redef fun load
do
leaves.add new LeafModel(
- new Mesh.uv_sphere(1.0, 2*n_parallels, n_parallels),
+ new UVSphere(1.0, 2*n_parallels, n_parallels),
new GlobeMaterial.surface)
leaves.add new LeafModel(
- new Mesh.uv_sphere(1.1, 2*n_parallels, n_parallels),
+ new UVSphere(1.1, 2*n_parallels, n_parallels),
new GlobeMaterial.clouds)
leaves.add new LeafModel(
- new Mesh.uv_sphere(1.2, 2*n_parallels, n_parallels),
+ new UVSphere(1.2, 2*n_parallels, n_parallels),
new GlobeMaterial.atmo)
end
end
# All available models
var models: Array[Model] = [
- new LeafModel(new Cube, new SmoothMaterial.default),
- new LeafModel(new Mesh.uv_sphere(4.0, 32, 16), new SmoothMaterial.default),
- new LeafModel(new Mesh.uv_sphere(4.0, 32, 16), new NormalsMaterial),
+ new LeafModel(new Cube, new Material),
+ new LeafModel(new UVSphere(4.0, 32, 16), new Material),
+ new LeafModel(new UVSphere(4.0, 32, 16), new NormalsMaterial),
new Model("models/Tree_01.obj"),
new Model("models/Oak_Fall_01.obj"),
new Model("models/Quandtum_BA-2_v1_1.obj"),
# Task: Align columns
# SEE: <http://rosettacode.org/wiki/Align_columns>
#
-# Use `Text::justify` for the standard library.
+# Uses `Text::justify` from the standard library.
module align_columns
fun aligner(text: String, left: Float)
--- /dev/null
+#!/usr/bin/env nit
+#
+# This file is part of NIT ( http://www.nitlanguage.org ).
+# This program is public domain
+
+# Task: Integer Overflow
+# SEE: <rosettacode.org/wiki/Integer_overflow>
+module integer_overflow
+
+# Nit possed integers of 32-bit name Int32 and unsigned
+# integers of 32-bit.
+# Nit does not recognize overflow.
+
+print "Signed 32-bit:"
+print( -(-2147483647i32 - 1i32) )
+print 2000000000i32 + 2000000000i32
+print -2147483647i32 - 2147483647i32
+print 46341i32 * 46341i32
+#print( (-2147483647i32 - 1i32) / -1i32 )
+
+print "unsigned 32-bit:"
+print -4294967295u32
+print 3000000000u32 + 3000000000u32
+print 2147483647u32 - 4294967295u32
+print 65537u32 * 65537u32
interface SimpleCollection[E]
super RemovableCollection[E]
- # Add an item in a collection.
+ # Add `item` to this collection.
#
# var a = [1,2]
# a.add 3
# Used to inform `self` that the operations are over.
# Specific streams can use this to free some resources.
#
- # Is automatically invoked at the end of `woth` structures.
+ # Is automatically invoked at the end of `with` structures.
#
# call `close` by default.
fun finish do close
return res
end
- # Replace all occurences of `pattern` with `string`
+ # Replace all occurrences of `pattern` with `string`
#
- # assert "hlelo".replace("le", "el") == "hello"
- # assert "hello".replace('l', "") == "heo"
- fun replace(pattern: Pattern, string: SELFTYPE): String
+ # assert "hlelo".replace("le", "el") == "hello"
+ # assert "hello".replace('l', "") == "heo"
+ #
+ # var t: Text = "hello"
+ # assert t.replace("hello", new FlatBuffer) == ""
+ fun replace(pattern: Pattern, string: Text): String
do
return self.split_with(pattern).join(string)
end
# assert xml["animal"].length == 1
# assert xml["animal"].first["cat"].length == 2
# ~~~
- fun [](tag_name: String): Array[XMLEntity]
+ fun [](tag_name: String): Array[XMLTag]
do
- var res = new Array[XMLEntity]
+ var res = new Array[XMLTag]
for child in children do
if child isa XMLTag and child.tag_name == tag_name then
res.add child
abort
end
end
+
+redef class XMLAttrTag
+
+ # Attributes as a map (ignoring malformed attributes)
+ #
+ # ~~~
+ # var xml = """
+ # <student first="Snow" last="Man"/>
+ # """.to_xml
+ #
+ # var attributes = xml["student"].first.as(XMLAttrTag).attributes_to_map
+ # assert attributes.join(", ", ":") == "first:Snow, last:Man"
+ # ~~~
+ fun attributes_to_map: Map[String, String]
+ do
+ var m = new Map[String, String]
+ for a in attributes do
+ if a isa XMLStringAttr then
+ m[a.name] = a.value
+ end
+ end
+ return m
+ end
+end
--- /dev/null
+# This file is part of NIT ( http://www.nitlanguage.org ).
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+# Parse Angel Code BMFont format and draw text
+#
+# The BMFont format supports packed textures, varying advance per character and
+# even kernings. It can be generated with a number of tools, inluding:
+# * BMFont, free software Windows app, http://www.angelcode.com/products/bmfont/
+# * Littera, a web app, http://kvazars.com/littera/
+#
+# Format reference: http://www.angelcode.com/products/bmfont/doc/file_format.html
+module bmfont
+
+private import dom
+
+import font
+
+# BMFont description, parsed with `Text::parse_bmfont` or loaded as a `BMFontAsset`
+#
+# This class flattens all the `info` and `common` data.
+class BMFont
+
+ # ---
+ # info part
+ #
+ # How the font was generated.
+
+ # Name of the source true type font
+ var face: Text
+
+ # Size of the source true type font
+ var size: Int
+
+ # Is the font bold?
+ var bold: Bool
+
+ # Is the font italic?
+ var italic: Bool
+
+ # Does the font uses the Unicode charset?
+ var unicode: Bool
+
+ # Padding for each character
+ #
+ # In the format `up,right,down,left`
+ var padding: String
+
+ # Spacing for each character
+ #
+ # In the format `horizontal,vertical`.
+ var spacing: String
+
+ # ---
+ # common part
+ #
+ # Information common to all characters
+
+ # Distance in pixels between each line of text
+ var line_height: Int
+
+ # Pixels from the top of the line to the base of the characters
+ var base: Int
+
+ # Width of the texture
+ var scale_w: Int
+
+ # Height of the texture
+ var scale_h: Int
+
+ # Textures
+ var pages = new Map[String, TextureAsset]
+
+ # Characters in the font
+ var chars = new Map[Char, BMFontChar]
+
+ # Distance between certain characters
+ var kernings = new HashMap2[Char, Char, Int]
+
+ redef fun to_s do return "<{class_name} {face} at {size} pt, "+
+ "{pages.length} pages, {chars.length} chars>"
+
+ # TODO
+ #
+ # # From info
+ # charset
+ # stretchH
+ # smooth
+ # aa
+ # outline
+ #
+ # # From common
+ # packed
+ # alphaChnl
+ # redChnl
+ # greenChnl
+ # blueChnl
+end
+
+# Description of a character in a `BMFont`
+class BMFontChar
+
+ # Subtexture left coordinate
+ var x: Int
+
+ # Subtexture top coordinate
+ var y: Int
+
+ # Subtexture width
+ var width: Int
+
+ # Subtexture height
+ var height: Int
+
+ # Drawing offset on X
+ var xoffset: Int
+
+ # Drawing offset on Y
+ var yoffset: Int
+
+ # Cursor advance after drawing this character
+ var xadvance: Int
+
+ # Full texture contaning this character and others
+ var page: TextureAsset
+
+ # TODO Channel where the image is found
+ #var chnl: Int
+
+ # Subtexture with this character image only
+ var subtexture: Texture = page.subtexture(x, y, width, height) is lazy
+end
+
+redef class Text
+
+ # Parse `self` as an XML BMFont description file
+ #
+ # Reports only basic XML format errors, other errors may be ignored or
+ # cause a crash.
+ #
+ # ~~~
+ # var desc = """
+ # <font>
+ # <info face="arial" size="72" bold="0" italic="0" charset=""
+ # unicode="1" stretchH="100" smooth="1" aa="1" padding="2,2,2,2"
+ # spacing="0,0" outline="0"/>
+ # <common lineHeight="80" base="65" scaleW="4030" scaleH="231"
+ # pages="1" packed="0"/>
+ # <pages>
+ # <page id="0" file="arial.png"/>
+ # </pages>
+ # <chars count="3">
+ # <char id="65" x="2519" y="10" width="55" height="59" xoffset="0"
+ # yoffset="13" xadvance="48" page="0" chnl="15"/>
+ # <char id="66" x="2600" y="10" width="46" height="58" xoffset="5"
+ # yoffset="13" xadvance="48" page="0" chnl="15"/>
+ # <char id="67" x="2673" y="9" width="52" height="60" xoffset="4"
+ # yoffset="12" xadvance="52" page="0" chnl="15"/>
+ # </chars>
+ # <kernings count="1">
+ # <kerning first="65" second="67" amount="-1"/>
+ # </kernings>
+ # </font>
+ # """
+ #
+ # var fnt = desc.parse_bmfont("dir_in_assets").value
+ # assert fnt.to_s == "<BMFont arial at 72 pt, 1 pages, 3 chars>"
+ # assert fnt.line_height == 80
+ # assert fnt.kernings['A', 'C'] == -1
+ # assert fnt.chars['A'].page.path == "dir_in_assets/arial.png"
+ # ~~~
+ fun parse_bmfont(dir: String): MaybeError[BMFont, Error]
+ do
+ # Parse XML
+ var xml = to_xml
+ if xml isa XMLError then
+ var msg = "XML Parse Error: {xml.message}:{xml.location or else 0}"
+ return new MaybeError[BMFont, Error](maybe_error=new Error(msg))
+ end
+
+ # Basic sanity check
+ var roots = xml["font"]
+ if roots.is_empty then
+ var msg = "Error: the XML document doesn't declare the expected `font` root"
+ return new MaybeError[BMFont, Error](maybe_error=new Error(msg))
+ end
+
+ # Expect the rest of the document to be well formatted
+ var root = roots.first
+
+ var info = root["info"].first
+ assert info isa XMLAttrTag
+ var info_map = info.attributes_to_map
+
+ var common = root["common"].first
+ assert common isa XMLAttrTag
+ var common_map = common.attributes_to_map
+
+ var fnt = new BMFont(
+ info_map["face"],
+ info_map["size"].to_i,
+ info_map["bold"] == "1",
+ info_map["italic"] == "1",
+ info_map["unicode"] == "1",
+ info_map["padding"],
+ info_map["spacing"],
+ common_map["lineHeight"].to_i,
+ common_map["base"].to_i,
+ common_map["scaleW"].to_i,
+ common_map["scaleH"].to_i
+ )
+
+ # Pages / pixel data files
+ var xml_pages = root["pages"].first
+ for page in xml_pages["page"] do
+ if not page isa XMLAttrTag then continue
+
+ var attributes = page.attributes_to_map
+ var file = dir / attributes["file"]
+ fnt.pages[attributes["id"]] = new TextureAsset(file)
+ end
+
+ # Char description
+ for item in root["chars"].first["char"] do
+ if not item isa XMLAttrTag then continue
+
+ var attributes = item.attributes_to_map
+ var id = attributes["id"].to_i.code_point
+
+ var c = new BMFontChar(
+ attributes["x"].to_i, attributes["y"].to_i,
+ attributes["width"].to_i, attributes["height"].to_i,
+ attributes["xoffset"].to_i, attributes["yoffset"].to_i,
+ attributes["xadvance"].to_i,
+ fnt.pages[attributes["page"]])
+
+ fnt.chars[id] = c
+ end
+
+ # Kerning between two characters
+ var kernings = root["kernings"]
+ if kernings.not_empty then
+ for item in kernings.first["kerning"] do
+ if not item isa XMLAttrTag then continue
+
+ var attributes = item.attributes_to_map
+ var first = attributes["first"].to_i.code_point
+ var second = attributes["second"].to_i.code_point
+ var amount = attributes["amount"].to_i
+ fnt.kernings[first, second] = amount
+ end
+ end
+
+ return new MaybeError[BMFont, Error](fnt)
+ end
+end
+
+# BMFont from the assets folder
+#
+# ~~~
+# redef class App
+# var font = new BMFontAsset("arial.fnt")
+# var ui_text = new TextSprites(font, ui_camera.top_left)
+#
+# redef fun on_create
+# do
+# super
+#
+# font.load
+# assert font.error == null
+#
+# ui_text.text = "Hello world!"
+# end
+# end
+# ~~~
+class BMFontAsset
+ super Asset
+ super Font
+
+ # Font description
+ #
+ # Require: `error == null`
+ fun desc: BMFont
+ do
+ # Cached results
+ var cache = desc_cache
+ if cache != null then return cache
+ var error = error
+ assert error == null else print_error error
+
+ # Load on first access
+ load
+ error = self.error
+ assert error == null else print_error error
+
+ return desc_cache.as(not null)
+ end
+
+ private var desc_cache: nullable BMFont = null
+
+ # Error at loading
+ var error: nullable Error = null
+
+ # XML description in the assets folder
+ private var text_asset = new TextAsset(path) is lateinit
+
+ # Load font description and textures from the assets folder
+ #
+ # Sets `error` if an error occurred, otherwise
+ # the font description can be accessed via `desc`.
+ fun load
+ do
+ var text_asset = text_asset
+ text_asset.load
+ var error = text_asset.error
+ if error != null then
+ self.error = error
+ return
+ end
+
+ var desc = text_asset.to_s
+ var fnt_or_error = desc.parse_bmfont(path.dirname)
+ if fnt_or_error.is_error then
+ self.error = fnt_or_error.error
+ return
+ end
+
+ var fnt = fnt_or_error.value
+ self.desc_cache = fnt
+
+ # Load textures too
+ for page_name, texture in fnt.pages do
+ texture.load
+
+ # Move up any texture loading error.
+ # This algo keeps only the latest error,
+ # but this isn't a problem on single page fonts.
+ error = texture.error
+ if error != null then self.error = error
+ end
+ end
+
+ redef fun write_into(text_sprites, text)
+ do
+ var dx = 0.0
+ var dy = 0.0
+
+ var line_height = desc.line_height.to_f
+
+ var prev_char = null
+ for c in text do
+
+ var partial_line_mod = 0.4
+
+ # Special characters
+ if c == '\n' then
+ dy -= line_height.to_f
+ dx = 0.0 #advance/2.0
+ prev_char = null
+ continue
+ else if c == pld then
+ dy -= line_height * partial_line_mod.to_f
+ prev_char = null
+ continue
+ else if c == plu then
+ dy += line_height * partial_line_mod.to_f
+ prev_char = null
+ continue
+ else if c.is_whitespace then
+ var advance = if desc.chars.keys.has(' ') then
+ desc.chars[' '].xadvance.to_f
+ else if desc.chars.keys.has('f') then
+ desc.chars['f'].xadvance.to_f
+ else 16.0
+ dx += advance
+ prev_char = null
+ continue
+ end
+
+ # Replace or skip unknown characters
+ if not desc.chars.keys.has(c) then
+ var rc = replacement_char
+ if rc == null then continue
+ c = rc
+ end
+
+ var char_info = desc.chars[c]
+ var advance = char_info.xadvance.to_f
+
+ var kerning = 0.0
+ if prev_char != null then
+ kerning = (desc.kernings[prev_char, c] or else 0).to_f
+ end
+
+ var x = dx + char_info.width.to_f/2.0 + char_info.xoffset.to_f + kerning
+ var y = dy - char_info.height.to_f/2.0 - char_info.yoffset.to_f
+ var pos = text_sprites.anchor.offset(x, y, 0.0)
+ text_sprites.sprites.add new Sprite(char_info.subtexture, pos)
+
+ dx += advance + kerning
+ prev_char = c
+ end
+ end
+
+ # Character replacing other charactesr missing from the font
+ private var replacement_char: nullable Char is lazy do
+ for c in "�?".chars do
+ if desc.chars.keys.has(c) then return c
+ end
+ return null
+ end
+end
intrude import gamnit::flat
-# Visible entity in the game world, represented by its `model` modified by the other attributes
+# Visible 3D entity in the game world
+#
+# Similar to `gamnit::Sprite` which is in 2D.
+#
+# Each actor associates a `model` to the position `center`.
+# The appearance is modified by `rotation`, `scale` and `alpha`,
+# as well as the attributes of `model` itself.
+#
+# ~~~
+# import gamnit::depth
+#
+# # Load model from the assets folder
+# var model = new Model("path/in/assets.obj")
+#
+# # Create and configure an actor
+# var actor = new Actor(model, new Point3d[Float](0.0, 0.0, 0.0))
+# actor.scale = 2.0
+#
+# # Add to the visible game world
+# app.actors.add actor
+# ~~~
class Actor
- # Model used to dray this actor
+ # Model used to draw this actor
var model: Model
# Position of this sprite in world coordinates
# Rotation on the Z axis
var rotation = 0.0 is writable
- # Scale applied to this sprite
+ # Scale applied to the model
var scale = 1.0 is writable
- # Transparency applied to the texture on draw
+ # Transparency applied to the model on draw
+ #
+ # This value may be ignored by some materials.
+ # Non-opaque values may result in artifacts as there is no specialized
+ # support for transparent models and the depth buffer.
var alpha = 1.0 is writable
end
-# Entire 3D model defined by its `leaves`, an association of `Mesh` to `Material`
+# 3D model composed of `Mesh` and `Material`, loaded from the assets folder by default
+#
+# Instances can be created at any time and must be loaded after or at the end of `on_create`.
+# If loading fails, the model is replaced by `placeholder_model`.
+#
+# ~~~
+# import gamnit::depth
+#
+# var model = new Model("path/in/assets.obj")
+# model.load
+# ~~~
+#
+# The most simple model is `LeafModel`, composed of a single `Mesh` and `Material`.
+# It can be easily created programmatically to display simple geometries.
+# Whereas `CompositeModel` is composed of one or many `LeafModel` and is usually
+# loaded from the assets folder as a `ModelAsset`.
+# Instances of `ModelAsset` must be in the format OBJ and MAT,
+# and their texture in PNG or JPG.
abstract class Model
# Load this model in memory
redef var leaves = new Array[LeafModel]
end
-# Single model with a `mesh` and `material`
+# Basic model with a single `mesh` and `material`
#
# Only leaves are actually drawn by the `material`.
class LeafModel
redef var leaves = [self]
end
-# Material for a model or how to draw the model
+# Material for models, or how to draw the model
+#
+# To create a simple basic blueish material, use `new Material`.
+#
+# Each class of material is associated to a `GLProgram` and its GPU shaders.
+# The simple material `SmoothMaterial` allows to set an ambient, diffuse and specular color.
+# To which `TextureMaterial` adds three textures, for each kind of light.
+# The `NormalsMaterial` may be useful for debugging, it show the orientation of
+# the normal vectors as colors.
+#
+# ~~~
+# import gamnit::depth
+#
+# var blueish_material = new Material
+# var redish_material = new SmoothMaterial([0.3, 0.0, 0.0],
+# [0.6, 0.0, 0.0],
+# [1.0, 1.0, 1.0])
+# var normals_material = new NormalsMaterial
+# ~~~
abstract class Material
- # Draw `actor`
+ # Draw a `model` from `actor`
#
# This method should be refined by subclasses as the default implementation is a no-op.
#
end
# Mesh with all geometry data
+#
+# May be created via `Plane`, `Cube` or `UVSphere`,
+# or loaded from the assets folder indirectly with a `Model`.
+#
+# ~~~
+# import gamnit::depth
+#
+# var plane = new Plane
+# var cube = new Cube
+# var sphere = new UVSphere(1.0, 32, 16)
+# ~~~
class Mesh
# Vertices coordinates
# `GLDrawMode` used to display this mesh, defaults to `gl_TRIANGLES`
fun draw_mode: GLDrawMode do return gl_TRIANGLES
-
- # Create an UV sphere of `radius` with `n_meridians` and `n_parallels`
- init uv_sphere(radius: Float, n_meridians, n_parallels: Int)
- do
- var w = n_meridians
- var h = n_parallels
-
- var vertices = new Array[Float].with_capacity(w*h*3)
- self.vertices = vertices
-
- var texture_coords = new Array[Float].with_capacity(w*h*2)
- self.texture_coords = texture_coords
-
- var normals = new Array[Float].with_capacity(w*h*3)
- self.normals = normals
-
- # Build vertices
- for m in [0..w[ do
- for p in [0..h[ do
- var u = m.to_f * 2.0 * pi / (w-1).to_f
- var v = p.to_f * pi / (h-1).to_f
-
- vertices.add radius * u.cos * v.sin
- vertices.add radius * v.cos
- vertices.add radius * u.sin * v.sin
-
- texture_coords.add (1.0 - m.to_f/(w-1).to_f)
- texture_coords.add(p.to_f/(h-1).to_f)
-
- normals.add u.cos * v.sin
- normals.add v.cos
- normals.add u.sin * v.sin
- end
- end
-
- # Build faces
- var indices = new Array[Int].with_capacity((w-1)*(h-1)*6)
- self.indices = indices
- for m in [0..w-1[ do
- for p in [0..h-1[ do
- var a = m*h + p
-
- indices.add a
- indices.add a+h
- indices.add a+1
-
- indices.add a+h
- indices.add a+h+1
- indices.add a+1
- end
- end
- end
end
# Source of light
intrude import depth_core
intrude import flat
-# Simple material with static colors used for debugging or display abstract objects
-class SmoothMaterial
- super Material
-
+redef class Material
# Get the default blueish material
- init default do init(
+ new do return new SmoothMaterial(
[0.0, 0.0, 0.3, 1.0],
[0.0, 0.0, 0.6, 1.0],
[1.0, 1.0, 1.0, 1.0])
+end
+
+# Simple material with static colors
+class SmoothMaterial
+ super Material
# Ambient color, always visible
var ambient_color: Array[Float] is writable
# If using a texture, set `texture_coords`
program.tex_coord.array_enabled = sample_used_texture != null
if sample_used_texture != null then
- if sample_used_texture isa GamnitRootTexture then
+ if sample_used_texture isa RootTexture then
# Coordinates are directly valid
program.tex_coord.array(mesh.texture_coords, 2)
else
end
# Cube, with 6 faces
+#
+# Occupies `[-0.5..0.5]` on all three axes.
class Cube
super Mesh
redef var center = new Point3d[Float](0.0, 0.0, 0.0) is lazy
end
+
+# Sphere with `radius` and a number of faces set by `n_meridians` and `n_parallels`
+class UVSphere
+ super Mesh
+
+ # Distance between the center and the vertices
+ var radius: Float
+
+ # Number of vertices on a full circle around the Z axis
+ var n_meridians: Int
+
+ # Number of vertices on an arc between both poles
+ var n_parallels: Int
+
+ init
+ do
+ var w = n_meridians
+ var h = n_parallels
+
+ var vertices = new Array[Float].with_capacity(w*h*3)
+ self.vertices = vertices
+
+ var texture_coords = new Array[Float].with_capacity(w*h*2)
+ self.texture_coords = texture_coords
+
+ var normals = new Array[Float].with_capacity(w*h*3)
+ self.normals = normals
+
+ # Build vertices
+ for m in [0..w[ do
+ for p in [0..h[ do
+ var u = m.to_f * 2.0 * pi / (w-1).to_f
+ var v = p.to_f * pi / (h-1).to_f
+
+ vertices.add radius * u.cos * v.sin
+ vertices.add radius * v.cos
+ vertices.add radius * u.sin * v.sin
+
+ texture_coords.add (1.0 - m.to_f/(w-1).to_f)
+ texture_coords.add(p.to_f/(h-1).to_f)
+
+ normals.add u.cos * v.sin
+ normals.add v.cos
+ normals.add u.sin * v.sin
+ end
+ end
+
+ # Build faces
+ var indices = new Array[Int].with_capacity((w-1)*(h-1)*6)
+ self.indices = indices
+ for m in [0..w-1[ do
+ for p in [0..h-1[ do
+ var a = m*h + p
+
+ indices.add a
+ indices.add a+h
+ indices.add a+1
+
+ indices.add a+h
+ indices.add a+h+1
+ indices.add a+1
+ end
+ end
+ end
+end
var content = text_asset.to_s
if content.is_empty then
print_error "Model failed to load: Asset empty at '{self.path}'"
- leaves.add new LeafModel(new Cube, new SmoothMaterial.default)
+ leaves.add new LeafModel(new Cube, new Material)
return
end
var obj_def = parser.parse
if obj_def == null then
print_error "Model failed to load: .obj format error on '{self.path}'"
- leaves.add new LeafModel(new Cube, new SmoothMaterial.default)
+ leaves.add new LeafModel(new Cube, new Material)
return
end
# Create models and store them
for mesh, mtl_def in mesh_to_mtl do
var material = materials.get_or_null(mtl_def)
- if material == null then material = new SmoothMaterial.default
+ if material == null then material = new Material
var model = new LeafModel(mesh, material)
array.add model
# Blue cube of 1 unit on each side, acting as placeholder for models failing to load
#
# This model can be freely used by any `Actor` as placeholder or for debugging.
- var placeholder_model = new LeafModel(new Cube, new SmoothMaterial.default) is lazy
+ var placeholder_model = new LeafModel(new Cube, new Material) is lazy
end
# If using a texture, set `texture_coords`
program.tex_coord.array_enabled = sample_used_texture != null
if sample_used_texture != null then
- if sample_used_texture isa GamnitRootTexture then
+ if sample_used_texture isa RootTexture then
# Coordinates are directly valid
program.tex_coord.array(mesh.texture_coords, 2)
else
import gamnit::limit_fps
import gamnit::camera_control
-# Draw a `texture` at `center`
+# Visible 2D entity in the game world or UI
#
-# An instance of `Sprite` can only belong to a single `SpriteSet` at
-# a time. The on screen position depends on the camera associated
+# Similar to `gamnit::Actor` which is in 3D.
+#
+# Each sprite associates a `texture` to the position `center`.
+# The appearance is modified by `rotation`, `invert_x`,
+# `scale`, `red`, `green`, `blue` and `alpha`.
+# These values can be changed at any time and will trigger an update
+# of the data on the GPU side, having a small performance cost.
+#
+# For a sprite to be visible, it must be added to either the world `sprites`
+# or the `ui_sprites`.
+# However, an instance of `Sprite` can only belong to a single `SpriteSet`
+# at a time. The final on-screen position depends on the camera associated
# to the `SpriteSet`.
+#
+# ~~~
+# # Load texture and create sprite
+# var texture = new Texture("path/in/assets.png")
+# var sprite = new Sprite(texture, new Point3d[Float](0.0, 0.0, 0.0))
+#
+# # Add sprite to the visible game world
+# app.sprites.add sprite
+#
+# # Extra configuration of the sprite
+# sprite.rotation = pi/2.0
+# sprite.scale = 2.0
+#
+# # Show only the blue colors
+# sprite.red = 0.0
+# sprite.green = 0.0
+# ~~~
+#
+# To add a sprite to the UI it can be anchored to screen borders
+# with `ui_camera.top_left` and the likes.
+#
+# ~~~nitish
+# # Place it a bit off the top left of the screen
+# var pos = app.ui_camera.top_left.offset(128.0, -128.0, 0)
+#
+# # Load texture and create sprite
+# var texture = new Texture("path/in/assets.png")
+# var sprite = new Sprite(texture, pos)
+#
+# # Add it to the UI (above world sprites)
+# app.ui_sprites.add sprite
+# ~~~
class Sprite
# Texture drawn to screen
center_direct = value
end
- # Rotation on the Z axis, positive values go counterclockwise
+ # Rotation on the Z axis, positive values turn counterclockwise
var rotation = 0.0 is writable(rotation_direct=)
- # Rotation on the Z axis, positive values go counterclockwise
+ # Rotation on the Z axis, positive values turn counterclockwise
fun rotation=(value: Float)
do
if isset _rotation and value != rotation then needs_update
# Scale applied to this sprite
#
- # The default size of `self` depends on the size in pixels of `texture`.
+ # The basic size of `self` depends on the size in pixels of `texture`.
var scale = 1.0 is writable(scale_direct=)
- # Scale applied to this sprite, see `scale`
+ # Scale applied to this sprite
+ #
+ # The basic size of `self` depends on the size in pixels of `texture`.
fun scale=(value: Float)
do
if isset _scale and value != scale then needs_update
# Camera for `ui_sprites` using an orthogonal view
var ui_camera = new UICamera(app.display.as(not null)) is lazy
- # World sprites to draw as seen by `world_camera`
+ # World sprites drawn as seen by `world_camera`
var sprites: Set[Sprite] = new SpriteSet
- # UI sprites to draw as seen by `ui_camera`, drawn over world `sprites`
+ # UI sprites drawn as seen by `ui_camera`, over world `sprites`
var ui_sprites: Set[Sprite] = new SpriteSet
# Main method to refine in clients to update game logic and `sprites`
super HashSet[Sprite]
# Map texture then static vs dynamic to a `SpriteContext`
- var contexts_map = new HashMap2[GamnitRootTexture, Bool, SpriteContext]
+ var contexts_map = new HashMap2[RootTexture, Bool, SpriteContext]
# Contexts in `contexts_map`
var contexts_items = new Array[SpriteContext]
# Context config and state
# Only root texture drawn by this context
- var texture: nullable GamnitRootTexture
+ var texture: nullable RootTexture
# OpenGL ES usage of `buffer_array` and `buffer_element`
var usage: GLBufferUsage
# The data can be compressed by a call to `defragment`.
#
# ~~~
+# intrude import gamnit::flat
+#
# var array = new GroupedArray[String]
# assert array.to_s == ""
#
# Returns the elements that moved as a list.
#
# ~~~
+ # intrude import gamnit::flat
+ #
# var array = new GroupedArray[String]
# array.add "a"
# array.add "b"
--- /dev/null
+# This file is part of NIT ( http://www.nitlanguage.org ).
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+# Abstract font drawing services, implemented by `bmfont` and `tileset`
+module font
+
+import flat
+
+# Abstract font, drawn by a `TextSprites`
+abstract class Font
+
+ # Line spacing modifier for `pld` and `plu`
+ #
+ # This value acts as multiplier to the standard line height.
+ # Defaults to 0.4, so a `pld` moves chars down by about half a line.
+ var partial_line_mod: Numeric = 0.4 is writable
+
+ # Backend writing service, clients should use `TextSprites.text=`
+ protected fun write_into(text_sprites: TextSprites, text: Text) is abstract
+end
+
+# Manage a set of sprites to display some text
+class TextSprites
+
+ # Font used to draw text
+ var font: Font
+
+ # Top left of the first character in UI coordinates
+ var anchor: Point3d[Float]
+
+ # Last set of sprites generated to display `text=`
+ var sprites = new Array[Sprite]
+
+ # Sprite set where to put created sprites
+ #
+ # Defaults to `app::ui_sprites`, but it could also be set to a
+ # `app::sprites` or a custom collection.
+ var target_sprite_set: Set[Sprite] = app.ui_sprites is lazy, writable
+
+ private var cached_text: nullable Text = ""
+
+ # Last text drawn
+ fun text: nullable Text do return cached_text
+
+ # Update the text displayed by inserting new sprites into `app.ui_sprites`
+ #
+ # Does not redraw if `text` has not changed.
+ fun text=(text: nullable Text)
+ is autoinit do
+ # Don't redraw if text hasn't changed
+ if text == cached_text then return
+ cached_text = text
+
+ # Clean up last used sprites
+ for s in sprites do if target_sprite_set.has(s) then target_sprite_set.remove s
+ sprites.clear
+
+ if text == null then return
+
+ font.write_into(self, text)
+
+ # Register sprites to be drawn by `app.ui_camera`
+ target_sprite_set.add_all sprites
+ end
+end
+
+# Partial line forward (U+008B)
+fun pld: Char do return '\8b'
+
+# Partial line backward (U+008C)
+fun plu: Char do return '\8c'
# See the License for the specific language governing permissions and
# limitations under the License.
-# Services to load textures, create subtextures and manage their life-cycle
+# Load textures, create subtextures and manage their life-cycle
module textures
import display
-# Abstract gamnit texture
+# Texture composed of pixels, loaded from the assets folder by default
+#
+# Most textures should be created with `App` (as attributes)
+# for the method `on_create` to load them.
+#
+# ~~~
+# import gamnit::flat
+#
+# redef class App
+# # Create the texture object, it will be loaded automatically
+# var texture = new Texture("path/in/assets.png")
+#
+# redef fun on_create()
+# do
+# # Let `on_create` load the texture
+# super
+#
+# # Use the texture
+# var sprite = new Sprite(texture, new Point3d[Float](0.0, 0.0, 0.0))
+# app.sprites.add sprite
+# end
+# end
+# ~~~
+#
+# Otherwise, they can be loaded and error checked explicitly after `on_create`.
+#
+# ~~~nitish
+# var texture = new Texture("path/in/assets.png")
+# texture.load
+# var error = texture.error
+# if error != null then print_error error
+# ~~~
+#
+# A texture may also be created programmatically, like `CheckerTexture`,
+# or derived from another texture, using `subtexture`.
+# Textures with actual pixel data (not `Subtexture`) are `RootTexture`.
+# Texture loaded from the assets folder may in the PNG or JPG formats.
abstract class Texture
# Prepare a texture located at `path` within the `assets` folder
new (path: Text) do return new TextureAsset(path.to_s)
- # Root texture of which `self` is derived
- fun root: GamnitRootTexture is abstract
+ # Root texture from which `self` is derived
+ fun root: RootTexture is abstract
# Width in pixels of this texture
var width = 0.0
fun gl_texture: Int do return root.gl_texture
# Prepare a subtexture from this texture, from the given pixel offsets
- fun subtexture(left, top, width, height: Numeric): GamnitSubtexture
+ fun subtexture(left, top, width, height: Numeric): Subtexture
do
# Setup the subtexture
- var subtex = new GamnitSubtexture(root, self, left.to_f, top.to_f, width.to_f, height.to_f)
+ var subtex = new Subtexture(root, self, left.to_f, top.to_f, width.to_f, height.to_f)
return subtex
end
# Colorful small texture of 2x2 pixels
class CheckerTexture
- super GamnitRootTexture
+ super RootTexture
redef fun load(force)
do
end
# Texture with its own pixels
-class GamnitRootTexture
+class RootTexture
super Texture
redef fun root do return self
# Texture loaded from the assets folder
class TextureAsset
- super GamnitRootTexture
+ super RootTexture
# Path to this texture within the `assets` folder
var path: String
end
# Texture derived from another texture, does not own its pixels
-class GamnitSubtexture
+class Subtexture
super Texture
redef var root
# Support for `TileSet`, `TileSetFont` and drawing text with `TextSprites`
module tileset
-import flat
+import font
# Efficiently retrieve tiles in a big texture
class TileSet
# A monospace bitmap font where glyphs are stored in a tileset
class TileSetFont
super TileSet
+ super Font
# Set the characters present in `texture`
#
# A negative value may display overlapped tiles.
var vspace: Numeric = 0.0 is writable
- # Line spacing modifier for `pld` and `plu`
- #
- # This value acts as multiplier to `height + vspace`.
- # Defaults to 0.4, so a `pld` moves chars down by about half a line.
- var partial_line_mod: Numeric = 0.4 is writable
-
# The glyph/tile/texture associated to `char`
#
# Returns null if `char` is not in `chars`.
var n_lines = text.chars.count('\n')
return (n_lines+1).mul(height.add(vspace)).sub(vspace)
end
-end
-
-# Manage a set of sprites to display some text
-class TextSprites
-
- # Font used to draw text
- var font: TileSetFont
-
- # Top left of the first character in UI coordinates
- var anchor: Point3d[Float]
-
- # Last set of sprites generated to display `text=`
- var sprites = new Array[Sprite]
-
- # Sprite set where to put created sprites
- #
- # Defaults to `app::ui_sprites`, but it could also be set to a
- # `app::sprites` or a custom collection.
- var target_sprite_set: Set[Sprite] = app.ui_sprites is lazy, writable
-
- private var cached_text: nullable Text = ""
-
- # Last text drawn
- fun text: nullable Text do return cached_text
-
- # Update the text displayed by inserting new sprites into `app.ui_sprites`
- #
- # Does not redraw if `text` has not changed.
- fun text=(text: nullable Text)
- is autoinit do
- # Don't redraw if text hasn't changed
- if text == cached_text then return
- cached_text = text
-
- # Clean up last used sprites
- for s in sprites do if target_sprite_set.has(s) then target_sprite_set.remove s
- sprites.clear
-
- if text == null then return
+ redef fun write_into(text_sprites, text)
+ do
# Build new sprites
- var dx = font.advance/2.0
- var dy = font.hspace.to_f/2.0
+ var dx = advance/2.0
+ var dy = hspace.to_f/2.0
for c in text do
if c == '\n' then
- dy -= font.height.to_f + font.vspace.to_f
- dx = font.advance/2.0
+ dy -= height.to_f + vspace.to_f
+ dx = advance/2.0
continue
else if c == pld then
- dy -= (font.height.to_f + font.vspace.to_f) * font.partial_line_mod.to_f
+ dy -= (height.to_f + vspace.to_f) * partial_line_mod.to_f
continue
else if c == plu then
- dy += (font.height.to_f + font.vspace.to_f) * font.partial_line_mod.to_f
+ dy += (height.to_f + vspace.to_f) * partial_line_mod.to_f
continue
else if c.is_whitespace then
- dx += font.advance
+ dx += advance
continue
end
- var tex = font.char(c)
+ var tex = char(c)
if tex == null then
# Try to fallback to '?'
- tex = font.char('?')
+ tex = char('?')
if tex == null then continue
end
- sprites.add new Sprite(tex, anchor.offset(dx, dy, 0))
- dx += font.advance
+ text_sprites.sprites.add new Sprite(tex, text_sprites.anchor.offset(dx, dy, 0))
+ dx += advance
end
-
- # Register sprites to be drawn by `app.ui_camera`
- target_sprite_set.add_all sprites
end
end
-
-# Partial line forward (U+008B)
-fun pld: Char do return '\8b'
-
-# Partial line backward (U+008C)
-fun plu: Char do return '\8c'
# See the License for the specific language governing permissions and
# limitations under the License.
-# Provides interfaces and classes to represent basic geometry needs.
+# Interfaces and classes to represent basic geometry needs.
module points_and_lines is serialize
import serialization
-# An abstract 2d point, strongly linked to its implementation `Point`
+# Abstract 2d point, strongly linked to its implementation `Point`
interface IPoint[N: Numeric]
# Horizontal coordinate
redef fun ==(o) do return o isa IPoint[Numeric] and o.x == x and o.y == y
end
-# A 2d point and an implementation of `IPoint`
+# 2D point with `x` and `z`
class Point[N: Numeric]
super IPoint[N]
redef var y: N is writable
end
-# An abstract 3d point, strongly linked to its implementation `Point3d`
+# Abstract 3d point, strongly linked to its implementation `Point3d`
interface IPoint3d[N: Numeric]
super IPoint[N]
- # depth coordinate
+ # Depth coordinate
fun z: N is abstract
redef fun to_s do return "({x}, {y}, {z})"
end
-# A 3d point and an implementation of `IPoint3d`
+# 3D point with `x`, `y` and `z`
class Point3d[N: Numeric]
super IPoint3d[N]
super Point[N]
redef var z: N is writable
end
-# An abstract 2d line segment
+# Abstract 2D line segment between two ordered points
interface ILine[N: Numeric]
# The type of points that ends the segment
type P: IPoint[N]
- # The point that is the left-end of the segment
+ # Point at the left-end of the segment
fun point_left: P is abstract
- # The point that is the right-end of the segment
+ # Point at the right-end of the segment
fun point_right: P is abstract
redef fun to_s do return "{point_left}--{point_right}"
end
-# A 2d line segment
+# 2D line segment between two ordered points
class Line[N: Numeric]
super ILine[N]
end
end
-# An abstract 3d line segment
+# Abstract 3D line segment between two ordered points
interface ILine3d[N: Numeric]
super ILine[N]
redef type P: IPoint3d[N]
end
-# A 3d line segment
+# 3D line segment between two ordered points
class Line3d[N: Numeric]
super Line[N]
super ILine3d[N]
super HashMap[K, Array[V]]
# Add `v` to the array associated with `k`.
+ #
# If there is no array associated, then create it.
+ #
+ # For the inverse operation, see `remove_one`.
+ #
+ # ```
+ # var m = new MultiHashMap[String, Char]
+ # m.add_one("four", 'i')
+ # m.add_one("four", 'i')
+ # m.add_one("four", 'i')
+ # m.add_one("four", 'i')
+ # assert m.has_key("four")
+ # assert m["four"] == ['i', 'i', 'i', 'i']
+ # ```
fun add_one(k: K, v: V)
do
var x = self.get_or_null(k)
self[key] = res
return res
end
+
+ # Remove an occurrence of `v` from the array associated with `k`.
+ #
+ # If the associated array does not contain `v`, do nothing. If the
+ # associated array only contain one element and this element is `v`, remove
+ # the key `k`.
+ #
+ # In a nutshell, does the inverse operation of `add_one`.
+ #
+ # ```
+ # var m = new MultiHashMap[String, Char]
+ # m["four"] = ['4', 'i', 'i', 'i', 'i']
+ # m.remove_one("four", 'i')
+ # assert m["four"] == ['4', 'i', 'i', 'i']
+ #
+ # m = new MultiHashMap[String, Char]
+ # m.add_one("one", '1')
+ # m.remove_one("one", '?')
+ # assert m["one"] == ['1']
+ # m.remove_one("one", '1')
+ # assert not m.has_key("one")
+ # assert m["one"] == new Array[Char]
+ #
+ # m = new MultiHashMap[String, Char]
+ # m.add_one("one", '1')
+ # m.remove_one("two", '2')
+ # assert not m.has_key("two")
+ # assert m["one"] == ['1']
+ # assert m["two"] == new Array[Char]
+ # ```
+ fun remove_one(k: K, v: V)
+ do
+ var x = get_or_null(k)
+ if x != null then
+ x.remove(v)
+ if x.is_empty then keys.remove(k)
+ end
+ end
end
# Simple way to store an `HashMap[K1, HashMap[K2, V]]`
# A count option. Count the number of time this option is present
class OptionCount
super Option
- redef type VALUE: Int
+ redef type VALUE: Int is fixed
# Init a new OptionCount with a `help` message and `names`.
init(help: String, names: String...) is old_style_init do super(help, 0, names)
--- /dev/null
+# This file is part of NIT ( http://www.nitlanguage.org ).
+#
+# Copyright 2016 Alexandre Terrasa <alexandre@moz-code.org>
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+# Popcorn threaded tasks
+#
+# Tasks allow you to execute code in another thread than the app listening loop.
+# Useful when you want to run some tasks periodically.
+#
+# Let's say you want to purge the `downloads/` directory of your app every hour:
+#
+# ~~~nitish
+# class PurgeTask
+# super PopTask
+#
+# var dir: String
+#
+# redef fun main do
+# loop
+# dir.rmdir
+# 3600.sleep
+# end
+# end
+# end
+#
+# var app = new App
+#
+# # Register a new task
+# app.register_task(new PurgeTask("downloads/"))
+#
+# # Add your handlers
+# # app.use('/', new MyHandler)
+#
+# # Run the tasks
+# app.run_tasks
+#
+# # Start the app
+# app.listen("0.0.0.0", 3000)
+# ~~~
+module pop_tasks
+
+import pop_handlers
+import pthreads
+
+# An abstract Popcorn task
+#
+# Redefine the `main` method to do something
+#
+# TODO provide a CRON-like syntax like SpringBoot?
+abstract class PopTask
+ super Thread
+
+ redef fun main do return null
+end
+
+redef class App
+
+ # Tasks to run
+ var tasks = new Array[PopTask]
+
+ # Register a new task in `self`
+ fun register_task(task: PopTask) do tasks.add task
+
+ # Run all registered tasks
+ fun run_tasks do for task in tasks do task.start
+end
# Does `self` contains `errors`?
fun has_error: Bool do return errors.not_empty
- # Render self as a JsonObject
- fun json: JsonObject do
- var obj = new JsonObject
- obj["has_error"] = has_error
- var e = new JsonObject
- for k, v in errors do
- e[k] = new JsonArray.from(v)
- end
- obj["errors"] = e
- return obj
+ redef fun core_serialize_to(v) do
+ var errors = new JsonObject
+ for k, e in self.errors do
+ errors[k] = new JsonArray.from(e)
+ end
+ v.serialize_attribute("has_error", has_error)
+ v.serialize_attribute("errors", errors)
end
- redef fun serialize_to(v) do json.serialize_to(v)
-
# Returns the validation result as a pretty formated string
fun to_pretty_string: String do
var b = new Buffer
redef var re = "(^ISBN [0-9]-[0-9]\{3\}-[0-9]\{5\}-[0-9]?$)".to_re
end
+
+# Check if a field is a valid URL
+#
+# Matched against the following regular expression:
+# ~~~raw
+# ^(http|https):\/\/[a-zA-Z0-9\-_]+(\.[a-zA-Z0-9\-_]+)+([a-zA-Z0-9\-\.,@?^=%&:/~\+#]*[a-zA-Z0-9\-\@?^=%&/~\+#])?
+# ~~~
+# You should redefine the base regular expression `re` with your own.
+#
+# ~~~
+# var validator = new ObjectValidator
+# validator.add new URLField("url")
+# assert not validator.validate("""{ "url": "" }""")
+# assert not validator.validate("""{ "url": "foo" }""")
+# assert not validator.validate("""{ "url": "http://foo" }""")
+# assert validator.validate("""{ "url": "http://nitlanguage.org" }""")
+# assert validator.validate("""{ "url": "http://nitlanguage.org/foo" }""")
+# assert validator.validate("""{ "url": "http://nitlanguage.org/foo?q" }""")
+# assert validator.validate("""{ "url": "http://nitlanguage.org/foo?q&a" }""")
+# assert validator.validate("""{ "url": "http://nitlanguage.org/foo?q&a=1" }""")
+# ~~~
+class URLField
+ super RegexField
+
+ autoinit field, required
+
+ redef var re = "^(http|https):\\/\\/[a-zA-Z0-9\\-_]+(\\.[a-zA-Z0-9\\-_]+)+([a-zA-Z0-9\\-\\.,@?^=%&:/~\\+#]*[a-zA-Z0-9\\-\\@?^=%&/~\\+#])?".to_re
+end
+
+# Check if a field value is already used
+#
+# This class provides a stub validator for fields that should contain a unique value along an
+# application (typically logins or ids).
+#
+# Here an example that uses a `Repository` if an email is unique:
+# ~~~nitish
+# class UniqueEmailField
+# super UniqueField
+#
+# var users: UsersRepository
+#
+# redef fun check_unicity(v, field, val) do
+# var user = users.find_by_email(val)
+# if user != null then
+# v.validation.add_error(field, "Email `{val}` already used")
+# return false
+# end
+# return true
+# end
+# end
+# ~~~
+class UniqueField
+ super StringField
+
+ # Check if `val` is already used somewhere
+ #
+ # You must redefine this method to handle your own validation.
+ fun check_unicity(v: ObjectValidator, field, val: String): Bool is abstract
+
+ redef fun validate_field(v, obj) do
+ if not super then return false
+ var val = obj.get_or_null(field)
+ if not val isa String then return false
+ if not check_unicity(v, field, val) then return false
+ return true
+ end
+end
module popcorn
import nitcorn
+import pop_tasks
import pop_sessions
import pop_logging
intrude import pop_handlers
#
# Possible colors:
#
-# * A:0, B:1, C: 2, D: 1, E: 3, F:3, G:2, H:4
+# * A: 0
+# * B: 1
+# * C: 2
+# * D: 1
+# * E: 3
+# * F: 3
+# * G: 2
+# * H: 4
#
-# see: Ducournau, R. (2011).
+# SEE: Ducournau, R. (2011).
# Coloring, a versatile technique for implementing object-oriented languages.
# Software: Practice and Experience, 41(6), 627–659.
class POSetColorer[E: Object]
var is_colored = false
# Resulting ids
+ #
+ # All ids are strictly positive (`>= 1`).
+ #
# REQUIRE: is_colored
fun ids: Map[E, Int] do
assert is_colored
ids_cache.clear
var elements = new HashSet[E].from(poset_cache.to_a)
for e in poset_cache.linearize(elements) do
- ids_cache[e] = ids_cache.length
+ ids_cache[e] = ids_cache.length + 1
end
end
--- /dev/null
+# This file is part of NIT ( http://www.nitlanguage.org ).
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+module test_coloring is test_suite
+
+import test_suite
+import coloring
+
+class TestPOSetColorer
+ super TestSuite
+
+ fun test_ids_strictly_positive do
+ var poset = new POSet[String]
+ poset.add_node "A"
+
+ var colorer = new POSetColorer[String]
+ colorer.colorize(poset)
+
+ assert colorer.ids["A"] > 0
+ end
+end
class IntMetric
super Metric
- redef type VAL: Int
+ redef type VAL: Int is fixed
redef type RES: Counter[ELM]
# `IntMetric` uses a Counter to store values in intern.
# (introduction and refinement)
var mclassdefs = new Array[MClassDef]
+ private var mclassdef_sorter: MClassDefSorter is lazy do
+ return new MClassDefSorter(self)
+ end
+
+ private var mpropdef_sorter: MPropDefSorter is lazy do
+ return new MPropDefSorter(self)
+ end
+
# Does the current module has a given class `mclass`?
# Return true if the mmodule introduces, refines or imports a class.
# Visibility is not considered.
# Visibility is not considered.
#
# Note: this function is expensive and is usually used for the main
- # module of a program only. Do not use it to do you own subtype
+ # module of a program only. Do not use it to do your own subtype
# functions.
fun flatten_mclass_hierarchy: POSet[MClass]
do
# The most general is first, the most specific is last
fun linearize_mclassdefs(mclassdefs: Array[MClassDef])
do
- var sorter = new MClassDefSorter(self)
- sorter.sort(mclassdefs)
+ mclassdef_sorter.sort(mclassdefs)
end
# Sort a given array of property definitions using the linearization order of the module
# The most general is first, the most specific is last
fun linearize_mpropdefs(mpropdefs: Array[MPropDef])
do
- var sorter = new MPropDefSorter(self)
- sorter.sort(mpropdefs)
+ mpropdef_sorter.sort(mpropdefs)
end
private var flatten_mclass_hierarchy_cache: nullable POSet[MClass] = null
super Comparator
redef type COMPARED: MPropDef
var mmodule: MModule
+
redef fun compare(pa, pb)
do
var a = pa.mclassdef
var b = pb.mclassdef
- var ca = a.mclass
- var cb = b.mclass
- if ca != cb then return mmodule.flatten_mclass_hierarchy.compare(ca, cb)
- return mmodule.model.mclassdef_hierarchy.compare(a, b)
+ return mmodule.mclassdef_sorter.compare(a, b)
end
end
# A named class
#
-# `MClass` are global to the model; it means that a `MClass` is not bound to a
-# specific `MModule`.
+# `MClass`es are global to the model; it means that a `MClass` is not bound
+# to a specific `MModule`.
#
# This characteristic helps the reasoning about classes in a program since a
# single `MClass` object always denote the same class.
end
# The kind of the class (interface, abstract class, etc.)
- # In Nit, the kind of a class cannot evolve in refinements
+ #
+ # In Nit, the kind of a class cannot evolve in refinements.
var kind: MClassKind
# The visibility of the class
- # In Nit, the visibility of a class cannot evolve in refinements
+ #
+ # In Nit, the visibility of a class cannot evolve in refinements.
redef var visibility
init
# Warning: such a definition may not exist in the early life of the object.
# In this case, the method will abort.
#
- # Use `try_intro` instead
+ # Use `try_intro` instead.
var intro: MClassDef is noinit
- # The definition that introduces the class or null if not yet known.
+ # The definition that introduces the class or `null` if not yet known.
#
- # See `intro`
+ # SEE: `intro`
fun try_intro: nullable MClassDef do
if isset _intro then return _intro else return null
end
# A VT is fixed when:
# * the VT is (re-)defined with the annotation `is fixed`
- # * the VT is (indirectly) bound to an enum class (see `enum_kind`) since there is no subtype possible
- # * the receiver is an enum class since there is no subtype possible
+ # * the receiver is an enum class since there is no subtype that can
+ # redefine this virtual type
redef fun lookup_fixed(mmodule: MModule, resolved_receiver: MType): MType
do
assert not resolved_receiver.need_anchor
# Recursively lookup the fixed result
res = res.lookup_fixed(mmodule, resolved_receiver)
- # 1. For a fixed VT, return the resolved bound
+ # For a fixed VT, return the resolved bound
if prop.is_fixed then return res
- # 2. For a enum boud, return the bound
- if res isa MClassType and res.mclass.kind == enum_kind then return res
-
- # 3. for a enum receiver return the bound
+ # For a enum receiver return the bound
if resolved_receiver.mclass.kind == enum_kind then return res
return self
end
# A PT is fixed when:
- # * Its bound is a enum class (see `enum_kind`).
- # The PT is just useless, but it is still a case.
- # * More usually, the `resolved_receiver` is a subclass of `self.mclass`,
+ # * The `resolved_receiver` is a subclass of `self.mclass`,
# so it is necessarily fixed in a `super` clause, either with a normal type
# or with another PT.
# See `resolve_for` for examples about related issues.
#print "{class_name}: {self}/{mtype}/{anchor}?"
if mtype isa MGenericType and mtype.mclass == self.mclass then
- var res = mtype.arguments[self.rank]
- if anchor != null and res.need_anchor then
- # Maybe the result can be resolved more if are bound to a final class
- var r2 = res.anchor_to(mmodule, anchor)
- if r2 isa MClassType and r2.mclass.kind == enum_kind then return r2
- end
- return res
+ return mtype.arguments[self.rank]
end
# self is a parameter type of mtype (or of a super-class of mtype)
# TODO: private init because enumeration.
- # Can a class of kind `self` specializes a class of kine `other`?
+ # Can a class of kind `self` specializes a class of kind `other`?
fun can_specialize(other: MClassKind): Bool
do
if other == interface_kind then return true # everybody can specialize interfaces
end
# A class definition
-# While most definition are `AStdClassdef`
-# There is tow special case of class definition
+#
+# While most definitions are `AStdClassdef`s,
+# there are 2 special cases of class definitions.
abstract class AClassdef
super Prod
# All the declared properties (including the main method)
# live_methods to determine new methoddefs to visit
var live_types = new HashSet[MClassType]
- # The pool of undesolved live types
+ # The pool of unresolved live types
# They are globally resolved at the end of the analaysis
var live_open_types = new HashSet[MClassType]
do
if mclass.loaded then return
- # Recursively load superclasses
- for parent in mclass.in_hierarchy(mainmodule).direct_greaters do load_class_indirect(parent)
+ load_supers(mclass)
if mclass.abstract_loaded then
mclass.allocate_vtable(self)
end
end
+ # Recursively load superclasses.
+ private fun load_supers(mclass: MClass)
+ do
+ for parent in mclass.in_hierarchy(mainmodule).direct_greaters do
+ load_class_indirect(parent)
+ end
+ end
+
# This method is called to handle an implicitly loaded class,
# i.e. a superclass of an explicitly loaded class
# A class loaded implicitly will not be fully allocated
# It the class was already implicitly loaded
if mclass.abstract_loaded then return
- for parent in mclass.in_hierarchy(mainmodule).direct_greaters do load_class_indirect(parent)
+ load_supers(mclass)
mclass.make_vt(self, false)
end
redef fun bar2: Int do return 33
redef fun baz1 do return 44
- #alt1#redef fun baz2: Int do return 55
+ #alt1#redef fun baz2 do return 55
end
fun test_a(a: A[Object])
class BackIntComparator
super Comparator
- redef type COMPARED: Int
+ redef type COMPARED: Int is fixed
redef fun compare(a: Int, b: Int): Int
do
return b <=> a
class DecimalComparator
super Comparator
- redef type COMPARED: Int
+ redef type COMPARED: Int is fixed
redef fun compare(a: Int, b: Int): Int
do
return (a%10) <=> (b%10)
-alt/base_virtual_type_self_alt2.nit:44,9: Type Error: expected `Int`, got `Float`.
-alt/base_virtual_type_self_alt2.nit:45,7--12: Type Error: expected `Float`, got `Int`.
-alt/base_virtual_type_self_alt2.nit:47,7--12: Type Error: expected `Float`, got `A[Int]`.
+alt/base_virtual_type_self_alt2.nit:44,9: Type Error: expected `U`, got `Float`.
+alt/base_virtual_type_self_alt2.nit:45,7--12: Type Error: expected `Float`, got `U: Int`.
+alt/base_virtual_type_self_alt2.nit:47,7--12: Type Error: expected `Float`, got `A[U]: A[Int]`.
--- /dev/null
+Signed 32-bit:
+-2147483648
+-294967296
+2
+-2147479015
+unsigned 32-bit:
+1
+1705032704
+2147483648
+131073