1 ;;;; Ru*** roLeplay Playground virtual tabletop
2 ;;;; Copyright (C) 2022 Zull
4 ;;;; This program is free software: you can redistribute it and/or modify
5 ;;;; it under the terms of the GNU General Public License as published by
6 ;;;; the Free Software Foundation, either version 3 of the License, or
7 ;;;; (at your option) any later version.
9 ;;;; This program is distributed in the hope that it will be useful,
10 ;;;; but WITHOUT ANY WARRANTY; without even the implied warranty of
11 ;;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 ;;;; GNU General Public License for more details.
14 ;;;; You should have received a copy of the GNU General Public License
15 ;;;; along with this program. If not, see <https://www.gnu.org/licenses/>.
17 (in-package :rulp.graphics)
18 #| -------------------------------------------
19 | This file manipulate the window and the
21 | -------------------------------------------
24 (defun create-plane (map-info map-path &key (number 0))
25 "convert the map informations into a functioning plane, without number it convert the
27 (let ((plane-info (nth number (cdr (assoc :planes map-info)))))
29 (make-instance 'rulp.layers:screen
30 :image (merge-pathnames map-path (cdr (assoc :image-path plane-info))))
31 (cdr (assoc :grid-dimension plane-info))
33 ;; FIXME: generalize... somehow
37 ;; FIXME: search alternative
38 (defun create-entities (map-info map-path)
39 (let ((entities-info (cdr (assoc :entities map-info))))
40 (loop :for entity-info :in entities-info
42 (make-instance 'entity
43 :image (merge-pathnames map-path (cdr (assoc :image-path entity-info)))
44 :name (assoc :name entity-info)
50 (defun grid-layout (x y &key (size 1))
51 "converts natural coordinates and size into pixel positions. This function can be replaced to change
52 the actual grid layout"
53 (values (cons (* x *plane-grid*)
55 (* size *plane-grid*)))
57 (defun actors-layout (x y)
58 (cons (floor (/ x *plane-grid*))
59 (floor (/ y *plane-grid*)))
62 (defmacro with-playground ((window renderer &key (title "RuLP")) &body body)
63 `(sdl2:with-window (,window :title title :w *window-width* :h *window-height* :flags '(:resizable))
64 ;; NOTE: here is where you should set the window icon, if there's the method to do that
65 (sdl2:with-renderer (,renderer ,window :index -1 :flags '(:accelerated :presentvsync)) ;later add delta
66 (sdl2-image:init '(:png :jpg))
73 ;; FIXME: temporary place
74 ;; set boundaries so the plane doesn't go away with the panning. fix boundaries to -window width, -window height, plane width, plane height
75 (defparameter *viewpoint-offset* '(0 . 0))
76 (defparameter *viewpoint-zoom* 1)
77 (defparameter *mouse-previous* '(0 . 0))
79 (defparameter *framerule* 20
80 "every 20 frames the parameter *changep* is set to t, so it updates informations
81 even when away from keyboard")
83 (defparameter *active-entries* nil
84 "contain the active menu in form of a entry class")
86 (defparameter *changep* t
87 "set to t when a change on the plane is made, if nil the viewpoint is not updated")
89 ;; renderer exists only inside this function, so you cannot create a texture outside
90 ;; (at least for now), more on this later os
91 (defun playground (title &optional (fps 60) (debug-info nil))
92 "initialize and run the game loop. it takes a TITLE to display and FPS for framerate.
93 DEBUG-INFO can be used to display the content on screen for test and debug purposes."
94 (declare (ignore fps))
95 (sdl2:with-init (:video)
96 (with-playground (window *renderer* :title title)
97 (setf *tr-texture* (let* ((font (sdl2-ttf:open-font "media/IBMPlex.ttf" 100)) ;; FIXME: this crashes the program under windows, throws error on linux but works anyway
98 (font-surface (sdl2-ttf:render-utf8-solid font *tr-string* 0 0 0 0))
99 (font-texture (sdl2:create-texture-from-surface *renderer* font-surface)))
100 (sdl2:free-surface font-surface)
102 (multiple-value-bind (p g) (create-plane *map-info* *map-path*)
104 (setf *plane-grid* g))
105 (setf *entities-list* (create-entities *map-info* *map-path*))
106 (let (;; (mouse-button-previous nil)
107 (window-texture (sdl2:get-render-target *renderer*))
108 (viewpoint-texture (sdl2:create-texture *renderer* (sdl2:get-window-pixel-format window)
109 2 (width *plane*) (height *plane*))) ;camping into the ramhog
110 (viewpoint-rectangle (sdl2:make-rect 0 0 10 10)))
111 (sdl2:with-event-loop (:method :poll)
114 ;; FIXME: incorporate into input.lisp. check for input every now and then outside keydown
115 (when (sdl2:keyboard-state-p :scancode-up) (setf (cdr *viewpoint-offset*) (+ (cdr *viewpoint-offset*) 10)))
116 (when (sdl2:keyboard-state-p :scancode-down) (setf (cdr *viewpoint-offset*) (+ (cdr *viewpoint-offset*) -10)))
117 (when (sdl2:keyboard-state-p :scancode-left) (setf (car *viewpoint-offset*) (+ (car *viewpoint-offset*) 10)))
118 (when (sdl2:keyboard-state-p :scancode-right) (setf (car *viewpoint-offset*) (+ (car *viewpoint-offset*) -10)))
119 (when (sdl2:keyboard-state-p :scancode-p) (setf *viewpoint-zoom* (+ *viewpoint-zoom* 0.2))) ; FIXME: find the scancode for the plus sign
120 (when (sdl2:keyboard-state-p :scancode-m) (setf *viewpoint-zoom* (+ *viewpoint-zoom* -0.2)))
123 (setf *is-mouse-hold* t)
124 ;; this routine seems identical to the one in idle, instead
125 ;; of calling the second element of the keybind list it calls
126 ;; the third element. If there is something there it would
127 ;; execute a special function for when the mouse is released.
128 (mouse-event *mouse-position*)
131 ;; what about functions that require a single press? just create
132 ;; a keybind (+key+ nil (...)) and it will execute just on
133 ;; release and not on hold
134 ;; (setf mouse-button-previous nil)
136 (setf *is-mouse-hold* nil)
139 ;; bug prevention method. SDL2 can look the :mousebuttonup event
140 ;; only when the mouse is on the window. This makes press,
141 ;; alt+tab and release a way to keep the value to t. This
142 ;; event is a prevention method designed to release the hold
143 ;; when alt+tab or other window shortcuts are used.
144 (setf *is-mouse-hold* nil))
146 ;; same as for windowevent
147 (setf *is-mouse-hold* nil))
148 ;; NOTE: When the user prefear to use only the keyboard or joystick
149 ;; the *cursor-position* is set default, this is set when a key or
150 ;; koystick button is pressed, then menues and actions are chosed with
151 ;; the cursor position. When a mouse motion is detected the
152 ;; mouse-position is set default. the cursor follows the grid on each
153 ;; step and it is an alternative to the mouse movement to do
156 (setf *mouse-previous-position* *mouse-position*)
157 (multiple-value-bind (x y) (sdl2:mouse-state)
158 (setf *mouse-position* (cons x y)))
159 ;; mouse-holding-event
160 ;; (unless *active-entries*
161 ;; (when *is-mouse-hold*
162 ;; (loop :for action :in (mouse-actions *mouse-keybinds*)
163 ;; :do (when action (eval (car action))) ; FIXME: replace eval with a more safer DSL eval
165 ;; ;; (setf mouse-button-previous (mouse-actions *mouse-keybinds*))
167 (when *is-mouse-hold*
168 (mouse-event *mouse-position* :dragp t))
170 ;; trick to avoid functions to change the global draw-color
171 (sdl2:set-render-draw-color *renderer* 0 0 0 255)
176 (sdl2:destroy-texture viewpoint-texture)
177 (setf viewpoint-texture (sdl2:create-texture *renderer*
178 (sdl2:get-window-pixel-format window)
182 (sdl2:set-render-target *renderer* viewpoint-texture)
183 (sdl2:render-clear *renderer*)
184 (render-plane-and-entities *renderer*)
186 (grid-render *renderer* 0 0 (width *plane*) (height *plane*))
189 (indexes-render *renderer* 0 0 (width *plane*) (height *plane*)))
190 (sdl2:set-render-draw-color *renderer* 0 0 0 255)
193 (when *pointer* ;; NOTE: to test this out
194 (sdl2:set-render-draw-color *renderer* 128 250 33 255)
195 (multiple-value-bind (coordinates size) (grid-layout (car (coordinate (nth *pointer* *entities-list*)))
196 (cdr (coordinate (nth *pointer* *entities-list*)))
197 :size (size (nth *pointer* *entities-list*)))
198 (let ((select-rectangle (sdl2:make-rect (car coordinates) (cdr coordinates) size size)))
199 (sdl2:render-draw-rect *renderer* select-rectangle)
200 (sdl2:free-rect select-rectangle)))
201 (sdl2:set-render-draw-color *renderer* 0 0 0 255)
206 ;; display viewpoint on window
207 (sdl2:set-render-target *renderer* window-texture)
208 (sdl2:render-clear *renderer*)
209 (setf (sdl2:rect-x viewpoint-rectangle) (car *viewpoint-offset*))
210 (setf (sdl2:rect-y viewpoint-rectangle) (cdr *viewpoint-offset*))
211 (setf (sdl2:rect-width viewpoint-rectangle) (floor (* (width *plane*) *viewpoint-zoom*)))
212 (setf (sdl2:rect-height viewpoint-rectangle) (floor (* (height *plane*) *viewpoint-zoom*)))
213 (sdl2:render-copy *renderer* viewpoint-texture
215 :dest-rect viewpoint-rectangle)
217 ;; entries visualization
218 (loop :for entry :in rulp.entries:*entries-list*
219 :do (rulp.entries:render-entry
221 (rulp.entries:make-plist entry)))
222 ;; (loop :for entry :in *active-entries*
223 ;; :do (display-entry *renderer* entry))
227 (tr-write (format nil "~A" debug-info) 0 0 10 15 *renderer*))
228 (sdl2:render-present *renderer*)
229 ;; updating grids and dimension
230 ;; FIXME: i hate this, find a better way to dinamically change the window dimension
231 (multiple-value-bind (new-width new-height) (sdl2:get-window-size window)
232 (setf *window-width* new-width)
233 (setf *window-height* new-height))
235 (when (< *framerule* 1)
237 (setf *framerule* 20))))
238 (setf *changep* t) ; useful in the repl where parameters are not reset