Files
OpenFrontIO/src/client/render/gl/GameView.ts
T
evanpelle 1dd00f6264 push terrain deltas to the WebGL view so water nukes show
Terrain was uploaded once at game start and treated as static — water
nukes (land → water conversion) mutated the sim's terrain bytes but
the rendered terrain stayed dry.

Plumbed a delta path: TerrainPass and RailroadPass each get
applyTerrainDelta(refs, bytes), Renderer + GameView forward, and
WebGLFrameBuilder pushes each tick from gameView.recentlyUpdatedTerrainTiles().
Per-tile encoding is shared via the new encodeTerrainTile helper in
ColorUtils so the startup full-map build and the per-tile delta updates
can't drift.
2026-05-18 11:08:09 -07:00

359 lines
9.8 KiB
TypeScript

/**
* 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);
}
/** Refresh terrain texels whose underlying terrain byte changed (water nukes). */
applyTerrainDelta(refs: readonly number[], terrainBytes: Uint8Array): void {
this.renderer.applyTerrainDelta(refs, terrainBytes);
}
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);
}
setAltView(active: boolean): void {
this.renderer.setAltView(active);
}
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();
}
}