add begin-game-world and end-game-world generics so method-chains aren't needed just to do game setup and teardown at the right time

db4
Joe Groff 2010-01-16 23:06:54 -08:00
parent a2e3d64de6
commit 89f104d8ab
5 changed files with 32 additions and 10 deletions

View File

@ -1,5 +1,6 @@
! (c)2009 Joe Groff bsd license ! (c)2009 Joe Groff bsd license
USING: game.loop help.markup help.syntax kernel math ui ui.gadgets.worlds words ; USING: game.loop help.markup help.syntax kernel math method-chains
ui ui.gadgets.worlds words ;
IN: game.worlds IN: game.worlds
HELP: GAME: HELP: GAME:
@ -14,7 +15,17 @@ HELP: game-attributes
} ; } ;
HELP: game-world HELP: game-world
{ $class-description "" } ; { $class-description "A subclass of " { $link world } " that automatically sets up and manages connections to the " { $vocab-link "game.loop" } " and " { $vocab-link "game.input" } " libraries. It does this by providing methods on " { $link begin-world } ", " { $link end-world } ", and " { $link draw* } ". Subclasses can provide their own world setup and teardown code by adding methods to the " { $link begin-game-world } " and " { $link end-game-world } " generic words." } ;
HELP: begin-game-world
{ $values { "world" game-world } }
{ $description "This generic word is called by the " { $link begin-world } " method for " { $link game-world } " subclasses immediately before the game world starts the game loop." } ;
HELP: end-game-world
{ $values { "world" game-world } }
{ $description "This generic word is called by the " { $link end-world } " method for " { $link game-world } " subclasses immediately after the game world stops the game loop." } ;
{ game-world begin-game-world end-game-world } related-words
HELP: tick-interval-micros HELP: tick-interval-micros
{ $values { $values
@ -30,6 +41,10 @@ ARTICLE: "game.worlds" "Game worlds"
game-attributes game-attributes
POSTPONE: GAME: POSTPONE: GAME:
} }
; "Subclasses of " { $link game-world } " can provide their own setup and teardown code by providing methods for these generic words:"
{ $subsections
begin-game-world
end-game-world
} ;
ABOUT: "game.worlds" ABOUT: "game.worlds"

View File

@ -10,18 +10,25 @@ TUPLE: game-world < world
GENERIC: tick-interval-micros ( world -- micros ) GENERIC: tick-interval-micros ( world -- micros )
GENERIC: begin-game-world ( world -- )
M: object begin-game-world drop ;
GENERIC: end-game-world ( world -- )
M: object end-game-world drop ;
M: game-world draw* M: game-world draw*
swap >>tick-slice relayout-1 yield ; swap >>tick-slice relayout-1 yield ;
M: game-world begin-world M: game-world begin-world
open-game-input open-game-input
dup begin-game-world
dup [ tick-interval-micros ] [ ] bi <game-loop> [ >>game-loop ] keep start-loop dup [ tick-interval-micros ] [ ] bi <game-loop> [ >>game-loop ] keep start-loop
drop ; drop ;
M: game-world end-world M: game-world end-world
[ [ stop-loop ] when* f ] change-game-loop [ [ stop-loop ] when* f ] change-game-loop
close-game-input end-game-world
drop ; close-game-input ;
TUPLE: game-attributes < world-attributes TUPLE: game-attributes < world-attributes
{ tick-interval-micros fixnum read-only } ; { tick-interval-micros fixnum read-only } ;

View File

@ -214,7 +214,7 @@ CONSTANT: bunny-model-url "http://factorcode.org/bun_zipper.ply"
dup 0 "vocab:gpu/demos/bunny/loading.tiff" load-image allocate-texture-image dup 0 "vocab:gpu/demos/bunny/loading.tiff" load-image allocate-texture-image
>>texture ; >>texture ;
BEFORE: bunny-world begin-world M: bunny-world begin-game-world
init-gpu init-gpu
{ -0.2 0.13 0.1 } 1.1 0.2 set-wasd-view { -0.2 0.13 0.1 } 1.1 0.2 set-wasd-view

View File

@ -69,7 +69,7 @@ CONSTANT: initial-spheres {
T{ sphere f { 1.0 0.0 0.0 } { 0.0 5.0 0.0 } 0.025 1.0 { 1.0 1.0 0.0 1.0 } } T{ sphere f { 1.0 0.0 0.0 } { 0.0 5.0 0.0 } 0.025 1.0 { 1.0 1.0 0.0 1.0 } }
} }
BEFORE: raytrace-world begin-world M: raytrace-world begin-game-world
init-gpu init-gpu
{ -2.0 6.25 10.0 } 0.19 0.55 set-wasd-view { -2.0 6.25 10.0 } 0.19 0.55 set-wasd-view
initial-spheres [ clone ] map >>spheres initial-spheres [ clone ] map >>spheres

View File

@ -6,7 +6,7 @@ math.vectors opengl opengl.capabilities opengl.gl
opengl.shaders opengl.textures opengl.textures.private opengl.shaders opengl.textures opengl.textures.private
sequences sequences.product specialized-arrays sequences sequences.product specialized-arrays
terrain.generation terrain.shaders typed ui ui.gadgets terrain.generation terrain.shaders typed ui ui.gadgets
ui.gadgets.worlds ui.pixel-formats game.worlds method-chains ui.gadgets.worlds ui.pixel-formats game.worlds
math.matrices.simd noise ui.gestures combinators.short-circuit math.matrices.simd noise ui.gestures combinators.short-circuit
destructors grid-meshes math.vectors.simd ; destructors grid-meshes math.vectors.simd ;
QUALIFIED-WITH: alien.c-types c QUALIFIED-WITH: alien.c-types c
@ -233,7 +233,7 @@ M: terrain-world tick*
: sky-theta ( world -- theta ) : sky-theta ( world -- theta )
game-loop>> tick-number>> SKY-SPEED * ; game-loop>> tick-number>> SKY-SPEED * ;
BEFORE: terrain-world begin-world M: terrain-world begin-game-world
"2.0" { "GL_ARB_vertex_buffer_object" "GL_ARB_shader_objects" } "2.0" { "GL_ARB_vertex_buffer_object" "GL_ARB_shader_objects" }
require-gl-version-or-extensions require-gl-version-or-extensions
GL_DEPTH_TEST glEnable GL_DEPTH_TEST glEnable
@ -254,7 +254,7 @@ BEFORE: terrain-world begin-world
terrain-vertex-size <grid-mesh> >>terrain-mesh terrain-vertex-size <grid-mesh> >>terrain-mesh
drop ; drop ;
AFTER: terrain-world end-world M: terrain-world end-game-world
{ {
[ terrain-mesh>> dispose ] [ terrain-mesh>> dispose ]
[ terrain-program>> delete-gl-program ] [ terrain-program>> delete-gl-program ]