refactor(app): compose platform input and camera startup
This commit is contained in:
parent
adb204560d
commit
1d51e35c14
4 changed files with 877 additions and 88 deletions
|
|
@ -1,4 +1,5 @@
|
|||
using AcDream.Core.Plugins;
|
||||
using AcDream.App.Composition;
|
||||
using AcDream.App.Physics;
|
||||
using AcDream.App.Settings;
|
||||
using AcDream.App.World;
|
||||
|
|
@ -11,7 +12,10 @@ using Silk.NET.Windowing;
|
|||
|
||||
namespace AcDream.App.Rendering;
|
||||
|
||||
public sealed class GameWindow : IDisposable
|
||||
public sealed class GameWindow :
|
||||
IDisposable,
|
||||
IGameWindowPlatformPublication<GL, IInputContext>,
|
||||
IGameWindowHostInputCameraPublication
|
||||
{
|
||||
private static double ClientTimerNow() =>
|
||||
System.Diagnostics.Stopwatch.GetTimestamp()
|
||||
|
|
@ -653,56 +657,96 @@ public sealed class GameWindow : IDisposable
|
|||
}
|
||||
}
|
||||
|
||||
void IGameWindowPlatformPublication<GL, IInputContext>.PublishGraphics(
|
||||
GL graphics) =>
|
||||
PublishCompositionOwner(ref _gl, graphics, "graphics API");
|
||||
|
||||
void IGameWindowPlatformPublication<GL, IInputContext>.PublishInput(
|
||||
IInputContext input) =>
|
||||
PublishCompositionOwner(ref _input, input, "input context");
|
||||
|
||||
void IGameWindowHostInputCameraPublication.PublishGpuFrameFlights(
|
||||
GpuFrameFlightController value) =>
|
||||
PublishCompositionOwner(ref _gpuFrameFlights, value, "GPU frame flights");
|
||||
|
||||
void IGameWindowHostInputCameraPublication.PublishKeyboardSource(
|
||||
AcDream.App.Input.SilkKeyboardSource value) =>
|
||||
PublishCompositionOwner(ref _kbSource, value, "keyboard source");
|
||||
|
||||
void IGameWindowHostInputCameraPublication.PublishMouseSource(
|
||||
AcDream.App.Input.SilkMouseSource value) =>
|
||||
PublishCompositionOwner(ref _mouseSource, value, "mouse source");
|
||||
|
||||
void IGameWindowHostInputCameraPublication.PublishMouseLookCursor(
|
||||
AcDream.App.Input.IMouseLookCursor value) =>
|
||||
PublishCompositionOwner(ref _mouseLookCursor, value, "mouse-look cursor");
|
||||
|
||||
void IGameWindowHostInputCameraPublication.PublishInputDispatcher(
|
||||
AcDream.UI.Abstractions.Input.InputDispatcher value) =>
|
||||
PublishCompositionOwner(ref _inputDispatcher, value, "input dispatcher");
|
||||
|
||||
void IGameWindowHostInputCameraPublication.PublishCameraController(
|
||||
CameraController value) =>
|
||||
PublishCompositionOwner(ref _cameraController, value, "camera controller");
|
||||
|
||||
void IGameWindowHostInputCameraPublication.PublishCameraPointerInput(
|
||||
AcDream.App.Input.CameraPointerInputController value) =>
|
||||
PublishCompositionOwner(ref _cameraPointerInput, value, "camera pointer input");
|
||||
|
||||
private static void PublishCompositionOwner<T>(
|
||||
ref T? destination,
|
||||
T value,
|
||||
string name)
|
||||
where T : class
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(value);
|
||||
if (destination is not null)
|
||||
throw new InvalidOperationException(
|
||||
$"The GameWindow composition shell already owns {name}.");
|
||||
destination = value;
|
||||
}
|
||||
|
||||
[System.Diagnostics.CodeAnalysis.MemberNotNull(nameof(_gl), nameof(_input))]
|
||||
private GameWindowPlatformResult<GL, IInputContext> AcquirePlatform()
|
||||
{
|
||||
GameWindowPlatformResult<GL, IInputContext> platform =
|
||||
GameWindowPlatformAcquisition.Acquire(
|
||||
() => GL.GetApi(_window!),
|
||||
static gl => gl.Dispose(),
|
||||
() => _window!.CreateInput(),
|
||||
static input => input.Dispose(),
|
||||
this);
|
||||
if (_gl is null || _input is null)
|
||||
throw new InvalidOperationException(
|
||||
"Platform acquisition returned without publishing both owners.");
|
||||
return platform;
|
||||
}
|
||||
|
||||
private void OnLoad()
|
||||
{
|
||||
// Task 7: wire the physics data cache into the engine so Transition can
|
||||
// run narrow-phase BSP tests during FindObjCollisions.
|
||||
_physicsEngine.DataCache = _physicsDataCache;
|
||||
|
||||
_gl = GL.GetApi(_window!);
|
||||
_framebufferResize.BindViewport(
|
||||
new SilkFramebufferViewportTarget(_gl));
|
||||
_gpuFrameFlights = new AcDream.App.Rendering.GpuFrameFlightController(_gl);
|
||||
var worldRenderDiagnostics = new AcDream.App.Rendering.WorldRenderDiagnostics(
|
||||
new AcDream.App.Rendering.SilkRenderGlStateReader(_gl),
|
||||
_renderDiagnosticLog);
|
||||
_input = _window!.CreateInput();
|
||||
GameWindowPlatformResult<GL, IInputContext> platform = AcquirePlatform();
|
||||
|
||||
// Phase K.1b — every keyboard/mouse handler routes through the
|
||||
// InputDispatcher. The legacy direct kb.KeyDown / mouse.MouseDown
|
||||
// switches are gone; subscribers below own all game-side reactions.
|
||||
// We KEEP a direct mouse.MouseMove handler because mouse-delta is
|
||||
// axis input, not chord input — but with explicit WantCaptureMouse
|
||||
// gating and the previous "_playerMouseDeltaX +=" line dropped so
|
||||
// mouse delta NEVER drives character yaw (regression-prevention
|
||||
// per K.1b plan §D).
|
||||
var firstKb = _input.Keyboards.FirstOrDefault();
|
||||
var firstMouse = _input.Mice.FirstOrDefault();
|
||||
if (firstKb is not null)
|
||||
{
|
||||
_kbSource = AcDream.App.Input.SilkKeyboardSource.CreateDetached(
|
||||
firstKb,
|
||||
_hostQuiescence);
|
||||
_kbSource.Attach();
|
||||
}
|
||||
if (firstMouse is not null)
|
||||
{
|
||||
_mouseSource = AcDream.App.Input.SilkMouseSource.CreateDetached(
|
||||
firstMouse,
|
||||
_inputCapture,
|
||||
_kbSource,
|
||||
_hostQuiescence);
|
||||
_mouseSource.Attach();
|
||||
_mouseLookCursor = new AcDream.App.Input.SilkMouseLookCursor(firstMouse);
|
||||
}
|
||||
if (_kbSource is not null && _mouseSource is not null)
|
||||
{
|
||||
_inputDispatcher = AcDream.UI.Abstractions.Input.InputDispatcher.CreateDetached(
|
||||
_kbSource, _mouseSource, _keyBindings);
|
||||
_inputDispatcher.Attach();
|
||||
_movementInput.Bind(_inputDispatcher);
|
||||
_cameraInput.Bind(_inputDispatcher);
|
||||
}
|
||||
HostInputCameraResult hostInputCamera =
|
||||
new HostInputCameraCompositionPhase(
|
||||
new HostInputCameraDependencies(
|
||||
_framebufferResize,
|
||||
_window!.FramebufferSize,
|
||||
_hostQuiescence,
|
||||
_inputCapture,
|
||||
_keyBindings,
|
||||
_movementInput,
|
||||
_cameraInput,
|
||||
_localPlayerMode,
|
||||
_chaseCameraInput,
|
||||
_pointerPosition,
|
||||
_renderDiagnosticLog),
|
||||
this).Compose(platform);
|
||||
WorldRenderDiagnostics worldRenderDiagnostics =
|
||||
hostInputCamera.WorldRenderDiagnostics;
|
||||
|
||||
_gl.ClearColor(0.05f, 0.10f, 0.18f, 1.0f);
|
||||
_gl.Enable(EnableCap.DepthTest);
|
||||
|
|
@ -754,27 +798,6 @@ public sealed class GameWindow : IDisposable
|
|||
Console.WriteLine("world-hud font: no system monospace font found");
|
||||
}
|
||||
|
||||
var orbit = new OrbitCamera();
|
||||
var fly = new FlyCamera();
|
||||
_cameraController = new CameraController(orbit, fly);
|
||||
_framebufferResize.BindCamera(
|
||||
new CameraFramebufferTarget(_cameraController));
|
||||
_framebufferResize.Resize(_window!.FramebufferSize);
|
||||
if (_mouseSource is not null && firstMouse is not null)
|
||||
{
|
||||
_cameraPointerInput = AcDream.App.Input.CameraPointerInputController.Create(
|
||||
_input.Mice,
|
||||
_hostQuiescence,
|
||||
_inputCapture,
|
||||
_localPlayerMode,
|
||||
_cameraController,
|
||||
_chaseCameraInput,
|
||||
_mouseSource,
|
||||
_pointerPosition,
|
||||
new AcDream.App.Input.EnvironmentInputMonotonicClock());
|
||||
_cameraPointerInput.AttachRaw();
|
||||
}
|
||||
|
||||
_dats = RuntimeDatCollectionFactory.OpenReadOnly(_datDir);
|
||||
_magicCatalog = AcDream.App.Spells.MagicCatalog.Load(_dats);
|
||||
SpellBook.InstallMetadata(_magicCatalog.SpellTable);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue