Files
wolf_dart/apps/wolf_3d_cli/lib/cli_game_loop.dart
Hans Kokx 3270338f44 feat: Implement Change View and Renderer Options menus
- Added functionality to display and navigate the Change View menu in SixelRenderer and SoftwareRenderer.
- Introduced methods to draw the Change View and Renderer Options menus, including handling cursor and selection states.
- Updated WolfClassicMenuArt to include a customize label for the new menu.
- Enhanced WolfMenuScreen to support new menu states.
- Created tests for Change View menu interactions, ensuring proper transitions and renderer settings toggling.
- Implemented persistence for renderer settings in Flutter, allowing settings to be saved and loaded from a local file.

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
2026-03-20 20:49:37 +01:00

235 lines
6.6 KiB
Dart

/// Terminal game loop that ties engine ticks, raw input, and CLI rendering together.
library;
import 'dart:async';
import 'dart:io';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
import 'package:wolf_3d_dart/wolf_3d_input.dart';
import 'package:wolf_3d_dart/wolf_3d_renderer.dart';
/// Runs the Wolf3D engine inside a terminal using CLI-specific renderers.
///
/// The loop owns raw-stdin handling, renderer switching, terminal size checks,
/// and frame pacing. It expects [engine.input] to be a [CliInput] instance so
/// raw key bytes can be queued directly into the engine input adapter.
class CliGameLoop {
CliGameLoop({
required this.engine,
required this.onExit,
this.persistence,
this.initialSettings,
}) : input = engine.input is CliInput
? engine.input as CliInput
: throw ArgumentError.value(
engine.input,
'engine.input',
'CliGameLoop requires a CliInput instance.',
),
primaryRenderer = SixelRenderer(),
secondaryRenderer = AsciiRenderer(
mode: AsciiRendererMode.terminalAnsi,
) {
_renderer = primaryRenderer;
}
final WolfEngine engine;
final CliRendererBackend primaryRenderer;
final CliRendererBackend secondaryRenderer;
final CliInput input;
final void Function(int code) onExit;
final RendererSettingsPersistence? persistence;
final WolfRendererSettings? initialSettings;
final Stopwatch _stopwatch = Stopwatch();
final Stream<List<int>> _stdinStream = stdin.asBroadcastStream();
late CliRendererBackend _renderer;
StreamSubscription<List<int>>? _stdinSubscription;
Timer? _timer;
bool _isRunning = false;
bool _isSixelAvailable = false;
Duration _lastTick = Duration.zero;
/// Starts terminal probing, enters raw input mode, and begins the frame timer.
Future<void> start() async {
if (_isRunning) {
return;
}
if (primaryRenderer is SixelRenderer) {
final sixel = primaryRenderer as SixelRenderer;
sixel.isSixelSupported = await SixelRenderer.checkTerminalSixelSupport(
inputStream: _stdinStream,
);
_isSixelAvailable = sixel.isSixelSupported;
} else {
_isSixelAvailable = false;
}
final Set<WolfRendererMode> supportedModes = <WolfRendererMode>{
WolfRendererMode.ascii,
if (_isSixelAvailable) WolfRendererMode.sixel,
};
engine.setRendererCapabilities(
WolfRendererCapabilities(
supportedModes: supportedModes,
supportsAsciiThemes: true,
supportsFpsCounter: true,
),
);
if (initialSettings != null) {
engine.updateRendererSettings(initialSettings!);
} else if (_isSixelAvailable) {
engine.updateRendererSettings(
engine.rendererSettings.copyWith(mode: WolfRendererMode.sixel),
);
}
_syncRendererFromEngine();
if (stdin.hasTerminal) {
try {
stdin.echoMode = false;
stdin.lineMode = false;
} catch (_) {
// Keep running without raw mode when stdin is not mutable.
}
}
// Disable Sixel scrolling mode so frames overwrite in-place.
stdout.write('\x1b[?80l\x1b[?25l\x1b[2J');
_stdinSubscription = _stdinStream.listen(_handleInput);
_stopwatch.start();
_timer = Timer.periodic(const Duration(milliseconds: 33), _tick);
_isRunning = true;
}
/// Stops the timer, unsubscribes from stdin, and restores terminal settings.
void stop() {
if (!_isRunning) {
return;
}
_timer?.cancel();
_timer = null;
_stdinSubscription?.cancel();
_stdinSubscription = null;
if (_stopwatch.isRunning) {
_stopwatch.stop();
}
if (stdin.hasTerminal) {
try {
stdin.echoMode = true;
stdin.lineMode = true;
} catch (_) {
// Ignore cleanup failures if stdin is no longer a mutable TTY.
}
}
if (stdout.hasTerminal) {
// Restore scrolling Sixel mode and cursor visibility.
stdout.write('\x1b[0m\x1b[?80h\x1b[?25h');
}
_isRunning = false;
}
void _handleInput(List<int> bytes) {
// Keep q and Ctrl+C as hard exits; ESC is now menu-back input.
if (bytes.contains(113) || bytes.contains(3)) {
stop();
onExit(0);
return;
}
if (input.matchesRendererToggleShortcut(bytes)) {
engine.cycleRendererMode();
_syncRendererFromEngine();
unawaited(persistence?.save(engine.rendererSettings));
stdout.write('\x1b[2J\x1b[H');
return;
}
if (input.matchesAsciiThemeCycleShortcut(bytes)) {
engine.cycleAsciiTheme();
_syncRendererFromEngine();
unawaited(persistence?.save(engine.rendererSettings));
return;
}
input.handleKey(bytes);
}
void _syncRendererFromEngine() {
final CliRendererBackend previousRenderer = _renderer;
final WolfRendererMode mode = engine.rendererSettings.mode;
if (mode == WolfRendererMode.sixel && _isSixelAvailable) {
_renderer = primaryRenderer;
} else {
_renderer = secondaryRenderer;
}
final AsciiTheme theme =
engine.rendererSettings.asciiThemeId ==
WolfRendererSettings.asciiThemeQuadrant
? AsciiThemes.quadrant
: AsciiThemes.blocks;
if (primaryRenderer is AsciiRenderer) {
(primaryRenderer as AsciiRenderer).activeTheme = theme;
}
if (secondaryRenderer is AsciiRenderer) {
(secondaryRenderer as AsciiRenderer).activeTheme = theme;
}
engine.showFpsCounter = engine.rendererSettings.fpsCounterEnabled;
if (!identical(previousRenderer, _renderer) && stdout.hasTerminal) {
// Clear stale frame content when switching backend output modes.
stdout.write('\x1b[2J\x1b[H');
}
}
void _tick(Timer timer) {
if (!_isRunning) {
return;
}
// Apply renderer changes made via in-game menus or settings updates.
_syncRendererFromEngine();
if (stdout.hasTerminal) {
final int cols = stdout.terminalColumns;
final int rows = stdout.terminalLines;
if (!_renderer.prepareTerminalFrame(
engine,
columns: cols,
rows: rows,
)) {
// Size warnings are rendered instead of running the simulation so the
// game does not keep advancing while the user resizes the terminal.
stdout.write('\x1b[2J\x1b[H');
stdout.write(
_renderer.buildTerminalSizeWarning(columns: cols, rows: rows),
);
_lastTick = _stopwatch.elapsed;
return;
}
}
final Duration currentTick = _stopwatch.elapsed;
final Duration elapsed = currentTick - _lastTick;
_lastTick = currentTick;
stdout.write('\x1b[H');
engine.tick(elapsed);
stdout.write(_renderer.render(engine));
}
}