mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-07-16 01:59:41 +00:00
rename render/ files to UpperCamelCase to match client convention
The render/ tree was the only place in the client still using kebab-case filenames. Brings ~80 files in line with the rest of src/client/ (BuildPreviewController, TransformHandler, etc.). Directories kept as they were (name-pass/, fx-pass/, passes/, utils/, debug/) since the codebase already mixes those. Two collisions surfaced and got resolved: render/types/ is a directory, not a file, so its imports kept the lowercase form; and the sed pass incidentally normalized core/pathfinding imports, which had to be reverted since that file is actually lowercase on disk despite some imports having referenced it as ./Types under macOS case-insensitive resolution.
This commit is contained in:
@@ -0,0 +1,351 @@
|
||||
/**
|
||||
* GameView — public facade for the openfront-gl renderer.
|
||||
*
|
||||
* Wraps GPURenderer (rendering) and Camera (viewport math) as private
|
||||
* implementation details. Handles all user interaction: drag-to-pan,
|
||||
* wheel-to-zoom, click detection, hover tracking, and hit-testing.
|
||||
*
|
||||
* Consumers only touch GameView — they never import GPURenderer or Camera.
|
||||
*/
|
||||
|
||||
import type {
|
||||
AttackRingInput,
|
||||
BonusEvent,
|
||||
ConquestFx,
|
||||
DeadUnitFx,
|
||||
GhostPreviewData,
|
||||
NameEntry,
|
||||
NukeTelegraphData,
|
||||
NukeTrajectoryData,
|
||||
PlayerState,
|
||||
PlayerStatic,
|
||||
PlayerStatusData,
|
||||
RendererConfig,
|
||||
TilePair,
|
||||
UnitState,
|
||||
} from "../types";
|
||||
import type {
|
||||
GameViewEventMap,
|
||||
GameViewEventType,
|
||||
RadialMenuItem,
|
||||
} from "./Events";
|
||||
import type { SpawnCenter } from "./passes/SpawnOverlayPass";
|
||||
import { GPURenderer } from "./Renderer";
|
||||
import type { RenderSettings } from "./RenderSettings";
|
||||
|
||||
export class GameView {
|
||||
private renderer: GPURenderer;
|
||||
private resizeObs: ResizeObserver | null = null;
|
||||
|
||||
private listeners = new Map<string, Set<(e: unknown) => void>>();
|
||||
|
||||
constructor(
|
||||
canvas: HTMLCanvasElement,
|
||||
header: RendererConfig,
|
||||
terrainBytes: Uint8Array,
|
||||
paletteData: Float32Array,
|
||||
raf?: typeof requestAnimationFrame,
|
||||
caf?: typeof cancelAnimationFrame,
|
||||
) {
|
||||
this.renderer = new GPURenderer(
|
||||
canvas,
|
||||
header,
|
||||
terrainBytes,
|
||||
paletteData,
|
||||
raf,
|
||||
caf,
|
||||
);
|
||||
|
||||
this.resizeObs = new ResizeObserver((entries) => {
|
||||
for (const entry of entries) {
|
||||
const { width, height } = entry.contentRect;
|
||||
if (width > 0 && height > 0) this.renderer.resize(width, height);
|
||||
}
|
||||
});
|
||||
this.resizeObs.observe(canvas);
|
||||
|
||||
const rect = canvas.getBoundingClientRect();
|
||||
if (rect.width > 0) this.renderer.resize(rect.width, rect.height);
|
||||
}
|
||||
|
||||
// ---- Event system ----
|
||||
|
||||
on<K extends GameViewEventType>(
|
||||
event: K,
|
||||
handler: (e: GameViewEventMap[K]) => void,
|
||||
): void {
|
||||
let set = this.listeners.get(event);
|
||||
if (!set) {
|
||||
set = new Set();
|
||||
this.listeners.set(event, set);
|
||||
}
|
||||
set.add(handler as (e: unknown) => void);
|
||||
}
|
||||
|
||||
off<K extends GameViewEventType>(
|
||||
event: K,
|
||||
handler: (e: GameViewEventMap[K]) => void,
|
||||
): void {
|
||||
this.listeners.get(event)?.delete(handler as (e: unknown) => void);
|
||||
}
|
||||
|
||||
private emit<K extends GameViewEventType>(
|
||||
event: K,
|
||||
data: GameViewEventMap[K],
|
||||
): void {
|
||||
const set = this.listeners.get(event);
|
||||
if (set)
|
||||
for (const fn of set) (fn as (e: GameViewEventMap[K]) => void)(data);
|
||||
}
|
||||
|
||||
// ---- Radial menu ----
|
||||
|
||||
showRadialMenu(
|
||||
screenX: number,
|
||||
screenY: number,
|
||||
items: RadialMenuItem[],
|
||||
centerItem?: RadialMenuItem,
|
||||
): void {
|
||||
this.renderer.showRadialMenu(screenX, screenY, items, centerItem);
|
||||
}
|
||||
|
||||
hideRadialMenu(): void {
|
||||
this.renderer.hideRadialMenu();
|
||||
}
|
||||
|
||||
openRadialSubMenu(subItems: RadialMenuItem[]): void {
|
||||
this.renderer.openRadialSubMenu(subItems);
|
||||
}
|
||||
|
||||
goBackRadialMenu(): void {
|
||||
this.renderer.goBackRadialMenu();
|
||||
}
|
||||
|
||||
get radialMenuVisible(): boolean {
|
||||
return this.renderer.radialMenuVisible;
|
||||
}
|
||||
registerRadialMenuIcons(
|
||||
icons: { key: string; img: CanvasImageSource }[],
|
||||
): void {
|
||||
this.renderer.registerRadialMenuIcons(icons);
|
||||
}
|
||||
|
||||
// ---- Camera ----
|
||||
|
||||
screenToWorld(screenX: number, screenY: number): { x: number; y: number } {
|
||||
return this.renderer.screenToWorld(screenX, screenY);
|
||||
}
|
||||
|
||||
worldToScreen(worldX: number, worldY: number): { x: number; y: number } {
|
||||
return this.renderer.worldToScreen(worldX, worldY);
|
||||
}
|
||||
|
||||
panTo(worldX: number, worldY: number): void {
|
||||
this.renderer.panTo(worldX, worldY);
|
||||
}
|
||||
zoomTo(level: number): void {
|
||||
this.renderer.zoomTo(level);
|
||||
}
|
||||
fitMap(): void {
|
||||
this.renderer.fitMap();
|
||||
}
|
||||
focusOwner(ownerID: number): void {
|
||||
this.renderer.focusOwner(ownerID);
|
||||
}
|
||||
|
||||
focusBBox(
|
||||
minX: number,
|
||||
minY: number,
|
||||
maxX: number,
|
||||
maxY: number,
|
||||
padding?: number,
|
||||
): void {
|
||||
this.renderer.focusBBox(minX, minY, maxX, maxY, padding);
|
||||
}
|
||||
|
||||
getCameraState(): { x: number; y: number; z: number } {
|
||||
return this.renderer.getCameraState();
|
||||
}
|
||||
|
||||
setCameraState(x: number, y: number, z: number): void {
|
||||
this.renderer.setCameraState(x, y, z);
|
||||
}
|
||||
|
||||
getOwnerAtWorld(worldX: number, worldY: number): number {
|
||||
return this.renderer.getOwnerAtWorld(worldX, worldY);
|
||||
}
|
||||
|
||||
// ---- Data upload ----
|
||||
|
||||
applyFullFrame(
|
||||
tileState: Uint16Array,
|
||||
trailState: Uint8Array,
|
||||
nukeEvents?: Array<{ tick: number; tiles: number[] }>,
|
||||
currentTick?: number,
|
||||
): void {
|
||||
this.renderer.applyFullFrame(
|
||||
tileState,
|
||||
trailState,
|
||||
nukeEvents,
|
||||
currentTick,
|
||||
);
|
||||
}
|
||||
|
||||
applyFullTiles(tileState: Uint16Array, trailState: Uint8Array): void {
|
||||
this.renderer.applyFullTiles(tileState, trailState);
|
||||
}
|
||||
applyDelta(changedTiles: TilePair[], trailState: Uint8Array): void {
|
||||
this.renderer.applyDelta(changedTiles, trailState);
|
||||
}
|
||||
uploadLiveDelta(tileState: Uint16Array, changedTiles: TilePair[]): void {
|
||||
this.renderer.uploadLiveDelta(tileState, changedTiles);
|
||||
}
|
||||
uploadLiveTrailDelta(
|
||||
trailState: Uint8Array,
|
||||
dirtyRowMin: number,
|
||||
dirtyRowMax: number,
|
||||
): void {
|
||||
this.renderer.uploadLiveTrailDelta(trailState, dirtyRowMin, dirtyRowMax);
|
||||
}
|
||||
/** Upload full tile + trail state without resetting bloom (for live play). */
|
||||
uploadTileAndTrailState(
|
||||
tileState: Uint16Array,
|
||||
trailState: Uint8Array,
|
||||
): void {
|
||||
this.renderer.uploadTileAndTrailState(tileState, trailState);
|
||||
}
|
||||
updatePalette(paletteData: Float32Array): void {
|
||||
this.renderer.updatePalette(paletteData);
|
||||
}
|
||||
addPlayers(players: PlayerStatic[], paletteData: Float32Array): void {
|
||||
this.renderer.addPlayers(players, paletteData);
|
||||
}
|
||||
uploadRailroadState(data: Uint8Array): void {
|
||||
this.renderer.uploadRailroadState(data);
|
||||
}
|
||||
updateUnits(units: Map<number, UnitState>, gameTick: number): void {
|
||||
this.renderer.updateUnits(units, gameTick);
|
||||
}
|
||||
updateNames(
|
||||
names: Map<string, NameEntry>,
|
||||
players: Map<number, PlayerState>,
|
||||
snap: boolean,
|
||||
statusData?: Map<number, PlayerStatusData>,
|
||||
): void {
|
||||
this.renderer.updateNames(names, players, snap, statusData);
|
||||
}
|
||||
updateRelations(data: Uint8Array, size: number): void {
|
||||
this.renderer.updateRelations(data, size);
|
||||
}
|
||||
updateStructures(units: Map<number, UnitState>): void {
|
||||
this.renderer.updateStructures(units);
|
||||
}
|
||||
applyDeadUnits(deadUnits: DeadUnitFx[]): void {
|
||||
this.renderer.applyDeadUnits(deadUnits);
|
||||
}
|
||||
applyConquestEvents(events: ConquestFx[]): void {
|
||||
this.renderer.applyConquestEvents(events);
|
||||
}
|
||||
applyBonusEvents(events: BonusEvent[]): void {
|
||||
this.renderer.applyBonusEvents(events);
|
||||
}
|
||||
applyRailroadDust(tileRefs: number[]): void {
|
||||
this.renderer.applyRailroadDust(tileRefs);
|
||||
}
|
||||
updateAttackRings(rings: AttackRingInput[]): void {
|
||||
this.renderer.updateAttackRings(rings);
|
||||
}
|
||||
clearFx(): void {
|
||||
this.renderer.clearFx();
|
||||
}
|
||||
setFxTimeFn(fn: () => number): void {
|
||||
this.renderer.setFxTimeFn(fn);
|
||||
}
|
||||
|
||||
/** Update ghost structure preview (build-mode visualization). null = clear. */
|
||||
updateGhostPreview(data: GhostPreviewData | null): void {
|
||||
this.renderer.updateGhostPreview(data);
|
||||
}
|
||||
|
||||
// ---- Nuke UI ----
|
||||
|
||||
/** Update nuke trajectory preview arc. null = hide. */
|
||||
updateNukeTrajectory(data: NukeTrajectoryData | null): void {
|
||||
this.renderer.updateNukeTrajectory(data);
|
||||
}
|
||||
|
||||
/** Update in-flight nuke target telegraph circles. */
|
||||
updateNukeTelegraphs(data: NukeTelegraphData[]): void {
|
||||
this.renderer.updateNukeTelegraphs(data);
|
||||
}
|
||||
|
||||
/** Update spawn phase overlay (tile highlights + breathing rings). */
|
||||
updateSpawnOverlay(inSpawnPhase: boolean, centers: SpawnCenter[]): void {
|
||||
this.renderer.updateSpawnOverlay(inSpawnPhase, centers);
|
||||
}
|
||||
|
||||
// ---- Selection box ----
|
||||
|
||||
/** Show/hide the stippled selection box around a unit (warship selection). */
|
||||
setSelectedUnit(unitId: number | null): void {
|
||||
this.renderer.setSelectedUnit(unitId);
|
||||
}
|
||||
|
||||
/** Set multiple selected units (multi-select). Pass [] to clear. */
|
||||
setSelectedUnits(unitIds: readonly number[]): void {
|
||||
this.renderer.setSelectedUnits(unitIds);
|
||||
}
|
||||
|
||||
/** Flash converging-chevron animation at a warship move target. */
|
||||
showMoveIndicator(tileX: number, tileY: number, ownerID: number): void {
|
||||
this.renderer.showMoveIndicator(tileX, tileY, ownerID);
|
||||
}
|
||||
|
||||
// ---- SAM radius (replay) ----
|
||||
|
||||
setSAMRadiusVisible(visible: boolean): void {
|
||||
this.renderer.setSAMRadiusVisible(visible);
|
||||
}
|
||||
setSAMPerspective(playerID: number, allies: Set<number>): void {
|
||||
this.renderer.setSAMPerspective(playerID, allies);
|
||||
}
|
||||
setSAMColorMode(mode: "perspective" | "owner"): void {
|
||||
this.renderer.setSAMColorMode(mode);
|
||||
}
|
||||
setSAMAllianceClusters(clusters: Map<number, number>): void {
|
||||
this.renderer.setSAMAllianceClusters(clusters);
|
||||
}
|
||||
|
||||
// ---- Other ----
|
||||
|
||||
setLocalPlayerID(id: number): void {
|
||||
this.renderer.setLocalPlayerID(id);
|
||||
}
|
||||
setHighlightOwner(ownerID: number): void {
|
||||
this.renderer.setHighlightOwner(ownerID);
|
||||
}
|
||||
setHighlightStructureTypes(unitTypes: string[] | null): void {
|
||||
this.renderer.setHighlightStructureTypes(unitTypes);
|
||||
}
|
||||
getSettings(): RenderSettings {
|
||||
return this.renderer.getSettings();
|
||||
}
|
||||
get fps(): number {
|
||||
return this.renderer.fps;
|
||||
}
|
||||
set onFrame(cb: ((ms: number) => void) | null) {
|
||||
this.renderer.onFrame = cb;
|
||||
}
|
||||
set afterRender(cb: ((canvas: HTMLCanvasElement) => void) | null) {
|
||||
this.renderer.afterRender = cb;
|
||||
}
|
||||
|
||||
// ---- Lifecycle ----
|
||||
|
||||
dispose(): void {
|
||||
this.resizeObs?.disconnect();
|
||||
this.resizeObs = null;
|
||||
this.listeners.clear();
|
||||
this.renderer.dispose();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user