Unified game screen and abstracted input
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
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@@ -27,19 +27,22 @@ class GameScreen extends StatefulWidget {
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class _GameScreenState extends State<GameScreen> {
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late final WolfEngine _engine;
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final Wolf3dInput _inputManager = Wolf3dFlutterInput();
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late final Wolf3dInput _input;
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bool _useAsciiMode = false;
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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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startingEpisode: widget.startingEpisode,
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audio: widget.audio,
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input: _input,
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onGameWon: () => Navigator.of(context).pop(),
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);
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@@ -53,14 +56,8 @@ class _GameScreenState extends State<GameScreen> {
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children: [
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// Render the active view
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_useAsciiMode
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? WolfAsciiRenderer(
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engine: _engine,
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inputManager: _inputManager,
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)
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: WolfFlutterRenderer(
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engine: _engine,
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inputManager: _inputManager,
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),
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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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Focus(
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