Preserve state when switching renderers
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
@@ -33,10 +33,7 @@ class _GameScreenState extends State<GameScreen> {
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@override
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void initState() {
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super.initState();
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_input = Wolf3dFlutterInput();
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// The Host Screen owns the engine lifecycle
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_engine = WolfEngine(
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data: widget.data,
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difficulty: widget.difficulty,
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@@ -45,7 +42,6 @@ class _GameScreenState extends State<GameScreen> {
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input: _input,
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onGameWon: () => Navigator.of(context).pop(),
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);
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_engine.init();
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}
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@@ -54,20 +50,17 @@ class _GameScreenState extends State<GameScreen> {
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return Scaffold(
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body: Stack(
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children: [
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// Render the active view
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_useAsciiMode
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? WolfAsciiRenderer(engine: _engine)
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: WolfFlutterRenderer(engine: _engine),
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// Invisible listener to trap the 'Tab' key and swap renderers
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// TAB listener
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Focus(
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autofocus: false,
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autofocus: true,
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onKeyEvent: (node, event) {
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if (event is KeyDownEvent &&
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event.logicalKey == LogicalKeyboardKey.tab) {
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setState(() {
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_useAsciiMode = !_useAsciiMode;
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});
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setState(() => _useAsciiMode = !_useAsciiMode);
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return KeyEventResult.handled;
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}
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return KeyEventResult.ignored;
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@@ -75,16 +68,21 @@ class _GameScreenState extends State<GameScreen> {
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child: const SizedBox.shrink(),
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),
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// Optional: A little UI hint
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// Loading Overlay
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if (!_engine.isInitialized)
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Container(
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color: Colors.black,
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child: const Center(
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child: CircularProgressIndicator(color: Colors.teal),
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),
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),
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Positioned(
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top: 16,
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right: 16,
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child: Text(
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'Press TAB to swap renderers',
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style: TextStyle(
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color: Colors.white.withValues(alpha: 0.5),
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fontSize: 12,
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),
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'TAB: Swap Renderer',
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style: TextStyle(color: Colors.white.withValues(alpha: 0.5)),
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),
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),
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],
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@@ -23,7 +23,6 @@ abstract class BaseWolfRendererState<T extends BaseWolfRenderer>
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@override
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void initState() {
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super.initState();
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// DO NOT initialize the engine here. Just start the loop!
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gameLoop = createTicker(_tick)..start();
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focusNode.requestFocus();
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}
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@@ -31,10 +30,14 @@ abstract class BaseWolfRendererState<T extends BaseWolfRenderer>
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void _tick(Duration elapsed) {
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if (!widget.engine.isInitialized) return;
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if (_lastTick == Duration.zero) {
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_lastTick = elapsed;
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return;
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}
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Duration delta = elapsed - _lastTick;
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_lastTick = elapsed;
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// Tick the shared engine
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widget.engine.tick(delta);
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performRender();
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@@ -1,5 +1,4 @@
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import 'package:flutter/material.dart';
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import 'package:flutter/scheduler.dart';
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import 'package:wolf_3d_data_types/wolf_3d_data_types.dart';
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import 'package:wolf_3d_engine/wolf_3d_engine.dart';
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import 'package:wolf_3d_renderer/base_renderer.dart';
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@@ -14,81 +13,28 @@ class WolfAsciiRenderer extends BaseWolfRenderer {
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State<WolfAsciiRenderer> createState() => _WolfAsciiRendererState();
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}
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class _WolfAsciiRendererState extends State<WolfAsciiRenderer>
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with SingleTickerProviderStateMixin {
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late final WolfEngine engine;
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late Ticker _gameLoop;
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final FocusNode _focusNode = FocusNode();
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Duration _lastTick = Duration.zero;
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// Changed from String to List<List<ColoredChar>>
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class _WolfAsciiRendererState extends BaseWolfRendererState<WolfAsciiRenderer> {
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List<List<ColoredChar>> _asciiFrame = [];
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final AsciiRasterizer _asciiRasterizer = AsciiRasterizer();
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@override
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void initState() {
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super.initState();
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Color get scaffoldColor => const Color.fromARGB(255, 4, 64, 64);
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engine = WolfEngine(
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data: widget.engine.data,
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difficulty: widget.engine.difficulty,
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startingEpisode: widget.engine.startingEpisode,
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audio: widget.engine.audio,
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input: widget.engine.input,
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onGameWon: () {
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Navigator.of(context).pop();
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},
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);
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engine.init();
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_gameLoop = createTicker(_tick)..start();
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_focusNode.requestFocus();
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}
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void _tick(Duration elapsed) {
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if (!engine.isInitialized) return;
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Duration delta = elapsed - _lastTick;
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_lastTick = elapsed;
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engine.tick(delta);
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// Calculate frame synchronously and trigger UI rebuild
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@override
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void performRender() {
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setState(() {
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// 120x40 is a great sweet spot for text density vs aspect ratio
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_asciiFrame = _asciiRasterizer.render(engine, FrameBuffer(160, 100));
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_asciiFrame = _asciiRasterizer.render(
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widget.engine,
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FrameBuffer(160, 100),
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);
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});
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}
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@override
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void dispose() {
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_gameLoop.dispose();
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_focusNode.dispose();
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super.dispose();
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}
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@override
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Widget build(BuildContext context) {
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if (!engine.isInitialized) {
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return const Center(child: CircularProgressIndicator(color: Colors.teal));
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}
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return Scaffold(
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backgroundColor: Color.fromARGB(255, 4, 64, 64),
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body: KeyboardListener(
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focusNode: _focusNode,
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autofocus: true,
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onKeyEvent: (_) {},
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// Added the missing argument here
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child: Center(
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child: _asciiFrame.isEmpty
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Widget buildViewport(BuildContext context) {
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return _asciiFrame.isEmpty
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? const SizedBox.shrink()
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: AsciiFrameWidget(frameData: _asciiFrame),
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),
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),
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);
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: AsciiFrameWidget(frameData: _asciiFrame);
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}
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}
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@@ -1,7 +1,6 @@
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import 'dart:ui' as ui;
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import 'package:flutter/material.dart';
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import 'package:flutter/scheduler.dart';
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import 'package:wolf_3d_data_types/wolf_3d_data_types.dart';
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import 'package:wolf_3d_engine/wolf_3d_engine.dart';
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import 'package:wolf_3d_renderer/base_renderer.dart';
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@@ -16,16 +15,8 @@ class WolfFlutterRenderer extends BaseWolfRenderer {
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State<WolfFlutterRenderer> createState() => _WolfFlutterRendererState();
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}
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class _WolfFlutterRendererState extends State<WolfFlutterRenderer>
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with SingleTickerProviderStateMixin {
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late final WolfEngine engine;
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late Ticker _gameLoop;
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final FocusNode _focusNode = FocusNode();
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Duration _lastTick = Duration.zero;
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// --- NEW RASTERIZER STATE ---
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// Lock the internal rendering resolution to the classic 320x200
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class _WolfFlutterRendererState
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extends BaseWolfRendererState<WolfFlutterRenderer> {
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final FrameBuffer _frameBuffer = FrameBuffer(320, 200);
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final SoftwareRasterizer _rasterizer = SoftwareRasterizer();
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@@ -33,54 +24,32 @@ class _WolfFlutterRendererState extends State<WolfFlutterRenderer>
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bool _isRendering = false;
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@override
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void initState() {
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super.initState();
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Color get scaffoldColor => const Color.fromARGB(255, 4, 64, 64);
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engine = WolfEngine(
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data: widget.engine.data,
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difficulty: widget.engine.difficulty,
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startingEpisode: widget.engine.startingEpisode,
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audio: widget.engine.audio,
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input: widget.engine.input,
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onGameWon: () {
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Navigator.of(context).pop();
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},
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);
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engine.init();
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_gameLoop = createTicker(_tick)..start();
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_focusNode.requestFocus();
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@override
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void dispose() {
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_renderedFrame?.dispose();
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super.dispose();
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}
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void _tick(Duration elapsed) {
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if (!engine.isInitialized) return;
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Duration delta = elapsed - _lastTick;
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_lastTick = elapsed;
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engine.tick(delta);
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// Only start rendering a new frame if the previous one is finished.
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// This prevents memory leaks and stuttering on lower-end hardware!
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if (!_isRendering) {
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@override
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void performRender() {
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// Avoid overlapping render calls since decodeImageFromPixels is async
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if (_isRendering) return;
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_isRendering = true;
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// 1. Crunch the math and fill the 1D memory array
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_rasterizer.render(engine, _frameBuffer);
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// 1. Rasterize the frame into the pixel buffer
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_rasterizer.render(widget.engine, _frameBuffer);
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// 2. Convert the raw Uint32List memory into a Flutter ui.Image
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// 2. Convert raw pixels to a Flutter ui.Image
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ui.decodeImageFromPixels(
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// Extract the underlying byte buffer from our 32-bit integer array
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_frameBuffer.pixels.buffer.asUint8List(),
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_frameBuffer.width,
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_frameBuffer.height,
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ui.PixelFormat.rgba8888, // Standard 32-bit color format
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ui.PixelFormat.rgba8888,
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(ui.Image image) {
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if (mounted) {
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setState(() {
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// ALWAYS dispose the old frame before assigning the new one
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// to prevent massive memory leaks on the GPU!
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_renderedFrame?.dispose();
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_renderedFrame = image;
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});
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@@ -89,38 +58,15 @@ class _WolfFlutterRendererState extends State<WolfFlutterRenderer>
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},
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);
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}
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}
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@override
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void dispose() {
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_gameLoop.dispose();
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_focusNode.dispose();
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_renderedFrame?.dispose();
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super.dispose();
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}
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@override
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Widget build(BuildContext context) {
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if (!engine.isInitialized) {
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return const Center(
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child: CircularProgressIndicator(color: Color.fromARGB(255, 4, 64, 64)),
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);
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}
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return Scaffold(
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backgroundColor: Color.fromARGB(255, 4, 64, 64),
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body: KeyboardListener(
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focusNode: _focusNode,
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autofocus: true,
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onKeyEvent: (_) {},
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child: Center(
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child: Padding(
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Widget buildViewport(BuildContext context) {
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return Padding(
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padding: const EdgeInsets.all(16.0),
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child: AspectRatio(
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aspectRatio: 4 / 3,
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child: CustomPaint(painter: BufferPainter(_renderedFrame)),
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),
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),
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child: CustomPaint(
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painter: BufferPainter(_renderedFrame),
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),
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),
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);
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@@ -129,7 +75,6 @@ class _WolfFlutterRendererState extends State<WolfFlutterRenderer>
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class BufferPainter extends CustomPainter {
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final ui.Image? frame;
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BufferPainter(this.frame);
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@override
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@@ -137,7 +82,6 @@ class BufferPainter extends CustomPainter {
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if (frame == null) return;
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final Paint paint = Paint()..filterQuality = FilterQuality.none;
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final Rect srcRect = Rect.fromLTWH(
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0,
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0,
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@@ -150,7 +94,6 @@ class BufferPainter extends CustomPainter {
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}
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@override
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bool shouldRepaint(covariant BufferPainter oldDelegate) {
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return oldDelegate.frame != frame;
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}
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bool shouldRepaint(covariant BufferPainter oldDelegate) =>
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oldDelegate.frame != frame;
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}
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