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

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@@ -1,6 +1,6 @@
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
import 'package:wolf_3d_flutter/wolf_3d.dart';
import 'package:wolf_3d_flutter/wolf_3d_flutter.dart';
class FlutterAudioAdapter implements EngineAudio {
final Wolf3d wolf3d;

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@@ -1,131 +0,0 @@
import 'package:flutter/foundation.dart';
import 'package:flutter/services.dart';
import 'package:wolf_3d_dart/wolf_3d_data.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
import 'package:wolf_3d_dart/wolf_3d_synth.dart';
import 'package:wolf_3d_flutter/wolf_3d_input_flutter.dart';
class Wolf3d {
Wolf3d();
// --- State ---
final List<WolfensteinData> availableGames = [];
WolfensteinData? _activeGame;
// --- Core Systems ---
final EngineAudio audio = WolfAudio();
final Wolf3dFlutterInput input = Wolf3dFlutterInput();
// --- Getters ---
WolfensteinData get activeGame {
if (_activeGame == null) {
throw StateError("No active game selected. Call setActiveGame() first.");
}
return _activeGame!;
}
// --- Episode ---
int _activeEpisode = 0;
int get activeEpisode => _activeEpisode;
void setActiveEpisode(int episodeIndex) {
if (_activeGame == null) {
throw StateError("No active game selected. Call setActiveGame() first.");
}
if (episodeIndex < 0 || episodeIndex >= _activeGame!.episodes.length) {
throw RangeError("Episode index out of range for the active game.");
}
_activeEpisode = episodeIndex;
}
// Convenience getters for the active game's assets
List<WolfLevel> get levels => activeGame.episodes[activeEpisode].levels;
List<Sprite> get walls => activeGame.walls;
List<Sprite> get sprites => activeGame.sprites;
List<PcmSound> get sounds => activeGame.sounds;
List<PcmSound> get adLibSounds => activeGame.adLibSounds;
List<ImfMusic> get music => activeGame.music;
List<VgaImage> get vgaImages => activeGame.vgaImages;
// --- Actions ---
void setActiveGame(WolfensteinData game) {
if (!availableGames.contains(game)) {
throw ArgumentError(
"The provided game data is not in the list of available games.",
);
}
if (_activeGame == game) {
return; // No change needed
}
_activeGame = game;
audio.activeGame = game;
}
/// Initializes the engine by loading available game data.
Future<Wolf3d> init({String? directory}) async {
await audio.init();
availableGames.clear();
// 1. Bundle asset loading (migrated from GameSelectScreen)
final versionsToTry = [
(version: GameVersion.retail, path: 'retail'),
(version: GameVersion.shareware, path: 'shareware'),
];
for (final version in versionsToTry) {
try {
final ext = version.version.fileExtension;
final folder = 'packages/wolf_3d_assets/assets/${version.path}';
final data = WolfensteinLoader.loadFromBytes(
version: version.version,
vswap: await _tryLoad('$folder/VSWAP.$ext'),
mapHead: await _tryLoad('$folder/MAPHEAD.$ext'),
gameMaps: await _tryLoad('$folder/GAMEMAPS.$ext'),
vgaDict: await _tryLoad('$folder/VGADICT.$ext'),
vgaHead: await _tryLoad('$folder/VGAHEAD.$ext'),
vgaGraph: await _tryLoad('$folder/VGAGRAPH.$ext'),
audioHed: await _tryLoad('$folder/AUDIOHED.$ext'),
audioT: await _tryLoad('$folder/AUDIOT.$ext'),
);
availableGames.add(data);
} catch (e) {
debugPrint(e.toString());
}
}
// 2. External side-loading (non-web)
if (!kIsWeb) {
try {
final externalGames = await WolfensteinLoader.discover(
directoryPath: directory,
recursive: true,
);
for (var entry in externalGames.entries) {
if (!availableGames.any((g) => g.version == entry.key)) {
availableGames.add(entry.value);
}
}
} catch (e) {
debugPrint("External discovery failed: $e");
}
}
return this;
}
Future<ByteData?> _tryLoad(String path) async {
try {
return await rootBundle.load(path);
} catch (e) {
debugPrint("Asset not found: $path");
return null;
}
}
}

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@@ -1,5 +1,157 @@
/// A Calculator.
class Calculator {
/// Returns [value] plus 1.
int addOne(int value) => value + 1;
/// High-level Flutter facade for discovering game data and sharing runtime services.
library;
import 'package:flutter/foundation.dart';
import 'package:flutter/services.dart';
import 'package:wolf_3d_dart/wolf_3d_data.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
import 'package:wolf_3d_dart/wolf_3d_synth.dart';
import 'package:wolf_3d_flutter/wolf_3d_input_flutter.dart';
/// Coordinates asset discovery, audio initialization, and input reuse for apps.
class Wolf3d {
/// Creates an empty facade that must be initialized with [init].
Wolf3d();
/// All successfully discovered or bundled game data sets.
final List<WolfensteinData> availableGames = [];
WolfensteinData? _activeGame;
/// Shared engine audio backend used by menus and gameplay sessions.
final EngineAudio audio = WolfAudio();
/// Shared Flutter input adapter reused by gameplay screens.
final Wolf3dFlutterInput input = Wolf3dFlutterInput();
/// The currently selected game data set.
///
/// Throws a [StateError] until [setActiveGame] has been called.
WolfensteinData get activeGame {
if (_activeGame == null) {
throw StateError("No active game selected. Call setActiveGame() first.");
}
return _activeGame!;
}
// Episode selection lives on the facade so menus can configure gameplay
// before constructing a new engine instance.
int _activeEpisode = 0;
/// Index of the episode currently selected in the UI flow.
int get activeEpisode => _activeEpisode;
/// Sets the active episode for the current [activeGame].
void setActiveEpisode(int episodeIndex) {
if (_activeGame == null) {
throw StateError("No active game selected. Call setActiveGame() first.");
}
if (episodeIndex < 0 || episodeIndex >= _activeGame!.episodes.length) {
throw RangeError("Episode index out of range for the active game.");
}
_activeEpisode = episodeIndex;
}
/// Convenience access to the active episode's level list.
List<WolfLevel> get levels => activeGame.episodes[activeEpisode].levels;
/// Convenience access to the active game's wall textures.
List<Sprite> get walls => activeGame.walls;
/// Convenience access to the active game's sprite set.
List<Sprite> get sprites => activeGame.sprites;
/// Convenience access to digitized PCM effects.
List<PcmSound> get sounds => activeGame.sounds;
/// Convenience access to AdLib/OPL effect assets.
List<PcmSound> get adLibSounds => activeGame.adLibSounds;
/// Convenience access to level music tracks.
List<ImfMusic> get music => activeGame.music;
/// Convenience access to VGA UI and splash images.
List<VgaImage> get vgaImages => activeGame.vgaImages;
/// Makes [game] the active data set and points shared services at it.
void setActiveGame(WolfensteinData game) {
if (!availableGames.contains(game)) {
throw ArgumentError(
"The provided game data is not in the list of available games.",
);
}
if (_activeGame == game) {
return; // No change needed
}
_activeGame = game;
audio.activeGame = game;
}
/// Initializes the engine by loading available game data.
Future<Wolf3d> init({String? directory}) async {
await audio.init();
availableGames.clear();
// Bundled assets let the GUI work out of the box on supported platforms.
final versionsToTry = [
(version: GameVersion.retail, path: 'retail'),
(version: GameVersion.shareware, path: 'shareware'),
];
for (final version in versionsToTry) {
try {
final ext = version.version.fileExtension;
final folder = 'packages/wolf_3d_assets/assets/${version.path}';
final data = WolfensteinLoader.loadFromBytes(
version: version.version,
vswap: await _tryLoad('$folder/VSWAP.$ext'),
mapHead: await _tryLoad('$folder/MAPHEAD.$ext'),
gameMaps: await _tryLoad('$folder/GAMEMAPS.$ext'),
vgaDict: await _tryLoad('$folder/VGADICT.$ext'),
vgaHead: await _tryLoad('$folder/VGAHEAD.$ext'),
vgaGraph: await _tryLoad('$folder/VGAGRAPH.$ext'),
audioHed: await _tryLoad('$folder/AUDIOHED.$ext'),
audioT: await _tryLoad('$folder/AUDIOT.$ext'),
);
availableGames.add(data);
} catch (e) {
debugPrint(e.toString());
}
}
// On non-web platforms, also scan the local filesystem for user-supplied
// data folders so the host can pick up extra versions automatically.
if (!kIsWeb) {
try {
final externalGames = await WolfensteinLoader.discover(
directoryPath: directory,
recursive: true,
);
for (var entry in externalGames.entries) {
if (!availableGames.any((g) => g.version == entry.key)) {
availableGames.add(entry.value);
}
}
} catch (e) {
debugPrint("External discovery failed: $e");
}
}
return this;
}
/// Loads an asset from the Flutter bundle, returning `null` when absent.
Future<ByteData?> _tryLoad(String path) async {
try {
return await rootBundle.load(path);
} catch (e) {
debugPrint("Asset not found: $path");
return null;
}
}
}

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@@ -1,10 +1,21 @@
/// Flutter-specific input adapter for the Wolf3D engine.
///
/// This class merges keyboard and pointer events into the frame-based fields
/// exposed by [Wolf3dInput]. It is designed to be owned by higher-level app
/// code and reused across menu and gameplay screens.
library;
import 'package:flutter/gestures.dart';
import 'package:flutter/services.dart';
import 'package:wolf_3d_dart/wolf_3d_entities.dart';
import 'package:wolf_3d_dart/wolf_3d_input.dart';
/// Translates Flutter keyboard and mouse state into engine-friendly actions.
class Wolf3dFlutterInput extends Wolf3dInput {
// 1. Customizable Key Bindings (Multiple keys per action)
/// Mapping from logical game actions to one or more keyboard bindings.
///
/// Each action can be rebound by replacing the matching set. The defaults
/// support both WASD and arrow-key movement for desktop hosts.
Map<WolfInputAction, Set<LogicalKeyboardKey>> bindings = {
WolfInputAction.forward: {
LogicalKeyboardKey.keyW,
@@ -33,18 +44,23 @@ class Wolf3dFlutterInput extends Wolf3dInput {
WolfInputAction.weapon4: {LogicalKeyboardKey.digit4},
};
// 2. Mouse State Variables
/// Whether the primary mouse button is currently held.
bool isMouseLeftDown = false;
/// Whether the secondary mouse button is currently held.
bool isMouseRightDown = false;
double _mouseDeltaX = 0.0;
double _mouseDeltaY = 0.0;
bool _previousMouseRightDown = false;
// 3. Mouselook Toggle
// Mouse-look is optional so touch or keyboard-only hosts can keep the same
// adapter without incurring accidental pointer-driven movement.
bool _isMouseLookEnabled = false;
/// Whether pointer deltas should be interpreted as movement/turn input.
bool get mouseLookEnabled => _isMouseLookEnabled;
/// Enables or disables mouse-look style control.
set mouseLookEnabled(bool value) {
_isMouseLookEnabled = value;
// Clear any built-up delta when turning it off so it doesn't
@@ -57,27 +73,30 @@ class Wolf3dFlutterInput extends Wolf3dInput {
Set<LogicalKeyboardKey> _previousKeys = {};
// --- Customization Helpers ---
/// Rebinds [action] to a single [key], replacing any previous bindings.
void bindKey(WolfInputAction action, LogicalKeyboardKey key) {
bindings[action] = {};
bindings[action]?.add(key);
}
/// Removes [key] from the current binding set for [action].
void unbindKey(WolfInputAction action, LogicalKeyboardKey key) {
bindings[action]?.remove(key);
}
// --- Mouse Event Handlers ---
/// Updates button state for a newly pressed pointer.
void onPointerDown(PointerDownEvent event) {
if (event.buttons & kPrimaryMouseButton != 0) isMouseLeftDown = true;
if (event.buttons & kSecondaryMouseButton != 0) isMouseRightDown = true;
}
/// Updates button state when a pointer is released.
void onPointerUp(PointerUpEvent event) {
if (event.buttons & kPrimaryMouseButton == 0) isMouseLeftDown = false;
if (event.buttons & kSecondaryMouseButton == 0) isMouseRightDown = false;
}
/// Accumulates pointer delta so it can be consumed on the next engine frame.
void onPointerMove(PointerEvent event) {
// Only capture movement if mouselook is actually enabled
if (_isMouseLookEnabled) {
@@ -86,11 +105,12 @@ class Wolf3dFlutterInput extends Wolf3dInput {
}
}
// --- Input Helpers ---
/// Returns whether any bound key for [action] is currently pressed.
bool _isActive(WolfInputAction action, Set<LogicalKeyboardKey> pressedKeys) {
return bindings[action]!.any((key) => pressedKeys.contains(key));
}
/// Returns whether [action] was pressed during the current frame only.
bool _isNewlyPressed(
WolfInputAction action,
Set<LogicalKeyboardKey> newlyPressed,
@@ -103,20 +123,21 @@ class Wolf3dFlutterInput extends Wolf3dInput {
final pressedKeys = HardwareKeyboard.instance.logicalKeysPressed;
final newlyPressedKeys = pressedKeys.difference(_previousKeys);
// Evaluate keyboard first
// Resolve digital keyboard state first so mouse-look only augments input.
bool kbForward = _isActive(WolfInputAction.forward, pressedKeys);
bool kbBackward = _isActive(WolfInputAction.backward, pressedKeys);
bool kbLeft = _isActive(WolfInputAction.turnLeft, pressedKeys);
bool kbRight = _isActive(WolfInputAction.turnRight, pressedKeys);
// Add mouse delta if mouselook is enabled
// Mouse-look intentionally maps pointer deltas back onto the engine's
// simple boolean input contract instead of introducing analog turns.
isMovingForward = kbForward || (_isMouseLookEnabled && _mouseDeltaY < -1.5);
isMovingBackward =
kbBackward || (_isMouseLookEnabled && _mouseDeltaY > 1.5);
isTurningLeft = kbLeft || (_isMouseLookEnabled && _mouseDeltaX < -1.5);
isTurningRight = kbRight || (_isMouseLookEnabled && _mouseDeltaX > 1.5);
// Reset mouse deltas after consumption for digital engine movement
// Deltas are one-frame impulses, so consume them immediately after use.
_mouseDeltaX = 0.0;
_mouseDeltaY = 0.0;
@@ -144,6 +165,8 @@ class Wolf3dFlutterInput extends Wolf3dInput {
requestedWeapon = WeaponType.chainGun;
}
// Preserve prior frame state so edge-triggered actions like interact and
// weapon switching only fire once per physical key press.
_previousKeys = Set.from(pressedKeys);
_previousMouseRightDown = isMouseRightDown;
}