199 lines
5.7 KiB
Dart
199 lines
5.7 KiB
Dart
/// Active gameplay screen for the Flutter host.
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library;
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import 'package:flutter/material.dart';
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import 'package:flutter/services.dart';
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import 'package:wolf_3d_dart/wolf_3d_engine.dart';
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import 'package:wolf_3d_flutter/wolf_3d_flutter.dart';
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import 'package:wolf_3d_renderer/wolf_3d_ascii_renderer.dart';
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import 'package:wolf_3d_renderer/wolf_3d_flutter_renderer.dart';
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import 'package:wolf_3d_renderer/wolf_3d_glsl_renderer.dart';
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enum _RendererMode {
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software,
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ascii,
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glsl,
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}
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/// Launches a [WolfEngine] via [Wolf3d] and exposes renderer/input integrations.
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class GameScreen extends StatefulWidget {
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/// Shared application facade owning the engine, audio, and input.
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final Wolf3d wolf3d;
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/// Creates a gameplay screen driven by [wolf3d].
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const GameScreen({
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required this.wolf3d,
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super.key,
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});
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@override
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State<GameScreen> createState() => _GameScreenState();
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}
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class _GameScreenState extends State<GameScreen> {
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late final WolfEngine _engine;
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_RendererMode _rendererMode = _RendererMode.software;
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@override
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void initState() {
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super.initState();
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_engine = widget.wolf3d.launchEngine(
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onGameWon: () {
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_engine.difficulty = null;
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widget.wolf3d.clearActiveDifficulty();
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Navigator.of(context).pop();
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},
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);
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}
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@override
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Widget build(BuildContext context) {
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return PopScope(
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canPop: _engine.difficulty != null,
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onPopInvokedWithResult: (didPop, _) {
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if (!didPop && _engine.difficulty == null) {
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widget.wolf3d.input.queueBackAction();
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}
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},
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child: Scaffold(
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body: LayoutBuilder(
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builder: (context, constraints) {
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return Listener(
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onPointerDown: (event) {
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widget.wolf3d.input.onPointerDown(event);
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},
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onPointerUp: widget.wolf3d.input.onPointerUp,
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onPointerMove: widget.wolf3d.input.onPointerMove,
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onPointerHover: widget.wolf3d.input.onPointerMove,
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child: Stack(
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children: [
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_buildRenderer(),
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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: Column(
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mainAxisSize: MainAxisSize.min,
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children: [
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CircularProgressIndicator(color: Colors.teal),
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SizedBox(height: 20),
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Text(
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"GET PSYCHED!",
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style: TextStyle(
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color: Colors.teal,
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fontFamily: 'monospace',
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),
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),
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],
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),
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),
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),
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// A second full-screen overlay keeps the presentation simple while
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// the engine is still warming up or decoding the first frame.
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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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'TAB: ${_modeLabel(_rendererMode)} `: FPS ${_engine.showFpsCounter ? 'On' : 'Off'}',
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style: TextStyle(
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color: Colors.white.withValues(alpha: 0.5),
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),
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),
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),
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],
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),
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);
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},
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),
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),
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);
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}
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Widget _buildRenderer() {
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// Keep all renderers behind the same engine so mode switching does not
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// reset level state or audio playback.
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switch (_rendererMode) {
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case _RendererMode.software:
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return WolfFlutterRenderer(
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engine: _engine,
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onKeyEvent: _handleRendererKeyEvent,
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);
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case _RendererMode.ascii:
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return WolfAsciiRenderer(
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engine: _engine,
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onKeyEvent: _handleRendererKeyEvent,
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);
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case _RendererMode.glsl:
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return WolfGlslRenderer(
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engine: _engine,
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onKeyEvent: _handleRendererKeyEvent,
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onUnavailable: _onGlslUnavailable,
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);
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}
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}
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void _handleRendererKeyEvent(KeyEvent event) {
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if (event is! KeyDownEvent) {
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return;
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}
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if (event.logicalKey == LogicalKeyboardKey.tab) {
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setState(_cycleRendererMode);
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return;
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}
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if (event.logicalKey == LogicalKeyboardKey.backquote ||
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event.character == '`') {
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setState(_toggleFpsCounter);
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}
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}
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void _cycleRendererMode() {
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switch (_rendererMode) {
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case _RendererMode.software:
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_rendererMode = _RendererMode.ascii;
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break;
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case _RendererMode.ascii:
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_rendererMode = _RendererMode.glsl;
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break;
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case _RendererMode.glsl:
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_rendererMode = _RendererMode.software;
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break;
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}
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}
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void _onGlslUnavailable() {
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if (!mounted || _rendererMode != _RendererMode.glsl) {
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return;
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}
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setState(() {
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_rendererMode = _RendererMode.software;
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});
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}
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void _toggleFpsCounter() {
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_engine.showFpsCounter = !_engine.showFpsCounter;
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}
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String _modeLabel(_RendererMode mode) {
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switch (mode) {
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case _RendererMode.software:
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return 'Software';
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case _RendererMode.ascii:
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return 'ASCII';
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case _RendererMode.glsl:
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return 'GLSL';
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}
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}
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}
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