rgame 0.4.0-x86_64-linux-gnu

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Files changed (239) hide show
  1. checksums.yaml +7 -0
  2. data/CHANGELOG.md +251 -0
  3. data/LICENSE +26 -0
  4. data/README.md +325 -0
  5. data/docs/api/README.md +224 -0
  6. data/docs/api/app.md +249 -0
  7. data/docs/api/assets.md +463 -0
  8. data/docs/api/audio.md +249 -0
  9. data/docs/api/cli.md +259 -0
  10. data/docs/api/components.md +1112 -0
  11. data/docs/api/drawing.md +398 -0
  12. data/docs/api/examples.md +263 -0
  13. data/docs/api/game.md +219 -0
  14. data/docs/api/images.md +118 -0
  15. data/docs/api/input.md +476 -0
  16. data/docs/api/internals.md +289 -0
  17. data/docs/api/localization.md +285 -0
  18. data/docs/api/scene_graph.md +539 -0
  19. data/docs/api/signals.md +147 -0
  20. data/docs/api/systems.md +231 -0
  21. data/docs/api/text.md +133 -0
  22. data/docs/api/tile_maps.md +237 -0
  23. data/docs/api/toolbox.md +493 -0
  24. data/docs/api/ui.md +927 -0
  25. data/docs/api/values.md +316 -0
  26. data/examples/assets/README.md +322 -0
  27. data/examples/assets/blip.ogg +0 -0
  28. data/examples/assets/glyphs.json +5 -0
  29. data/examples/assets/glyphs.png +0 -0
  30. data/examples/assets/hero.json +12 -0
  31. data/examples/assets/hero.png +0 -0
  32. data/examples/assets/icons.json +13 -0
  33. data/examples/assets/icons.png +0 -0
  34. data/examples/assets/music.ogg +0 -0
  35. data/examples/assets/skills.json +10 -0
  36. data/examples/assets/skills.png +0 -0
  37. data/examples/assets/tileset.png +0 -0
  38. data/examples/assets/tileset.tsx +65 -0
  39. data/examples/assets/town.tmx +26 -0
  40. data/examples/assets/ui.json +11 -0
  41. data/examples/assets/ui.png +0 -0
  42. data/examples/collision/locales/en.yml +8 -0
  43. data/examples/collision/main.rb +316 -0
  44. data/examples/collision_tiles/locales/en.yml +9 -0
  45. data/examples/collision_tiles/main.rb +274 -0
  46. data/examples/fullscreen/locales/en.yml +10 -0
  47. data/examples/fullscreen/main.rb +216 -0
  48. data/examples/game_menu/locales/en.yml +8 -0
  49. data/examples/game_menu/main.rb +170 -0
  50. data/examples/input_glyphs/locales/en.yml +14 -0
  51. data/examples/input_glyphs/main.rb +213 -0
  52. data/examples/jump_topdown/locales/en.yml +9 -0
  53. data/examples/jump_topdown/main.rb +178 -0
  54. data/examples/localization/locales/de.yml +12 -0
  55. data/examples/localization/locales/en.yml +13 -0
  56. data/examples/localization/main.rb +158 -0
  57. data/examples/menu_navigation/locales/en.yml +23 -0
  58. data/examples/menu_navigation/main.rb +365 -0
  59. data/examples/music/locales/en.yml +7 -0
  60. data/examples/music/main.rb +134 -0
  61. data/examples/pathfinding/locales/en.yml +17 -0
  62. data/examples/pathfinding/main.rb +298 -0
  63. data/examples/pooling/locales/en.yml +7 -0
  64. data/examples/pooling/main.rb +259 -0
  65. data/examples/quick_wheel/locales/en.yml +16 -0
  66. data/examples/quick_wheel/main.rb +184 -0
  67. data/examples/radial_menu/locales/en.yml +16 -0
  68. data/examples/radial_menu/main.rb +184 -0
  69. data/examples/save_load/locales/en.yml +11 -0
  70. data/examples/save_load/main.rb +207 -0
  71. data/examples/save_load_ids/locales/en.yml +11 -0
  72. data/examples/save_load_ids/main.rb +322 -0
  73. data/examples/scroll_map/locales/en.yml +4 -0
  74. data/examples/scroll_map/main.rb +140 -0
  75. data/examples/signals/locales/en.yml +6 -0
  76. data/examples/signals/main.rb +278 -0
  77. data/examples/skill_bar/locales/en.yml +14 -0
  78. data/examples/skill_bar/main.rb +159 -0
  79. data/examples/sound/locales/en.yml +6 -0
  80. data/examples/sound/main.rb +122 -0
  81. data/examples/split_screen/locales/en.yml +9 -0
  82. data/examples/split_screen/main.rb +304 -0
  83. data/examples/sprite/locales/en.yml +8 -0
  84. data/examples/sprite/main.rb +180 -0
  85. data/examples/timer/locales/en.yml +12 -0
  86. data/examples/timer/main.rb +273 -0
  87. data/examples/velocity/locales/en.yml +6 -0
  88. data/examples/velocity/main.rb +196 -0
  89. data/examples/walk/locales/en.yml +4 -0
  90. data/examples/walk/main.rb +99 -0
  91. data/exe/rgame +9 -0
  92. data/lib/rgame/boot.rb +3 -0
  93. data/lib/rgame/cli/new_project.rb +139 -0
  94. data/lib/rgame/cli/templates/Gemfile.tt +23 -0
  95. data/lib/rgame/cli/templates/README.md.tt +93 -0
  96. data/lib/rgame/cli/templates/Rakefile.tt +9 -0
  97. data/lib/rgame/cli/templates/assets/locales/en.yml.tt +10 -0
  98. data/lib/rgame/cli/templates/game.rb.tt +23 -0
  99. data/lib/rgame/cli/templates/gitignore.tt +12 -0
  100. data/lib/rgame/cli/templates/main.rb.tt +11 -0
  101. data/lib/rgame/cli/templates/nodes/root.rb.tt +24 -0
  102. data/lib/rgame/cli/templates/rspec.tt +2 -0
  103. data/lib/rgame/cli/templates/rubocop.yml.tt +75 -0
  104. data/lib/rgame/cli/templates/ruby-version.tt +1 -0
  105. data/lib/rgame/cli/templates/spec/locales_spec.rb.tt +18 -0
  106. data/lib/rgame/cli/templates/spec/nodes/root_spec.rb.tt +18 -0
  107. data/lib/rgame/cli/templates/spec/spec_helper.rb.tt +37 -0
  108. data/lib/rgame/cli.rb +66 -0
  109. data/lib/rgame/core/app.rb +46 -0
  110. data/lib/rgame/core/asset_manager.rb +206 -0
  111. data/lib/rgame/core/audio.rb +145 -0
  112. data/lib/rgame/core/font.rb +46 -0
  113. data/lib/rgame/core/gamepad.rb +55 -0
  114. data/lib/rgame/core/image.rb +55 -0
  115. data/lib/rgame/core/input.rb +71 -0
  116. data/lib/rgame/core/locale.rb +22 -0
  117. data/lib/rgame/core/nine_slice.rb +142 -0
  118. data/lib/rgame/core/recording.rb +54 -0
  119. data/lib/rgame/core/renderer.rb +354 -0
  120. data/lib/rgame/core/sprite_sheet.rb +105 -0
  121. data/lib/rgame/core/tile_map_renderer.rb +172 -0
  122. data/lib/rgame/core/ui_atlas.rb +101 -0
  123. data/lib/rgame/core/virtual_gamepad.rb +26 -0
  124. data/lib/rgame/core.rb +18 -0
  125. data/lib/rgame/core_ext.so +0 -0
  126. data/lib/rgame/engine/actor_blockers.rb +131 -0
  127. data/lib/rgame/engine/animation_set.rb +50 -0
  128. data/lib/rgame/engine/animator.rb +44 -0
  129. data/lib/rgame/engine/audio_bus.rb +24 -0
  130. data/lib/rgame/engine/audio_director.rb +59 -0
  131. data/lib/rgame/engine/bounds_blockers.rb +74 -0
  132. data/lib/rgame/engine/camera.rb +78 -0
  133. data/lib/rgame/engine/circle_collider.rb +34 -0
  134. data/lib/rgame/engine/collision_box.rb +59 -0
  135. data/lib/rgame/engine/collision_system.rb +132 -0
  136. data/lib/rgame/engine/component.rb +64 -0
  137. data/lib/rgame/engine/components/action_trigger.rb +40 -0
  138. data/lib/rgame/engine/components/animated_sprite.rb +71 -0
  139. data/lib/rgame/engine/components/box_collider.rb +99 -0
  140. data/lib/rgame/engine/components/camera_follow.rb +45 -0
  141. data/lib/rgame/engine/components/character_body.rb +50 -0
  142. data/lib/rgame/engine/components/circle_collider.rb +80 -0
  143. data/lib/rgame/engine/components/collision_world.rb +231 -0
  144. data/lib/rgame/engine/components/despawn_offscreen.rb +42 -0
  145. data/lib/rgame/engine/components/feet_collider.rb +61 -0
  146. data/lib/rgame/engine/components/hop.rb +76 -0
  147. data/lib/rgame/engine/components/identity.rb +73 -0
  148. data/lib/rgame/engine/components/mover.rb +285 -0
  149. data/lib/rgame/engine/components/navigator.rb +145 -0
  150. data/lib/rgame/engine/components/path_follow.rb +176 -0
  151. data/lib/rgame/engine/components/player_controller.rb +27 -0
  152. data/lib/rgame/engine/components/pool.rb +53 -0
  153. data/lib/rgame/engine/components/screen_wrap.rb +49 -0
  154. data/lib/rgame/engine/components/sprite.rb +47 -0
  155. data/lib/rgame/engine/components/targeting.rb +52 -0
  156. data/lib/rgame/engine/components/thrust_controller.rb +65 -0
  157. data/lib/rgame/engine/components/tile_world.rb +109 -0
  158. data/lib/rgame/engine/components/timer.rb +75 -0
  159. data/lib/rgame/engine/components/velocity.rb +43 -0
  160. data/lib/rgame/engine/components/wander_controller.rb +64 -0
  161. data/lib/rgame/engine/components/world.rb +133 -0
  162. data/lib/rgame/engine/contact_set.rb +74 -0
  163. data/lib/rgame/engine/culling.rb +45 -0
  164. data/lib/rgame/engine/debug_overlay.rb +111 -0
  165. data/lib/rgame/engine/i18n/plural.rb +45 -0
  166. data/lib/rgame/engine/i18n/plural_rules.rb +82 -0
  167. data/lib/rgame/engine/i18n/template.rb +59 -0
  168. data/lib/rgame/engine/i18n.rb +322 -0
  169. data/lib/rgame/engine/input/action_mapper.rb +100 -0
  170. data/lib/rgame/engine/input/actions.rb +92 -0
  171. data/lib/rgame/engine/input/input_map.rb +196 -0
  172. data/lib/rgame/engine/layout.rb +82 -0
  173. data/lib/rgame/engine/nav_grid.rb +87 -0
  174. data/lib/rgame/engine/node2d.rb +555 -0
  175. data/lib/rgame/engine/path.rb +76 -0
  176. data/lib/rgame/engine/player.rb +69 -0
  177. data/lib/rgame/engine/player_layer.rb +70 -0
  178. data/lib/rgame/engine/players.rb +205 -0
  179. data/lib/rgame/engine/pool.rb +51 -0
  180. data/lib/rgame/engine/presentation.rb +171 -0
  181. data/lib/rgame/engine/scene/scene_stack.rb +87 -0
  182. data/lib/rgame/engine/sealed_privates.rb +54 -0
  183. data/lib/rgame/engine/signal.rb +75 -0
  184. data/lib/rgame/engine/spatial_hash.rb +116 -0
  185. data/lib/rgame/engine/text.rb +194 -0
  186. data/lib/rgame/engine/tile_blockers.rb +63 -0
  187. data/lib/rgame/engine/tile_map.rb +147 -0
  188. data/lib/rgame/engine/tile_map_layer.rb +82 -0
  189. data/lib/rgame/engine/tileset.rb +99 -0
  190. data/lib/rgame/engine/timer.rb +51 -0
  191. data/lib/rgame/engine/ui/button.rb +248 -0
  192. data/lib/rgame/engine/ui/column.rb +20 -0
  193. data/lib/rgame/engine/ui/icon_button.rb +93 -0
  194. data/lib/rgame/engine/ui/menu.rb +290 -0
  195. data/lib/rgame/engine/ui/navigation.rb +57 -0
  196. data/lib/rgame/engine/ui/nine_slice_style.rb +50 -0
  197. data/lib/rgame/engine/ui/option_button.rb +163 -0
  198. data/lib/rgame/engine/ui/panel_button.rb +32 -0
  199. data/lib/rgame/engine/ui/panel_menu.rb +36 -0
  200. data/lib/rgame/engine/ui/pointing.rb +146 -0
  201. data/lib/rgame/engine/ui/radial_menu.rb +85 -0
  202. data/lib/rgame/engine/ui/ring.rb +55 -0
  203. data/lib/rgame/engine/ui/row.rb +21 -0
  204. data/lib/rgame/engine/ui/shape_style.rb +102 -0
  205. data/lib/rgame/engine/ui/stack.rb +58 -0
  206. data/lib/rgame/engine/ui/stepping.rb +93 -0
  207. data/lib/rgame/engine/ui/text_button.rb +59 -0
  208. data/lib/rgame/engine/view.rb +76 -0
  209. data/lib/rgame/engine/viewports.rb +171 -0
  210. data/lib/rgame/engine/world_view.rb +71 -0
  211. data/lib/rgame/engine.rb +86 -0
  212. data/lib/rgame/fonts/LiberationSans-Regular.ttf +0 -0
  213. data/lib/rgame/fonts/OFL.txt +102 -0
  214. data/lib/rgame/game.rb +271 -0
  215. data/lib/rgame/rubocop/cop/game/draw_in_local_space.rb +103 -0
  216. data/lib/rgame/rubocop/cop/game/hot_path.rb +36 -0
  217. data/lib/rgame/rubocop/cop/game/layer_boundary.rb +43 -0
  218. data/lib/rgame/rubocop/cop/game/no_core_in_engine_layer.rb +100 -0
  219. data/lib/rgame/rubocop/cop/game/no_engine_in_core_layer.rb +84 -0
  220. data/lib/rgame/rubocop/cop/game/no_interpolation_in_hot_path.rb +50 -0
  221. data/lib/rgame/rubocop/cop/game/no_literal_text.rb +41 -0
  222. data/lib/rgame/rubocop/cop/game/no_needless_allocation.rb +112 -0
  223. data/lib/rgame/rubocop/default.yml +39 -0
  224. data/lib/rgame/rubocop/plugin.rb +45 -0
  225. data/lib/rgame/rubocop.rb +11 -0
  226. data/lib/rgame/util/color.rb +23 -0
  227. data/lib/rgame/util/controls.rb +169 -0
  228. data/lib/rgame/util/route_search.rb +27 -0
  229. data/lib/rgame/util/save_file.rb +107 -0
  230. data/lib/rgame/util/solid_grid.rb +37 -0
  231. data/lib/rgame/util/tensor.rb +3 -0
  232. data/lib/rgame/util/tile_sweep.rb +36 -0
  233. data/lib/rgame/util/z.rb +123 -0
  234. data/lib/rgame/util.rb +10 -0
  235. data/lib/rgame/util_ext.so +0 -0
  236. data/lib/rgame/version.rb +12 -0
  237. data/lib/rgame.rb +5 -0
  238. data/licenses/SDL2/LICENSE.txt +18 -0
  239. metadata +309 -0
@@ -0,0 +1,41 @@
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+ # frozen_string_literal: true
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+
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+ module RuboCop
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+ module Cop
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+ module Game
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+ # Flag a String literal drawn or measured as a label: the first argument of
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+ # `text` or `text_width`, on any receiver.
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+ #
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+ # Text a player reads belongs in a translation table, where `RGame::Game`
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+ # loads it and a language switch reaches it. A literal at the call site is
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+ # the one place no table can: it shows the same words in every language, and
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+ # it is the form a reader copies out of an example. Build an `Engine::Text`
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+ # from a key once, off the per-frame path, and pass it as it is.
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+ #
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+ # This sees the call site only. A constant or ivar holding a String passes,
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+ # so a table of Strings chosen by state is not caught; whether a constant
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+ # holds words is not a question syntax can answer.
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+ #
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+ # @example
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+ # # bad
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+ # renderer.text('Press Space to jump', 12, 12)
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+ # renderer.text("Lives: #{lives}", 12, 34)
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+ #
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+ # # good
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+ # @help = Engine::Text.new('help.jump') # in initialize
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+ # renderer.text(@help, 12, 12)
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+ class NoLiteralText < RuboCop::Cop::Base
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+ MSG = 'Draw an Engine::Text built from a key, not a String literal: ' \
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+ 'text a player reads belongs in a translation table.'
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+
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+ RESTRICT_ON_SEND = %i[text text_width].freeze
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+
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+ def on_send(node)
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+ label = node.first_argument
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+ add_offense(label) if label&.type?(:str, :dstr)
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+ end
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+ alias on_csend on_send
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+ end
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+ end
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+ end
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+ end
@@ -0,0 +1,112 @@
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+ # frozen_string_literal: true
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+
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+ require_relative 'hot_path'
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+
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+ module RuboCop
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+ module Cop
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+ module Game
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+ # Flag fresh Array / Range literals that are needless per-frame allocations.
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+ #
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+ # Two triggers:
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+ # * Anywhere — a literal used as a method-call *receiver*: `[a, b].sum`,
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+ # `(a..b).any? { ... }`. Each call allocates the collection just to reduce or
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+ # iterate it; compare directly or loop with an index instead.
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+ # * Inside a per-frame method (a lifecycle hook or a `# hot-path`-tagged helper) —
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+ # *any* Array/Range literal, e.g. returning `[x, y, w, h]` for the caller to
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+ # decompose. Expose the parts separately (see `Engine::AnimationSet` row/col/flip_x).
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+ #
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+ # Allowed: an empty `[]` (idiomatic mutable-state seed), a frozen `[...].freeze`
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+ # (allocated once), a parallel-assignment RHS (`a, b = c, d`, which the VM does
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+ # not allocate), and the four sends the VM rewrites to `opt_newarray_send`.
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+ #
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+ # That last one is not a concession, it is a correction. `[a, b].min` compiles to
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+ # a single `opt_newarray_send` instruction that reads the operands off the stack
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+ # and never builds an Array — measured at 0 allocations over 200,000 calls, and
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+ # visible in `RubyVM::InstructionSequence.compile("[a, b].min").disasm`. Flagging
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+ # it cost real clarity: `Style/MinMaxComparison` asks for exactly this form, so
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+ # code was being written around a conflict that does not exist.
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+ #
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+ # The optimisation is narrow, which is why OPTIMISED_SENDS is a list rather than a
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+ # guess. `sum`, `first`, `last` and everything else still emit a plain `newarray`,
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+ # and even `min` falls back to one the moment it is given a block or an argument
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+ # (`[a, b].min { ... }`, `[a, b].min(1)`). Ranges never had an Array to build.
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+ class NoNeedlessAllocation < RuboCop::Cop::Base
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+ include HotPath
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+
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+ MSG_RECEIVER = 'Needless %{kind} allocation: this literal is built every call ' \
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+ 'just to call `%{method}` on it — rewrite without the literal.'
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+
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+ OPTIMISED_SENDS = { min: 0, max: 0, hash: 0, include?: 1 }.freeze
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+ MSG_HOT_PATH = 'Needless %{kind} allocation in a per-frame method: this literal ' \
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+ 'is built every frame — build it once or expose the parts directly.'
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+
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+ def on_array(node)
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+ check(node, 'array')
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+ end
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+
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+ def on_irange(node)
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+ check(node, 'range')
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+ end
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+
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+ def on_erange(node)
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+ check(node, 'range')
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+ end
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+
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+ private
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+
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+ def check(node, kind)
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+ return if allowed?(node)
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+
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+ send = receiving_send(node)
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+ if send
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+ add_offense(node, message: format(MSG_RECEIVER, kind: kind, method: send.method_name))
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+ elsif in_hot_path?(node)
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+ add_offense(node, message: format(MSG_HOT_PATH, kind: kind))
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+ end
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+ end
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+
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+ def allowed?(node)
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+ return true if node.array_type? && node.children.empty?
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+ return true if frozen?(node)
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+ return true if node.parent&.masgn_type?
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+ return true if optimised_send?(node)
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+
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+ false
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+ end
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+
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+ def optimised_send?(node)
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+ return false unless node.array_type?
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+ return false if node.children.any?(&:splat_type?)
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+
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+ send = receiving_send(node)
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+ return false if send.nil? || send.block_node
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+
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+ arity = OPTIMISED_SENDS[send.method_name]
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+ !arity.nil? && send.arguments.size == arity
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+ end
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+
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+ def frozen?(node)
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+ send = receiving_send(node)
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+ send&.method?(:freeze)
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+ end
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+
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+ def receiving_send(node)
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+ receiver = node
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+ parent = node.parent
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+ if parent&.begin_type? && parent.children.one?
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+ receiver = parent
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+ parent = parent.parent
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+ end
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+ return unless parent&.send_type? && parent.receiver == receiver
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+
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+ parent
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+ end
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+
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+ def in_hot_path?(node)
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+ enclosing = node.each_ancestor(:def).first
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+ enclosing && hot_path_def?(enclosing)
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+ end
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+ end
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+ end
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+ end
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+ end
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+ # The Game/ cops' defaults, for any project that loads the plugin. Each cop's
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+ # class comment, under cop/game/, says what it catches and why.
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+ #
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+ # Specs are test code: their draw stubs and fixture arrays are not a per-frame
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+ # path the game ships, so the two allocation guards skip them. The draw-space
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+ # and translation rules still apply there, because a spec that draws in the
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+ # wrong place describes a game that does too.
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+ #
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+ # The two layer cops are off by default. Each needs to be told which files form
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+ # a layer, and that is a fact about a project's layout rather than about rgame.
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+ # A project from `rgame new` enables NoCoreInEngineLayer for its nodes/ and spec/.
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+
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+ Game/DrawInLocalSpace:
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+ Description: A node's draw methods must not read its own position, which is already applied.
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+ Enabled: true
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+
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+ Game/NoInterpolationInHotPath:
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+ Description: No string interpolation in a per-frame method.
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+ Enabled: true
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+ Exclude:
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+ - '**/spec/**/*'
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+
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+ Game/NoNeedlessAllocation:
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+ Description: No throwaway Array or Range literal on a per-frame path.
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+ Enabled: true
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+ Exclude:
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+ - '**/spec/**/*'
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+
29
+ Game/NoLiteralText:
30
+ Description: Draw text from a translation key, not a String literal.
31
+ Enabled: true
32
+
33
+ Game/NoCoreInEngineLayer:
34
+ Description: Headless code must not name or require RGame::Core.
35
+ Enabled: false
36
+
37
+ Game/NoEngineInCoreLayer:
38
+ Description: RGame::Core must not name or require the engine layer.
39
+ Enabled: false
@@ -0,0 +1,45 @@
1
+ # frozen_string_literal: true
2
+
3
+ require_relative '../version'
4
+
5
+ module RuboCop
6
+ module Game
7
+ # Hands RuboCop the `Game/` cops' default configuration, in `default.yml`
8
+ # beside this file.
9
+ #
10
+ # A project loads it by path and class, from `.rubocop.yml`:
11
+ #
12
+ # plugins:
13
+ # - rgame/rubocop:
14
+ # plugin_class_name: RuboCop::Game::Plugin
15
+ #
16
+ # The bare gem name would make RuboCop `require 'rgame'` and load the whole
17
+ # engine, compiled extension included, just to lint. `lint_roller` comes
18
+ # with every RuboCop that supports plugins, so the gem needs no dependency.
19
+ #
20
+ # It lives under `RuboCop` rather than `RGame`, like every other RuboCop
21
+ # extension, because RuboCop's process is the only one that loads it.
22
+ class Plugin < LintRoller::Plugin
23
+ def about
24
+ LintRoller::About.new(
25
+ name: 'rgame',
26
+ version: RGame::VERSION,
27
+ homepage: 'https://github.com/psuessenb/rgame',
28
+ description: 'Per-frame allocation, draw-space, layering and translation rules for rgame games.'
29
+ )
30
+ end
31
+
32
+ def supported?(context)
33
+ context.engine == :rubocop
34
+ end
35
+
36
+ def rules(_context)
37
+ LintRoller::Rules.new(
38
+ type: :path,
39
+ config_format: :rubocop,
40
+ value: File.join(__dir__, 'default.yml')
41
+ )
42
+ end
43
+ end
44
+ end
45
+ end
@@ -0,0 +1,11 @@
1
+ # frozen_string_literal: true
2
+
3
+ require 'lint_roller'
4
+
5
+ require_relative 'rubocop/plugin'
6
+ require_relative 'rubocop/cop/game/draw_in_local_space'
7
+ require_relative 'rubocop/cop/game/no_core_in_engine_layer'
8
+ require_relative 'rubocop/cop/game/no_engine_in_core_layer'
9
+ require_relative 'rubocop/cop/game/no_interpolation_in_hot_path'
10
+ require_relative 'rubocop/cop/game/no_literal_text'
11
+ require_relative 'rubocop/cop/game/no_needless_allocation'
@@ -0,0 +1,23 @@
1
+ # frozen_string_literal: true
2
+
3
+ require 'rgame/util_ext'
4
+
5
+ module RGame
6
+ module Util
7
+ class Color
8
+ RED = new(255, 0, 0)
9
+ GREEN = new(0, 255, 0)
10
+ BLUE = new(0, 0, 255)
11
+ YELLOW = new(255, 255, 0)
12
+ CYAN = new(0, 255, 255)
13
+ MAGENTA = new(255, 0, 255)
14
+ ORANGE = new(255, 165, 0)
15
+ PURPLE = new(128, 0, 128)
16
+ BROWN = new(139, 69, 19)
17
+ PINK = new(255, 192, 203)
18
+ GRAY = new(128, 128, 128)
19
+ LIGHT_GRAY = new(192, 192, 192)
20
+ DARK_GRAY = new(64, 64, 64)
21
+ end
22
+ end
23
+ end
@@ -0,0 +1,169 @@
1
+ # frozen_string_literal: true
2
+
3
+ module RGame
4
+ module Util
5
+ # The vocabulary of physical inputs: which integer means "the left arrow
6
+ # key", "the A button", "the left stick's X axis", "player 2's controller".
7
+ #
8
+ # These are values — plain integers with no window, GPU or OS handle behind
9
+ # them — so they live in Util rather than Core. That is what lets the engine
10
+ # layer and a game's own configuration name a physical input without
11
+ # touching RGame::Core, which they may not do:
12
+ #
13
+ # controls = RGame::Util::Controls
14
+ # map = RGame::Engine::InputMap.default.merge(
15
+ # fire: { buttons: [controls::KEY_SPACE, controls::PAD_A] }
16
+ # )
17
+ #
18
+ # This module is the **vocabulary** only. What an id *means* to a game — the
19
+ # binding table — is RGame::Engine::InputMap, one per player, because two
20
+ # players share a game's actions but not the buttons that trigger them.
21
+ #
22
+ # The same numbers exist as `#define`s in
23
+ # ext/rgame_core/include/rgame/core.h, because the C engine and the
24
+ # standalone binary need them too and cannot see Ruby. Two definitions means
25
+ # a drift risk, so it is checked: the C side is tied to SDL's own scancodes
26
+ # by _Static_assert at compile time, and spec/rgame/util/controls_spec.rb
27
+ # parses that header and compares every value here against it.
28
+ module Controls
29
+ KEY_A = 4
30
+ KEY_B = 5
31
+ KEY_C = 6
32
+ KEY_D = 7
33
+ KEY_E = 8
34
+ KEY_F = 9
35
+ KEY_G = 10
36
+ KEY_H = 11
37
+ KEY_I = 12
38
+ KEY_J = 13
39
+ KEY_K = 14
40
+ KEY_L = 15
41
+ KEY_M = 16
42
+ KEY_N = 17
43
+ KEY_O = 18
44
+ KEY_P = 19
45
+ KEY_Q = 20
46
+ KEY_R = 21
47
+ KEY_S = 22
48
+ KEY_T = 23
49
+ KEY_U = 24
50
+ KEY_V = 25
51
+ KEY_W = 26
52
+ KEY_X = 27
53
+ KEY_Y = 28
54
+ KEY_Z = 29
55
+
56
+ KEY_1 = 30
57
+ KEY_2 = 31
58
+ KEY_3 = 32
59
+ KEY_4 = 33
60
+ KEY_5 = 34
61
+ KEY_6 = 35
62
+ KEY_7 = 36
63
+ KEY_8 = 37
64
+ KEY_9 = 38
65
+ KEY_0 = 39
66
+
67
+ KEY_RETURN = 40
68
+ KEY_ESCAPE = 41
69
+ KEY_BACKSPACE = 42
70
+ KEY_TAB = 43
71
+ KEY_SPACE = 44
72
+
73
+ KEY_MINUS = 45
74
+ KEY_EQUALS = 46
75
+ KEY_LEFTBRACKET = 47
76
+ KEY_RIGHTBRACKET = 48
77
+ KEY_BACKSLASH = 49
78
+ KEY_SEMICOLON = 51
79
+ KEY_APOSTROPHE = 52
80
+ KEY_GRAVE = 53
81
+ KEY_COMMA = 54
82
+ KEY_PERIOD = 55
83
+ KEY_SLASH = 56
84
+
85
+ KEY_CAPSLOCK = 57
86
+ KEY_F1 = 58
87
+ KEY_F2 = 59
88
+ KEY_F3 = 60
89
+ KEY_F4 = 61
90
+ KEY_F5 = 62
91
+ KEY_F6 = 63
92
+ KEY_F7 = 64
93
+ KEY_F8 = 65
94
+ KEY_F9 = 66
95
+ KEY_F10 = 67
96
+ KEY_F11 = 68
97
+ KEY_F12 = 69
98
+
99
+ KEY_INSERT = 73
100
+ KEY_HOME = 74
101
+ KEY_PAGEUP = 75
102
+ KEY_DELETE = 76
103
+ KEY_END = 77
104
+ KEY_PAGEDOWN = 78
105
+
106
+ KEY_RIGHT = 79
107
+ KEY_LEFT = 80
108
+ KEY_DOWN = 81
109
+ KEY_UP = 82
110
+
111
+ KEY_LCTRL = 224
112
+ KEY_LSHIFT = 225
113
+ KEY_LALT = 226
114
+ KEY_RCTRL = 228
115
+ KEY_RSHIFT = 229
116
+ KEY_RALT = 230
117
+
118
+ BUTTON_GAMEPAD_FIRST = 0x1000
119
+
120
+ PAD_A = 4096
121
+ PAD_B = 4097
122
+ PAD_X = 4098
123
+ PAD_Y = 4099
124
+ PAD_BACK = 4100
125
+ PAD_GUIDE = 4101
126
+ PAD_START = 4102
127
+ PAD_LEFT_STICK = 4103
128
+ PAD_RIGHT_STICK = 4104
129
+ PAD_LEFT_SHOULDER = 4105
130
+ PAD_RIGHT_SHOULDER = 4106
131
+ PAD_DPAD_UP = 4107
132
+ PAD_DPAD_DOWN = 4108
133
+ PAD_DPAD_LEFT = 4109
134
+ PAD_DPAD_RIGHT = 4110
135
+ PAD_MISC1 = 4111
136
+ PAD_PADDLE1 = 4112
137
+ PAD_PADDLE2 = 4113
138
+ PAD_PADDLE3 = 4114
139
+ PAD_PADDLE4 = 4115
140
+ PAD_TOUCHPAD = 4116
141
+
142
+ AXIS_LEFT_X = 0
143
+ AXIS_LEFT_Y = 1
144
+ AXIS_RIGHT_X = 2
145
+ AXIS_RIGHT_Y = 3
146
+ AXIS_TRIGGER_LEFT = 4
147
+ AXIS_TRIGGER_RIGHT = 5
148
+
149
+ KEYBOARD = 0
150
+ GAMEPAD_FIRST = 1
151
+ MAX_GAMEPADS = 4
152
+
153
+ # The device id for a player slot: gamepad(0) is the first controller.
154
+ def self.gamepad(slot) = GAMEPAD_FIRST + slot
155
+
156
+ # Is this *device* a controller rather than the keyboard? What a game asks
157
+ # when the answer changes what it shows the player — the prompt for an
158
+ # action is a key cap or a face button depending on what they last used.
159
+ def self.gamepad?(device) = device >= GAMEPAD_FIRST
160
+
161
+ # Is this *button* one a controller has rather than one a keyboard has?
162
+ # The mirror of the question above, on the other id space, and the pair is
163
+ # what lets a caller keep the two apart: an action bound to both lists its
164
+ # keys and its pad buttons together, and only a device can say which half
165
+ # of that list applies right now.
166
+ def self.pad_button?(id) = id >= BUTTON_GAMEPAD_FIRST
167
+ end
168
+ end
169
+ end
@@ -0,0 +1,27 @@
1
+ # frozen_string_literal: true
2
+
3
+ require 'rgame/util_ext'
4
+
5
+ module RGame
6
+ module Util
7
+ # Connected regions and A* routes over a SolidGrid, in C. The search reads its grid and
8
+ # never writes it, and keeps it alive; any number of searches may read one grid.
9
+ #
10
+ # The grid is 8-connected with octile costs (1 straight, √2 diagonal), and a diagonal
11
+ # step is allowed only when both orthogonal cells beside it are open, so a route never
12
+ # cuts the corner of a solid cell. Routes are cells, `[[col, row], ...]`, start and goal
13
+ # included — or nil when either end is solid, outside the grid, or in another region.
14
+ #
15
+ # Regions are labelled on the first ask after the grid's #revision moves, so a goal in
16
+ # another region is a lookup rather than a search that exhausts the map, and it stays
17
+ # right when the grid changes. Everything else a search keeps between queries is reused,
18
+ # so a repeated query allocates nothing but its result. One search is therefore not safe
19
+ # to use from two threads at once; two searches over one grid are.
20
+ #
21
+ # grid = RGame::Util::SolidGrid.build(8, 3) { |col, row| col == 3 && row < 2 }
22
+ # search = RGame::Util::RouteSearch.new(grid)
23
+ # search.find(0, 0, 7, 0) # => [[0, 0], [1, 1], [2, 2], [3, 2], [4, 2], [5, 1], [6, 0], [7, 0]]
24
+ class RouteSearch
25
+ end
26
+ end
27
+ end
@@ -0,0 +1,107 @@
1
+ # frozen_string_literal: true
2
+
3
+ require 'json'
4
+ require 'fileutils'
5
+
6
+ module RGame
7
+ module Util
8
+ # A game's saved state, as one JSON file.
9
+ #
10
+ # save = SaveFile.new('slot1.json', game: 'sheepdog')
11
+ # save.write(dog: [120, 80], sheep: [[40, 40], [90, 30]])
12
+ # save.read # => { dog: [120, 80], sheep: [...] }
13
+ # save.read.fetch(:dog, nil) # => nil when there is no save yet
14
+ #
15
+ # It holds no open handle — it opens, reads or writes, and closes — which is
16
+ # why this is `Util` rather than `Core` (see CLAUDE.md, "Value objects go in
17
+ # Util"). JSON comes from the standard library, so nothing here adds a
18
+ # runtime dependency.
19
+ #
20
+ # ## Reading never raises
21
+ #
22
+ # `read` answers with the default for a file that is missing, empty,
23
+ # truncated, not JSON, or JSON that is not an object. That is deliberate and
24
+ # it is the whole reason this class exists rather than three lines of
25
+ # `JSON.parse(File.read(...))` at a call site.
26
+ #
27
+ # A save file is the one input a game has that it did not produce this run.
28
+ # It survives crashes, disk-full, a killed process mid-write, an editor, and
29
+ # a copy from someone else's machine. A game that raises on any of those is
30
+ # a game that cannot be started again, and the player's only fix is to find
31
+ # and delete a file they were never told about. Losing a save is bad;
32
+ # refusing to launch is worse.
33
+ #
34
+ # **Writing still raises.** A read failure has a sensible answer — "there is
35
+ # no save" — and a write failure does not: silently discarding the player's
36
+ # progress is the failure that gets noticed hours later. A caller that wants
37
+ # to survive a full disk can rescue; it cannot un-swallow an exception this
38
+ # class never raised.
39
+ #
40
+ # ## Writing is atomic
41
+ #
42
+ # `write` writes a temporary file beside the target and renames it over the
43
+ # top. `File.rename` within one directory is atomic on every platform this
44
+ # engine supports, so a save is either the old one or the new one and never
45
+ # half of each.
46
+ #
47
+ # This matters more than it sounds: the moment a game most wants to save is
48
+ # on the way out, which is also the moment it is most likely to be killed.
49
+ # A plain `File.write` truncates first and fills in after, so a crash in
50
+ # between leaves a zero-byte file where the player's afternoon used to be.
51
+ class SaveFile
52
+ # Where saves go, per platform, following each one's own convention rather
53
+ # than dropping a dotfile in the home directory:
54
+ #
55
+ # Linux $XDG_DATA_HOME/<game>, or ~/.local/share/<game>
56
+ # macOS ~/Library/Application Support/<game>
57
+ # Windows %APPDATA%\<game>
58
+ #
59
+ # `game` names the directory, so two games do not share a save.
60
+ def self.directory(game)
61
+ case RbConfig::CONFIG['host_os']
62
+ when /darwin/ then File.join(Dir.home, 'Library', 'Application Support', game)
63
+ when /mswin|mingw|cygwin/ then File.join(ENV.fetch('APPDATA', Dir.home), game)
64
+ else File.join(ENV.fetch('XDG_DATA_HOME', File.join(Dir.home, '.local', 'share')), game)
65
+ end
66
+ end
67
+
68
+ attr_reader :path
69
+
70
+ # `name` is a file name inside the game's save directory; pass `dir:` to
71
+ # put it somewhere else, which is what a spec does.
72
+ def initialize(name, game: 'rgame', dir: nil)
73
+ @path = File.join(dir || SaveFile.directory(game), name)
74
+ end
75
+
76
+ def exist? = File.exist?(@path)
77
+
78
+ # The saved state, or `default` if there is nothing usable to read. Keys
79
+ # come back as Symbols, so a game writes and reads the same shape.
80
+ def read(default = {})
81
+ parsed = JSON.parse(File.read(@path), symbolize_names: true)
82
+ parsed.is_a?(Hash) ? parsed : default
83
+ rescue Errno::ENOENT, Errno::EACCES, Errno::EISDIR, JSON::ParserError
84
+ default
85
+ end
86
+
87
+ # Writes `state` as JSON, atomically. Creates the directory if it is not
88
+ # there — a first save on a fresh machine is the normal case, not an error.
89
+ def write(state)
90
+ FileUtils.mkdir_p(File.dirname(@path))
91
+ temporary = "#{@path}.#{Process.pid}.tmp"
92
+ File.write(temporary, JSON.pretty_generate(state))
93
+ File.rename(temporary, @path)
94
+ self
95
+ end
96
+
97
+ # Removes the save, and says nothing if there was not one. "Delete my
98
+ # save" and "there was no save" leave the player in the same place.
99
+ def delete
100
+ File.unlink(@path)
101
+ self
102
+ rescue Errno::ENOENT
103
+ self
104
+ end
105
+ end
106
+ end
107
+ end
@@ -0,0 +1,37 @@
1
+ # frozen_string_literal: true
2
+
3
+ require 'rgame/util_ext'
4
+
5
+ module RGame
6
+ module Util
7
+ # Which cells of a tile grid are solid: one byte a cell, in C. A value with no handle
8
+ # behind it, which is why it lives in Util and why the engine layer may own one.
9
+ #
10
+ # It is the one store a tile world's solidity lives in. The blockers that stop a walker
11
+ # and the RouteSearch that plans one both read it, so they cannot disagree about a wall,
12
+ # and a cell changed with #set_solid is changed for both at once.
13
+ #
14
+ # #revision counts the changes: it moves on a #set_solid that changes a cell and on no
15
+ # other, so anything derived from the cells — a search's region labels — can tell
16
+ # whether it is stale without being told.
17
+ #
18
+ # Coordinates are Integers, and anything else is a TypeError. Outside the grid is open,
19
+ # including an Integer too large to be inside any grid.
20
+ #
21
+ # grid = RGame::Util::SolidGrid.build(8, 3) { |col, _row| col == 3 }
22
+ # grid.solid?(3, 1) # => true
23
+ # grid.solid?(-1, 0) # => false
24
+ # grid.set_solid(3, 1, false)
25
+ # grid.revision # => 1
26
+ class SolidGrid
27
+ # A grid with each cell's solidity read from the block, once per cell, row by row.
28
+ def self.build(width, height)
29
+ grid = new(width, height)
30
+ height.times do |row|
31
+ width.times { |col| grid.set_solid(col, row, true) if yield(col, row) }
32
+ end
33
+ grid
34
+ end
35
+ end
36
+ end
37
+ end
@@ -0,0 +1,3 @@
1
+ # frozen_string_literal: true
2
+
3
+ require 'rgame/util_ext'
@@ -0,0 +1,36 @@
1
+ # frozen_string_literal: true
2
+
3
+ require 'rgame/util_ext'
4
+
5
+ module RGame
6
+ module Util
7
+ # An axis-aligned box against the solid tiles of a SolidGrid, in C. It reads its grid and
8
+ # never writes it, and keeps it alive; any number of sweeps may read one grid, so a change
9
+ # made with SolidGrid#set_solid is seen by all of them at once.
10
+ #
11
+ # It answers two questions with one piece of arithmetic, so they cannot disagree:
12
+ #
13
+ # - **#resolve_x / #resolve_y** — where the box's left (top) edge lands moving dx (dy). A
14
+ # step that would enter a solid tile snaps the box flush against that tile's edge. Each
15
+ # axis is resolved on its own. The step is assumed smaller than a tile; a longer one can
16
+ # pass through a tile without seeing it.
17
+ # - **#travel?** — whether the box can move by (dx, dy) without any resolve along the way
18
+ # falling short of where it was heading. The box is swept in overlapping windows half a
19
+ # tile long, a quarter tile apart, each resolved X-then-Y and Y-then-X, which makes the
20
+ # answer sound for a walker that resolves its own steps and steps less than a quarter tile
21
+ # at a time.
22
+ #
23
+ # Boxes are given by their top-left corner and size, in pixels. Outside the grid is open.
24
+ # Results are Floats. A coordinate that is not a number is a TypeError; a non-finite one is
25
+ # a FloatDomainError, except in a resolve with no movement, which returns the box where it
26
+ # is.
27
+ #
28
+ # grid = RGame::Util::SolidGrid.build(20, 15) { |col, _row| col == 5 } # a wall at x 80..96
29
+ # sweep = RGame::Util::TileSweep.new(grid, 16, 16)
30
+ # sweep.resolve_x(58.0, 32.0, 12, 6, 14.0) # => 68.0, flush against the wall
31
+ # sweep.travel?(10.0, 32.0, 12, 6, 50.0, 0) # => true
32
+ # sweep.travel?(10.0, 32.0, 12, 6, 90.0, 0) # => false
33
+ class TileSweep
34
+ end
35
+ end
36
+ end