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;;; Lisparuga
;;; Copyright © 2020 David Thompson <dthompson2@worcester.edu>
;;;
;;; Lisparuga is free software: you can redistribute it and/or modify
;;; it under the terms of the GNU General Public License as published
;;; by the Free Software Foundation, either version 3 of the License,
;;; or (at your option) any later version.
;;;
;;; Lisparuga is distributed in the hope that it will be useful, but
;;; WITHOUT ANY WARRANTY; without even the implied warranty of
;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
;;; General Public License for more details.
;;;
;;; You should have received a copy of the GNU General Public License
;;; along with Lisparuga. If not, see <http://www.gnu.org/licenses/>.
;;; Commentary:
;;
;; This is the core of the game engine, the root node, that is
;; responsible for starting up the game loop and passing along render,
;; update, and input events to the other parts of the game.
;;
;;; Code:
(define-module (lisparuga kernel)
#:use-module (chickadee audio)
#:use-module (chickadee game-loop)
#:use-module (chickadee render)
#:use-module (chickadee render gpu)
#:use-module (chickadee render viewport)
#:use-module (gl)
#:use-module (ice-9 match)
#:use-module (oop goops)
#:use-module (sdl2)
#:use-module (sdl2 events)
#:use-module (sdl2 input game-controller)
#:use-module (sdl2 input joystick)
#:use-module (sdl2 input text)
#:use-module ((sdl2 video) #:prefix sdl2:)
#:use-module (lisparuga asset)
#:use-module (lisparuga config)
#:use-module (lisparuga node)
#:use-module (lisparuga repl)
#:use-module (lisparuga scene)
#:use-module (system repl command)
#:export (<window-config>
window-width
window-height
window-title
window-fullscreen?
<kernel>
window-config
update-hz
window
gl-context
avg-frame-time
current-kernel
boot-kernel
elapsed-time
fps
reboot-current-scene)
#:re-export (abort-game))
(define-class <window-config> ()
(width #:accessor window-width #:init-form 640 #:init-keyword #:width)
(height #:accessor window-height #:init-form 480 #:init-keyword #:height)
(title #:accessor window-title #:init-form "Lisparuga"
#:init-keyword #:title)
(fullscreen? #:accessor window-fullscreen? #:init-form #f
#:init-keyword #:fullscreen?))
(define-class <kernel> (<scene-mux>)
(name #:accessor name #:init-form "lisparuga-kernel"
#:init-keyword #:name)
(window-config #:accessor window-config #:init-form (make <window-config>)
#:init-keyword #:window-config)
(update-hz #:accessor update-hz #:init-form 60
#:init-keyword #:update-hz)
(window #:accessor window)
(gl-context #:accessor gl-context)
(default-viewport #:accessor default-viewport)
(avg-frame-time #:accessor avg-frame-time #:init-form 0.0)
(controllers #:accessor controllers #:init-thunk make-hash-table)
(repl #:accessor repl))
(define current-kernel (make-parameter #f))
;; game controller bookkeeping.
(define (lookup-controller kernel joystick-id)
(hashv-ref (controllers kernel) joystick-id))
(define (add-controller kernel joystick-index)
(let ((controller (open-game-controller joystick-index)))
(hashv-set! (controllers kernel)
(joystick-instance-id
(game-controller-joystick controller))
controller)
controller))
(define (remove-controller kernel joystick-id)
(hashv-remove! (controllers kernel) joystick-id))
(define (initialize-controllers kernel)
(let loop ((i 0))
(when (< i (num-joysticks))
(when (game-controller-index? i)
(add-controller kernel i))
(loop (+ i 1)))))
(define-method (on-boot (kernel <kernel>))
(when developer-mode?
;; Enable live asset reloading.
(watch-assets #t)
;; Start REPL server.
(attach-to kernel (make <repl> #:name 'repl))))
(define-method (on-key-press (kernel <kernel>) key scancode modifiers repeat?)
;; Hot keys when in dev mode
(when developer-mode?
(match key
('f5 (reboot-current-scene))
('escape (abort-game))
(_ #t)))
(next-method))
(define-method (update-tree (kernel <kernel>) dt)
(define (invert-y y)
;; SDL's origin is the top-left, but our origin is the bottom
;; left so we need to invert Y coordinates that SDL gives us.
(match (sdl2:window-size (window kernel))
((_ height)
(- height y))))
(define (process-event event)
(cond
((quit-event? event)
(on-quit kernel))
((keyboard-down-event? event)
(on-key-press kernel
(keyboard-event-key event)
(keyboard-event-scancode event)
(keyboard-event-modifiers event)
(keyboard-event-repeat? event)))
((keyboard-up-event? event)
(on-key-release kernel
(keyboard-event-key event)
(keyboard-event-scancode event)
(keyboard-event-modifiers event)))
((text-input-event? event)
(on-text-input kernel
(text-input-event-text event)))
((mouse-button-down-event? event)
(on-mouse-press kernel
(mouse-button-event-button event)
(mouse-button-event-clicks event)
(mouse-button-event-x event)
(invert-y (mouse-button-event-y event))))
((mouse-button-up-event? event)
(on-mouse-release kernel
(mouse-button-event-button event)
(mouse-button-event-x event)
(invert-y (mouse-button-event-y event))))
((mouse-motion-event? event)
(on-mouse-move kernel
(mouse-motion-event-x event)
(invert-y (mouse-motion-event-y event))
(mouse-motion-event-x-rel event)
(- (mouse-motion-event-y-rel event))
(mouse-motion-event-buttons event)))
((and (controller-device-event? event)
(eq? (controller-device-event-action event) 'added))
(let ((controller
(add-controller kernel
(controller-device-event-which event))))
(on-controller-add kernel controller)))
((and (controller-device-event? event)
(eq? (controller-device-event-action event) 'removed))
(let ((controller
(lookup-controller kernel
(controller-device-event-which event))))
(on-controller-remove kernel controller)
(remove-controller kernel (controller-device-event-which event))
(close-game-controller controller)))
((controller-button-down-event? event)
(let ((controller
(lookup-controller kernel
(controller-button-event-which event))))
(on-controller-press kernel
controller
(controller-button-event-button event))))
((controller-button-up-event? event)
(let ((controller
(lookup-controller kernel
(controller-button-event-which event))))
(on-controller-release kernel
controller
(controller-button-event-button event))))
((controller-axis-event? event)
(let ((controller
(lookup-controller kernel
(controller-axis-event-which event))))
(on-controller-move kernel
controller
(controller-axis-event-axis event)
(/ (controller-axis-event-value event) 32768.0))))))
(define (poll-events)
(let ((event (poll-event)))
(when event
(process-event event)
(poll-events))))
;; Process all pending events before we update any other node.
(poll-events)
;; Proceed with standard update procedure.
(next-method))
(define-method (update (kernel <kernel>) dt)
(update-audio)
(when developer-mode?
(reload-modified-assets))
;; Free any GPU resources that have been GC'd.
(gpu-reap!))
(define %clear-mask
(logior (attrib-mask color-buffer)
(attrib-mask depth-buffer)
(attrib-mask stencil-buffer)
(attrib-mask accum-buffer)))
(define-method (render-tree (kernel <kernel>) alpha)
(let ((start-time (elapsed-time)))
(with-viewport (default-viewport kernel)
(clear-screen)
(next-method))
(sdl2:swap-gl-window (window kernel))
;; Compute FPS.
(set! (avg-frame-time kernel)
(+ (* (- (elapsed-time) start-time) 0.1)
(* (avg-frame-time kernel) 0.9)))))
(define-method (on-error (kernel <kernel>) stack key args)
(if developer-mode?
(let ((title (sdl2:window-title (window kernel))))
(sdl2:set-window-title! (window kernel) (string-append "[ERROR] " title))
(on-error (& kernel repl) stack key args)
(sdl2:set-window-title! (window kernel) title))
(apply throw key args)))
(define-method (on-scenes-empty (kernel <kernel>))
(abort-game))
(define (elapsed-time)
(sdl-ticks))
(define-method (fps kernel)
(/ 1000.0 (avg-frame-time kernel)))
(define-method (boot-kernel (kernel <kernel>) thunk)
(sdl-init)
;; This will throw an error if any audio subsystem is unavailable,
;; but not every audio subsystem is needed so don't crash the
;; program over it.
(start-text-input)
;; Discover all game controllers that are already connected. New
;; connections/disconnections will be handled by events as they occur.
(initialize-controllers kernel)
(init-audio)
(let ((wc (window-config kernel)))
(set! (window kernel)
(sdl2:make-window #:opengl? #t
#:title (window-title wc)
#:size (list (window-width wc) (window-height wc))
#:fullscreen? (window-fullscreen? wc)))
(set! (gl-context kernel) (sdl2:make-gl-context (window kernel)))
(set! (default-viewport kernel)
(make-viewport 0 0 (window-width wc) (window-height wc)))
;; Attempt to activate vsync, if possible. Some systems do
;; not support setting the OpenGL swap interval.
(catch #t
(lambda ()
(sdl2:set-gl-swap-interval! 'vsync))
(lambda args
(display "warning: could not enable vsync\n"
(current-error-port))))
(dynamic-wind
(const #t)
(lambda ()
(parameterize ((current-kernel kernel)
(current-gpu (make-gpu (gl-context kernel))))
(activate kernel)
(push-scene kernel (thunk))
(run-game* #:update (lambda (dt) (update-tree kernel dt))
#:render (lambda (alpha) (render-tree kernel alpha))
#:error (lambda (stack key args)
(on-error kernel stack key args))
#:time elapsed-time
#:update-hz (update-hz kernel))))
(lambda ()
(deactivate kernel)
(quit-audio)
(sdl2:delete-gl-context! (gl-context kernel))
(sdl2:close-window! (window kernel))))))
(define (reboot-current-scene)
"Reboot the currently active scene being managed by the game engine
kernel. A convenient procedure for developers."
(display "rebooting\n")
(reboot (current-scene (current-kernel))))
(define-meta-command ((debug-game lisparuga) repl)
"debug-game
Enter a debugger for the current game loop error."
(debugger (& (current-kernel) repl)))
(define-meta-command ((resume-game lisparuga) repl)
"resume-game
Resume the game loop without entering a debugger."
(set! (repl-debugging? (& (current-kernel) repl)) #f))
(define-meta-command ((reboot lisparuga) repl)
"reboot
Reboot the current scene."
(reboot-current-scene))
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