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:
@@ -1,8 +1,13 @@
|
||||
/// CLI-specific input adapter that converts raw key bytes into engine actions.
|
||||
library;
|
||||
|
||||
import 'package:wolf_3d_dart/src/input/wolf_3d_input.dart';
|
||||
import 'package:wolf_3d_dart/wolf_3d_entities.dart';
|
||||
|
||||
/// Buffers one-frame terminal key presses for consumption by the engine loop.
|
||||
class CliInput extends Wolf3dInput {
|
||||
// Pending buffer for asynchronous stdin events
|
||||
// Raw stdin arrives asynchronously, so presses are staged here until the
|
||||
// next engine frame snapshots them into the active state.
|
||||
bool _pForward = false;
|
||||
bool _pBackward = false;
|
||||
bool _pLeft = false;
|
||||
@@ -11,7 +16,7 @@ class CliInput extends Wolf3dInput {
|
||||
bool _pInteract = false;
|
||||
WeaponType? _pWeapon;
|
||||
|
||||
/// Call this directly from the stdin listener to queue inputs for the next frame
|
||||
/// Queues a raw terminal key sequence for the next engine frame.
|
||||
void handleKey(List<int> bytes) {
|
||||
String char = String.fromCharCodes(bytes).toLowerCase();
|
||||
|
||||
@@ -20,7 +25,8 @@ class CliInput extends Wolf3dInput {
|
||||
if (char == 'a') _pLeft = true;
|
||||
if (char == 'd') _pRight = true;
|
||||
|
||||
// --- NEW MAPPINGS ---
|
||||
// Fire and interact stay on separate keys so the terminal host can avoid
|
||||
// ambiguous control sequences used by some shells and terminals.
|
||||
if (char == 'j') _pFire = true;
|
||||
if (char == ' ') _pInteract = true;
|
||||
|
||||
@@ -32,7 +38,7 @@ class CliInput extends Wolf3dInput {
|
||||
|
||||
@override
|
||||
void update() {
|
||||
// 1. Move pending inputs to the active state
|
||||
// Promote buffered presses into the engine-visible state for this frame.
|
||||
isMovingForward = _pForward;
|
||||
isMovingBackward = _pBackward;
|
||||
isTurningLeft = _pLeft;
|
||||
@@ -41,7 +47,7 @@ class CliInput extends Wolf3dInput {
|
||||
isInteracting = _pInteract;
|
||||
requestedWeapon = _pWeapon;
|
||||
|
||||
// 2. Wipe the pending slate clean for the next frame
|
||||
// Reset the pending buffer so each keypress behaves like a frame impulse.
|
||||
_pForward = _pBackward = _pLeft = _pRight = _pFire = _pInteract = false;
|
||||
_pWeapon = null;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user