;;;; application (in-package #:wheelwork) (defclass/std application (region interactive) ((title :with :ri :std "Wheelwork App") (asset-root :ri :std #P"./" :doc "Directory under which assets are stored.") (asset-classifiers :std '(("png" png) ("ttf" font)) :doc "ALIST of (EXT CLASS). EXT is a string, file estension. CLASS is a symbol, class name.") (assets :with :a :std (make-hash-table :test 'equal) :doc "maps asset names to asset instances.") (scale :with :std 1.0 :doc "Scale factor applied before all rendering. Affects sizes of all object as well as the coordinates of mouse events.") (width height :with :std 800 :doc "Window dimensions in real pixels.") (projection :with :a :doc "The projection matrix for the scene. Orthographic by default.") (window :with :a) (refocus-on-mousedown-p :std t :doc "When T, clicking on a visible object will set the application focus to that object.") (mouse-button-events-bubble-p mouse-motion-events-bubble-p :std nil :doc "determines whether the search for event handlers stops at the first visible unit under the xy position of the mouse or not. ") (scene focus last-motion-target :with :a) (fps :std 30 :doc "Frames Per Second") (frame-wait :r)) (:documentation "The application contains the information and data structures necessary for creating a window, adding display units to it, handling events, and loading resources. You should sublcass this and write your own BOOT method.")) (defun can-set-projection-p (app) (and (slot-boundp app 'width) (slot-boundp app 'height) (slot-boundp app 'scale))) (defun set-projection (app) (when (can-set-projection-p app) (with-slots (projection scale width height) app ;; set projection matrix (setf projection (mat:mortho 0.0 (/ width scale) 0 (/ height scale) -1.0 1.0))))) (defmethod initialize-instance :after ((app application) &key) (set-projection app) (with-slots (listener left right top bottom scale width height scene ) app (setf listener (make-instance 'listener) left 0 bottom 0 top (/ height scale) right (/ width scale) scene (make-array 0 :adjustable t :fill-pointer t :initial-element nil)))) (defun fire-blur-event-on (thing) (when-let (blur-handlers (and thing (get-handlers-for thing 'blur))) (dolist (handler blur-handlers) (funcall handler thing)))) (defun fire-focus-event-on (thing) (when-let (focus-handlers (and thing (get-handlers-for thing 'focus))) (dolist (handler focus-handlers) (funcall handler thing)))) (defmethod (setf closer-mop:slot-value-using-class ) :before (new-value class (app application) slot) (case (closer-mop:slot-definition-name slot) (focus (when (slot-boundp app 'focus) (unless (eq new-value (slot-value app 'focus)) (fire-blur-event-on (slot-value app 'focus)) (fire-focus-event-on new-value)))))) (defmethod (setf closer-mop:slot-value-using-class) :after (new-value class (app application) slot) (case (closer-mop:slot-definition-name slot) ((scale width height) (set-projection app)) (fps (setf (slot-value app 'frame-wait) (/ 1.0 new-value))))) (defparameter +listener-table-slot-names+ '(keydown-table keyup-table mousedown-table mouseup-table mousemotion-table focus-table blur-table perframe-table)) (defmethod cleanup ((app application)) (loop for asset being the hash-value of (application-assets app) do (cleanup asset)) ;; drop all current handlers (let ((listener (listener app))) (dolist (table +listener-table-slot-names+) (setf (slot-value listener table) (make-hash-table :synchronized t)))) (loop for unit across (application-scene app) do (drop-unit unit) (cleanup unit)) (pre-exit-hooks)) (defun run-perframe (app) "Runs all of the handlers objects listening for perframe events if they are in the scene." (let ((table (perframe-table (listener app))) (time (sdl2:get-ticks))) (loop for target being the hash-key of table for handlers = (slot-value (listener target) 'perframe) ;; only fire perframe when target is in scene when (or (eq app target) (unit-in-scene-p target)) do (loop for handler in handlers do (funcall handler target time))))) (defmethod render ((app application)) (run-perframe app) (gl:clear-color 0.0 0.0 0.0 1.0) ;(gl:clear :depth-buffer-bit :color-buffer-bit) (gl:clear :color-buffer-bit) (gl:enable :blend) (gl:blend-func :src-alpha :one-minus-src-alpha ) (with-slots (scene) app (when (plusp (length scene)) (loop for unit across scene do (render unit)))) (sdl2:gl-swap-window (application-window app)) (sleep (frame-wait app)))