter.dart';
import 'package:wolf_3d_renderer/wolf_3d_asset_painter.dart';
/// Displays every sprite frame in the active game along with enemy metadata.
class SpriteGallery extends StatelessWidget {
/// Shared application facade used to access the active game's sprite set.
final Wolf3d wolf3d;
/// Creates the sprite gallery for [wolf3d].
const SpriteGallery({super.key, required this.wolf3d});
bool get isShareware => wolf3d.activeGame.version == GameVersion.shareware;
@@ -29,6 +35,8 @@ class SpriteGallery extends StatelessWidget {
itemBuilder: (context, index) {
String label = "Sprite Index: $index";
for (final enemy in EnemyType.values) {
// The gallery infers likely ownership from sprite index ranges so
// debugging art packs does not require cross-referencing source.
if (enemy.claimsSpriteIndex(index, isShareware: isShareware)) {
final EnemyAnimation? animation = enemy.getAnimationFromSprite(
index,

View File

@@ -1,10 +1,16 @@
/// Visual browser for decoded VGA pictures and UI art.
library;
import 'package:flutter/material.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_renderer/wolf_3d_asset_painter.dart';
/// Shows each VGA image extracted from the currently selected game data set.
class VgaGallery extends StatelessWidget {
/// Raw VGA images decoded from the active asset pack.
final List<VgaImage> images;
/// Creates the gallery for [images].
const VgaGallery({super.key, required this.images});
@override