The plugin was not updated with the new name for the `core` library, but it's never too late.
Pull-Request: #1703
Reviewed-by: Jean Privat <jean@pryen.org>
Reviewed-by: Lucas Bajolet <r4pass@hotmail.com>
wiki.logo=assets/logo.png
wiki.root_dir=.
wiki.rsync_dir=moz-code.org:nitiwiki/
+wiki.highlighter=./highlighter.sh "$1"
--- /dev/null
+#!/bin/sh
+
+# 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.
+
+# Example of an external highlighter that dispatch on various command
+# according to the argument
+
+# meta is the argument
+meta=$1
+
+# raw is a synonym of txt
+test "$meta" = "raw" && meta=txt
+
+# if `pandoc` then process through the `pandoc` command.
+if test "$meta" = "pandoc"; then
+ exec pandoc -t html
+fi
+
+# Else, try `highlight`
+highlight --fragment -S "$meta" --inline-css --enclose-pre ||
+ # Or `source-highlight`
+ source-highlight -s "$meta"
+out=$?
+exit $out
--- /dev/null
+# Test of code highlighting
+
+A basic block.
+
+ print(["hello", "world"].join(", "))
+
+A fenced block.
+
+~~~
+print(["hello", "world"].join(", "))
+~~~
+
+A fenced block with metainfo, so it can be highlighted with an external tool.
+
+~~~html
+<table class="hello"><tr>
+<td>Hello</td>
+<td>World</td>
+</tr></table>
+~~~
+
+A special block where the rendering is delegated to pandoc.
+For instance, to render tables.
+
+~~~pandoc
+what how
+------ -----
+hello 10
+world 9001
+~~~
+
+This try some exploit
+~~~raw'"; echo pwned >&2 #
+Hello<br/>
+World
+~~~
--- /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.
+
+# Extends the wiki with an external highlighter (or any processor) for code blocks
+module markdown_highlight
+import wiki_links
+
+redef class WikiConfig
+ # External highlighter command called to process block code.
+ #
+ # * key: `wiki.highlighter`
+ # * default: empty string, that means no external highlighter
+ # * example: `highlight --fragment -S "$1" --inline-css --enclose-pre`
+ #
+ # The external highlighter is a shell command invoked with `sh -c`.
+ # The meta information of the fence is passed as `$1`.
+ # *Important*: `$1` is given as is, thus is tainted. You SHOULD protect it with quotes in the command.
+ #
+ # By default, the highlighter is only called on fenced block code with a meta information.
+ # See `wiki.highlighter.default` to force the invocation of the highlighter on any code block.
+ #
+ # The output of the command will be inserted as is in the generated document.
+ # Therefore it is expected that the command returns a valid, complete and balanced HTML fragment.
+ # If the highlighter returns nothing (empty output), the internal rendering is used as a fall-back
+ # (as if the option was not set).
+ #
+ # Advanced usages can invoke a custom shell script instead of a standard command to
+ # check the argument, filter it, dispatch to various advanced commands, implement ad-hoc behaviors, etc.
+ var highlighter: String is lazy do
+ return value_or_default("wiki.highlighter", "")
+ end
+
+ # Default meta (i.e. language) to use to call the external highlighter.
+ #
+ # * key: `wiki.highlighter.default`
+ # * default: empty string, that means no default meta information.
+ # * example: `nit`
+ #
+ # When set, this configuration forces the external highlighter (see `wiki.highlighter`)
+ # to be called also on basic code block (with the indentation) and plain fenced code
+ # blocks (without meta information).
+ #
+ # The value is used as the `$1` argument of the configured highlighter command.
+ #
+ # Note: has no effect if `wiki.highlighter` is not set.
+ var highlighter_default: String is lazy do
+ return value_or_default("wiki.highlighter.default", "")
+ end
+end
+
+redef class NitiwikiDecorator
+ # Extends special cases for meta in fences
+ redef fun add_code(v, block) do
+ var highlighter = wiki.config.highlighter
+
+ # No highlighter, then defaults
+ if highlighter.is_empty then
+ super
+ return
+ end
+
+ var code = block.raw_content
+ var meta = block.meta or else wiki.config.highlighter_default
+
+ # No meta nor forced meta, then defaults
+ if meta.is_empty then
+ super
+ return
+ end
+
+ # Execute the command
+ wiki.message("Executing `{highlighter}` `{meta}` (in {context.src_path.as(not null)})", 2)
+ var proc = new ProcessDuplex("sh", "-c", highlighter, "", meta.to_s)
+ var res = proc.write_and_read(code)
+ if proc.status != 0 then
+ wiki.message("Warning: `{highlighter}` `{meta}` returned {proc.status} (in {context.src_path.as(not null)})", 0)
+ end
+
+ # Check the result
+ if res.is_empty then
+ # No result, then defaults
+ wiki.message(" `{highlighter}` produced nothing, process internally instead (in {context.src_path.as(not null)})", 2)
+ super
+ return
+ end
+ v.add(res)
+ end
+end
module nitiwiki
import wiki_html
+import markdown_highlight
# Locate nit directory
private fun compute_nit_dir(opt_nit_dir: OptionString): String do
super ConfigTree
# Returns the config value at `key` or return `default` if no key was found.
- private fun value_or_default(key: String, default: String): String do
+ protected fun value_or_default(key: String, default: String): String do
return self[key] or else default
end
end
end
-private class NitiwikiDecorator
+# The decorator associated to `MarkdownProcessor`.
+class NitiwikiDecorator
super HTMLDecorator
# Wiki used to resolve links.
-default: android
+default: linux
../../contrib/inkscape_tools/bin/svg_to_icons:
$(MAKE) -C ../../contrib/inkscape_tools
mkdir -p bin
../../bin/nitc -o bin/ballz.apk src/ballz_android.nit
+linux:
+ mkdir -p bin
+ ../../bin/nitc -o bin/ballz src/ballz_linux.nit
+
icon: ../../contrib/inkscape_tools/bin/svg_to_icons
mkdir -p res
../../contrib/inkscape_tools/bin/svg_to_icons art/ball.svg --android --out res/
--- /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.
+
+
+# All the assets needed by the appplication, regrouped in one class
+module assets
+
+import app::audio
+import mnit::assets
+
+
+# Contains all the assets
+class Assets
+
+ # Sound for the wall destruction
+ var wall_destruction = new Sound("walld.wav")
+
+ # Sound when the ball bounce
+ var bounce = new Sound("bounce.ogg")
+
+ # Image of the ball
+ var ball: Image is noinit
+
+ # Image for the horizontal walls
+ var horizontal_wall: Image is noinit
+
+ # Image for the vertical walls
+ var vertical_wall: Image is noinit
+
+ # Loads all the assets
+ fun load do
+ ball = app.load_image("images/ball.png")
+ horizontal_wall = app.load_image("images/horizontal_wall.png")
+ vertical_wall = app.load_image("images/vertical_wall.png")
+ wall_destruction.load
+ bounce.load
+ end
+end
# this file is part of NIT ( http://www.nitlanguage.org ).
#
-# Copyright 2014 Romain Chanoir <romain.chanoir@viacesi.fr>
-#
# 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
# See the License for the specific language governing permissions and
# limitations under the License.
+
+# Android part of mnit_ballz
module ballz_android is
- app_version(1, 0, git_revision)
+ app_version(0, 2, git_revision)
app_name("Ballz")
+ app_namespace "org.nitlanguage.ballz"
+ android_api_target 19
end
import android::portrait
-
-import game_logic
+import android::sensors
+import display
+import mnit::android
redef class App
- var screen: nullable Screen
+ # The game
+ var game: nullable Game is noautoinit
- redef fun run
- do
- sensors_support_enabled = true
+ redef fun run do
accelerometer.enabled = true
accelerometer.event_rate = 10000
magnetic_field.enabled = true
light.enabled = true
proximity.enabled = true
maximum_fps = 50
-
+ sensors_support_enabled = true
super
end
redef fun on_create
do
super
- screen = new Screen(self, display.as(Display))
+ game = new Game(display.width.to_f, display.height.to_f)
end
redef fun frame_core(display)
do
- var screen = self.screen
- if screen != null then
- screen.game.do_turn
- screen.do_frame(display)
+ var game = game
+ if game != null then
+ game.do_turn
+ game.draw(display, assets)
end
end
redef fun input(ie)
- do
- if ie isa QuitEvent then
+ do
+ if paused then return false
+ if ie isa QuitEvent then
quit = true
return true
end
- if screen != null then
- return screen.input(ie)
+ var game = game
+ if game != null then
+ return game.input(ie)
+ end
+ return false
+ end
+end
+
+redef class Ball
+
+ redef fun intercepts(event)
+ do
+ if event isa ASensorAccelerometer then
+ acceleration(event.x, event.y)
+ else if event isa ASensorMagneticField then
+ #deal with Magnetic field sensor
+ #print "ASensorMagneticField : x = " + event.x.to_s + " y = " + event.y.to_s + " z = " + event.z.to_s
+ else if event isa ASensorGyroscope then
+ #deal with Gyroscope sensor
+ #print "ASensorGyroscope : x = " + event.x.to_s + " y = " + event.y.to_s + " z = " + event.z.to_s
+ else if event isa ASensorLight then
+ #deal with light sensor
+ #print "ASensorLight : light = " + event.light.to_s
+ else if event isa ASensorProximity then
+ #deal with proximity sensor
+ #print "ASensorProximity : distance = " + event.distance.to_s
+ else if event isa MotionEvent then
+ end
+ return true
+ end
+end
+
+
+redef class Game
+
+ redef fun input(ie)
+ do
+ if ie isa ASensorAccelerometer or ie isa MotionEvent then
+ ball.intercepts(ie)
+ return true
end
return false
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.
+
+# Linux part of mnit_ballz
+module ballz_linux
+
+import mnit::linux
+import display
+
+
+redef class App
+
+ private var up_arrow_down = false
+ private var down_arrow_down = false
+ private var left_arrow_down = false
+ private var right_arrow_down = false
+ private var game: nullable Game is noautoinit
+
+ redef fun run
+ do
+ maximum_fps = 50
+ super
+ end
+
+ redef fun on_create
+ do
+ super
+ game = new Game(display.width.to_f, display.height.to_f)
+ end
+
+ redef fun frame_core(display)
+ do
+ if up_arrow_down then input(new SDLKeyEvent("up", true))
+ if down_arrow_down then input(new SDLKeyEvent("down", true))
+ if left_arrow_down then input(new SDLKeyEvent("left", true))
+ if right_arrow_down then input(new SDLKeyEvent("right", true))
+
+ var game = game
+ if game != null then
+ game.do_turn
+ game.draw(display, assets)
+ end
+ end
+
+ redef fun input(ie)
+ do
+ if ie isa QuitEvent then
+ quit = true
+ return true
+ end
+ var game = game
+ if game != null then
+ return game.input(ie)
+ end
+ return false
+ end
+end
+
+redef class Ball
+
+ redef fun intercepts(event)
+ do
+ var value = 5.0
+ if event isa SDLKeyEvent then
+ if event.is_arrow_left then
+ acceleration(value, 0.0)
+ app.left_arrow_down = event.is_down
+ end
+ if event.is_arrow_right then
+ acceleration(-value, 0.0)
+ app.right_arrow_down = event.is_down
+ end
+ if event.is_arrow_up then
+ acceleration(0.0, -value)
+ app.up_arrow_down = event.is_down
+ end
+ if event.is_arrow_down then
+ acceleration(0.0, value)
+ app.down_arrow_down = event.is_down
+ end
+ end
+ return false
+ end
+end
+
+redef class Game
+
+ redef fun input(ie)
+ do
+ ball.intercepts(ie)
+ return false
+ 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.
+
+# Geometric computations around vectors and points for collision detection
+module collision
+
+import geometry
+
+# trigonometry
+
+# Get the distance between `p1` and `p2`
+fun distance(p1, p2: Point[Float]): Float
+do
+ var x = p1.x - p2.x
+ var y = p1.y - p2.y
+ return ( x * x + y * y ).sqrt
+end
+
+# Get the magnitude (length) of `vector`
+fun magnitude(vector: Point[Float]): Float do return ( vector.x * vector.x + vector.y * vector.y ).sqrt
+
+# Get the unit vector of `vector`
+fun unit_vector(vector: Point[Float]): Point[Float] do return new Point[Float](vector.x / magnitude(vector), vector.y / magnitude(vector))
+
+# Get the dot product of vectors `v1` and `v2`
+fun dot_product(v1, v2: Point[Float]): Float do return v1.x * v2.x + v1.y * v2.y
+
+# Get the vector between `start_point` and `end_point`
+fun vector_between(start_point, end_point: Point[Float]): Point[Float] do return new Point[Float](end_point.x - start_point.x, end_point.y - start_point.y)
+
+# Returns the point on a line with endpoints `l1` and `l2` closest to `center`
+fun point_closest_to_line(center, l1, l2: Point[Float]): Point[Float]
+do
+ var luvector = unit_vector(vector_between(l1, l2))
+ var l_to_ball = vector_between(l1, center)
+
+ var projection = dot_product(l_to_ball, luvector)
+
+ if projection <= 0.0 then return l1
+ if projection >= distance(l1, l2) then return l2
+ return new Point[Float](l1.x + luvector.x * projection, l1.y + luvector.y * projection)
+end
+
+# Is the ball with the `center` and `radius` intersecting the line with the endpoints `l1` and `l2`?
+fun is_intersecting(center, l1, l2: Point[Float], radius: Float): Bool
+do
+ var closest = point_closest_to_line(center, l1, l2)
+ var distance = distance(center, closest)
+ return distance < radius
+end
+
+# Bouncing function, returns the new point of the center of the ball
+fun bounce(center, l1, l2, offset: Point[Float]): Point[Float]
+do
+ var bln = bounce_line_normal(center, l1, l2)
+ var dot = dot_product(offset, bln)
+ return new Point[Float](offset.x - (2.0 * dot * bln.x), offset.y - (2.0 * dot * bln.y))
+end
+
+private fun bounce_line_normal(center, l1, l2: Point[Float]): Point[Float]
+do
+ var p = point_closest_to_line(center, l1, l2)
+ var v = vector_between(p, center)
+ return unit_vector(v)
+end
+
+# Rotate `p` around `center` through `angle`
+fun rotate_point(p, center: Point[Float], angle: Float): Point[Float]
+do
+ var s = angle.sin
+ var c = angle.cos
+
+ var nx = c * (p.x - center.x) - s * (p.y - center.y) + center.x
+ var ny = s * (p.x - center.x) + c * (p.y - center.y) + center.y
+ return new Point[Float](nx, ny)
+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.
+
+# Handles the drawing of all the game
+module display
+
+import game_logic
+
+redef class Ball
+
+ # Draw `self` onto `display` with image from `assets`
+ fun draw(display: Display, assets: Assets)
+ do
+ display.blit_centered(assets.ball, center.x, center.y)
+ end
+end
+
+redef class Wall
+
+ # Draw `self` onto `display` with image from `assets`
+ fun draw(display: Display, assets: Assets)
+ do
+ display.blit_rotated(assets.vertical_wall, center.x, center.y, angle)
+ end
+end
+
+redef class Game
+
+ # Draw all the entities onto `display`
+ fun draw(display: Display, assets: Assets)
+ do
+ display.clear (0.0, 0.0, 0.0)
+ ball.draw(display, assets)
+ for wall in walls do wall.draw(display, assets)
+ end
+end
#this file is part of NIT ( http://www.nitlanguage.org ).
#
-# Copyright 2014 Romain Chanoir <romain.chanoir@viacesi.fr>
-#
# 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
# See the License for the specific language governing permissions and
# limitations under the License.
+# All the logic of the game
module game_logic
-import mnit::android
-import android::sensors
+import assets
+import objects
+import geometry::quadtree
+import collision
-class Ball
- var x: Float
- var y: Float
- var dim: Int
- var walls_activated: Bool
- var offset_x = 0.0
- var offset_y = 0.0
- var going_left: Bool
- var going_down: Bool
+redef class Ball
- var game: Game
+ # Scale for drawing the image of `self`
+ var scale = 1.0
- init(game: Game, x,y: Float, walls: Bool)
- do
- self.x = x
- self.y = y
- self.dim = 20
- self.game = game
- self.walls_activated = walls
- end
+ # ASensorProximity value for modifying `scale`
+ # Not used yet
+ var scale_proximity_modifier = 6.0
+
+ # Radius of `self`
+ var radius = 32.0
+
+ # Movement vector of `self`
+ var offset = new Point[Float](0.0, 0.0)
- # not very useful at this time
- fun do_turn
+ # Calculates the acceleration of `self`
+ fun acceleration(x,y: Float)
do
+ var max_offset = 10.0
+ var max_value = 9.80
+ var offset_x = offset.x - x/max_value
+ var offset_y = offset.y + y/max_value
+ if offset_x > max_offset then offset_x = max_offset
+ if offset_x < -max_offset then offset_x = -max_offset
+ if offset_y > max_offset then offset_y = max_offset
+ if offset_y < -max_offset then offset_y = -max_offset
+ offset = new Point[Float](offset_x, offset_y)
end
- fun intercepts(event: InputEvent): Bool
+ # Do the collision detection, then move `self`consequently
+ fun do_turn(game: Game)
do
- if event isa ASensorAccelerometer then
- do_move(event)
- else if event isa ASensorMagneticField then
- #deal with Magnetic field sensor
- print "ASensorMagneticField : x = " + event.x.to_s + " y = " + event.y.to_s + " z = " + event.z.to_s
- else if event isa ASensorGyroscope then
- #deal with Gyroscope sensor
- print "ASensorGyroscope : x = " + event.x.to_s + " y = " + event.y.to_s + " z = " + event.z.to_s
- else if event isa ASensorLight then
- #deal with light sensor
- print "ASensorLight : light = " + event.light.to_s
- else if event isa ASensorProximity then
- #deal with proximity sensor
- print "ASensorProximity : distance = " + event.distance.to_s
- else if event isa MotionEvent then
- activate_walls(event)
+ offset = new Point[Float](offset.x * 0.98, offset.y * 0.98)
+ var np = collision(game.quadtree)
+ if np != null then
+ offset = np
+ center = new Point[Float](center.x + offset.x, center.y + offset.y)
+ else
+ center = new Point[Float](center.x + offset.x, center.y + offset.y)
end
- return true
end
- fun do_move (event: ASensorAccelerometer)
+ # Collision detection
+ fun collision(quadtree: SQuadTree[OrientedLine]): nullable Point[Float]
do
- # acceleration value
- var vx = event.x
- var vy = event.y
- var gw = game.width
- var gh = game.height
-
- # acceleration
- var max_value = 9.80
- var acceleration_x = vx/max_value
- var acceleration_y = vy/max_value
- offset_x -= (acceleration_x/10.0)*(vx.abs) + offset_x/125.0
- offset_y += (acceleration_y/10.0)*(vy.abs) - offset_y/125.0
- var nx = self.x + offset_x
- var ny = self.y + offset_y
- going_left = offset_x > 0.0
- going_down = offset_y > 0.0
-
- # x value
- if nx >= 0.0 and nx <= gw then
- self.x = nx
- else if nx < 0.0 then
- if not walls_activated then self.x = gw else do_bounce(1)
- else if nx > gw then
- if not walls_activated then self.x = 0.0 else do_bounce(1)
+ var nx = self.center.x + offset.x
+ var ny = self.center.y + offset.y
+ var new_center = new Point[Float](nx, ny)
+ var effective_radius = radius*scale
+ # Lines intersecting with the ball
+ var intersecting_lines = new Array[OrientedLine]
+
+ # Line intersecting closest to the ball
+ var intersecting_line: nullable OrientedLine = null
+
+ # closest point of the intersecting line
+ var closest_point: nullable Point[Float] = null
+
+ # get the intersecting lines with help of the quadtree
+ var lines = quadtree.items_overlapping(new_center.padded(effective_radius))
+ for l in lines do
+ if is_intersecting(new_center, l.point_left, l.point_right, effective_radius) then
+ intersecting_lines.add(l)
+ end
end
- # y value
- if ny >= 0.0 and ny <= gh then
- self.y = ny
- else if ny < 0.0 then
- if not walls_activated then self.y = gh else do_bounce(2)
- else if ny > gh then
- if not walls_activated then self.y = 0.0 else do_bounce(2)
+ # get the line closest to the ball from the intersecting lines, setting the closest point
+ var min_dist = 100.0
+ if intersecting_lines.length >= 2 then
+ for l in intersecting_lines do
+ var closest = point_closest_to_line(new_center, l.point_left, l.point_right)
+ var distance = distance(closest, new_center)
+ if distance < min_dist then
+ min_dist = distance
+ intersecting_line = l
+ closest_point = closest
+ end
+ end
+ else if intersecting_lines.length == 1 then
+ intersecting_line = intersecting_lines[0]
+ closest_point = point_closest_to_line(new_center, intersecting_line.point_left, intersecting_line.point_right)
end
- end
- # bounce in function of the position of the wall relative to the ball: 1=left or right, 2=top or down
- fun do_bounce(wall_position: Int)
- do
- if wall_position == 1 then
- offset_x = -offset_x*0.85
- else if wall_position == 2 then
- offset_y = -offset_y*0.85
- end
- if offset_x.abs > 1.0 and offset_y.abs > 1.0 then
- self.x += offset_x
- self.y += offset_y
+ if intersecting_line != null and closest_point != null then
+ return bounce(center, intersecting_line.point_left, intersecting_line.point_right, offset)
end
+ return null
end
- fun activate_walls(event: MotionEvent)
- do
- if event.just_went_down then
- walls_activated = not walls_activated
- end
- end
+ # Event interception
+ fun intercepts(event: InputEvent): Bool is abstract
end
-class Screen
- var ball_img: Image
- var game: Game
-
- init(app: App, display: Display)
- do
- game = new Game(display)
- ball_img = app.load_asset("images/ball.png").as(Image)
- var scale = game.img_dim.to_f / game.img_ori_dim.to_f
- ball_img.scale = scale
- ball_img.scale = 3.0
- end
+# The core of the game
+class Game
- fun do_frame(display: Display)
- do
- display.clear(0.0, 0.0, 0.0)
- display.blit_rotated(ball_img, game.ball.x, game.ball.y, 0.0)
- end
+ # The Ball!
+ var ball: Ball is noinit
- fun input(ie: InputEvent): Bool
- do
- if ie isa ASensorProximity then
- if ie.distance == 0.0 then ball_img.scale = 6.0 else ball_img.scale = 3.0
- else
- game.ball.intercepts(ie)
- end
- return true
- end
-end
+ # List of walls in the level
+ var walls: Array[Wall] is noinit
-class Game
- var ball: Ball
+ # Width of the display
var width: Float
+
+ # Heightof the display
var height: Float
- var img_ori_dim: Int = 256
- fun img_dim: Int do return 210
+ # Quadtree used for collision detection
+ var quadtree: SQuadTree[OrientedLine] is noinit
- init(display: Display)
+ init
do
- width = display.width.to_f
- height = display.height.to_f
- ball = new Ball(self, width/2.0, height/2.0, false)
+ ball = new Ball(new Point[Float](width/2.0, height/2.0))
+ # Walls initialisation
+ var walla = new Wall(new Point[Float](width/4.0, height/4.0), pi/3.0, 1.0)
+ var wallb = new Wall(new Point[Float](width*0.75, height/4.0), 0.0, 1.0)
+ var wallc = new Wall(new Point[Float](width/4.0, height*0.75), 0.0, 1.0)
+ var walld = new Wall(new Point[Float](width*0.75, height*0.75), pi/3.0, 1.0)
+ walls = new Array[Wall].with_items(walla, wallb, wallc, walld)
+
+ # adding screen bordures
+ var i = new Point[Float](0.0,0.0)
+ var a = new Point[Float](0.0, height/2.0)
+ var b = new Point[Float](width/2.0, 0.0)
+ var c = new Point[Float](width, height/2.0)
+ var d = new Point[Float](width/2.0, height)
+
+ var l1 = new OrientedLine(i, i, pi/2.0, height, a)
+ var l2 = new OrientedLine(i, i, 0.0, width, b)
+ var l3 = new OrientedLine(i, i, pi/2.0, height, c)
+ var l4 = new OrientedLine(i, i, 0.0, width, d)
+
+ quadtree = new SQuadTree[OrientedLine](5, width, height)
+ for w in walls do for l in w.lines do
+ quadtree.add(l)
+ end
+ quadtree.add(l1)
+ quadtree.add(l2)
+ quadtree.add(l3)
+ quadtree.add(l4)
end
- fun do_turn
- do
- ball.do_turn
+ # Only calls `do_turn` of the ball for the moment
+ fun do_turn do ball.do_turn(self)
+
+ # Input gestion
+ fun input(ie: InputEvent): Bool do return false
+end
+
+redef class App
+
+ # Assets used in all the app
+ var assets = new Assets
+
+ redef fun on_create do
+ super
+ assets.load
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 containing all objects of the game
+module objects
+
+import geometry
+import geometry::polygon
+import geometry::boxes
+import collision
+
+# The ball is the main character of the game!
+class Ball
+ # Center of the ball
+ var center: Point[Float] is writable
+end
+
+# Walls make the ball bounce on them
+class Wall
+ # Coordinates of the center of the wall
+ var center: Point[Float]
+
+ # Angle in radian
+ var angle: Float
+
+ # Scale for drawing `self`
+ var scale: Float
+
+ # Width of `self`
+ var width: Float is noautoinit
+
+ # Height of `self`
+ var height: Float is noautoinit
+
+ # Lines composing `self`
+ var lines: Array[OrientedLine] is noautoinit
+
+ # Initialize `self` with all its lines from `center` and `angle`
+ init do
+ self.height = 128.0
+ self.width = 32.0
+ var i = new Point[Float](0.0, 0.0)
+ var j = new Point[Float](0.0, 0.0)
+
+ var a = new Point[Float]((center.x - width/2.0), center.y)
+ var b = new Point[Float]((center.x), (center.y - height/2.0))
+ var c = new Point[Float]((center.x + width/2.0), center.y)
+ var d = new Point[Float]((center.x), (center.y + height/2.0))
+
+ var l1 = new OrientedLine(i, j, angle - pi/2.0, height * scale.to_f, rotate_point(a, center, angle))
+ var l2 = new OrientedLine(i, j, angle, width * scale.to_f, rotate_point(b, center, angle))
+ var l3 = new OrientedLine(i, j, angle - pi/2.0, height * scale.to_f, rotate_point(c, center, angle))
+ var l4 = new OrientedLine(i, j, angle, width * scale.to_f, rotate_point(d, center, angle))
+ lines = new Array[OrientedLine]
+ lines.add_all([l1, l2, l3, l4])
+ end
+end
+
+# A line represented with a center and an angle
+class OrientedLine
+ super Line[Float]
+ redef type P: Point[Float]
+
+ # Angle in radian
+ var angle: Float is writable
+
+ # Length
+ var length: Float
+
+ # Center
+ var center: Point[Float]
+
+ redef fun point_left
+ do
+ var luv = unit_vector(new Point[Float](angle.cos, angle.sin))
+ var offset_from_center = new Point[Float](luv.x * (length / 2.0), luv.y * (length / 2.0))
+ return new Point[Float](center.x + offset_from_center.x, center.y + offset_from_center.y)
+ end
+
+ redef fun point_right
+ do
+ var luv = unit_vector(new Point[Float](angle.cos, angle.sin))
+ var offset_from_center = new Point[Float](luv.x * length / 2.0, luv.y * length / 2.0)
+ return new Point[Float](center.x - offset_from_center.x, center.y - offset_from_center.y)
+ end
+
+ redef fun left do return point_left.x.min(point_right.x)
+ redef fun right do return point_left.x.max(point_right.x)
+end
end
redef class PlayableAudio
- redef init do app.add_to_sounds(self)
+ redef init do add_to_sounds(self)
end
redef class Sound
redef class App
- # Sounds handled by the application, when you load a sound, it's added to this list.
- # This array is used in `pause` and `resume`
- private var sounds = new Array[PlayableAudio]
# Returns the default MediaPlayer of the application.
# When you load a music, it goes in this MediaPlayer.
return add_to_sounds(default_mediaplayer.load_sound(resource_manager.raw_id(music), self.native_activity)).as(Music)
end
- # Factorizes `sounds.add` to use it in `load_music`, `load_sound`, `load_music_from_res` and `load_sound_from_res`
- private fun add_to_sounds(sound: PlayableAudio): PlayableAudio do
- sounds.add(sound)
- return sound
- end
-
redef fun on_pause do
super
for s in sounds do s.pause
for s in sounds do s.resume
end
end
+
+redef class Sys
+
+ # Sounds handled by the application, when you load a sound, it's added to this list.
+ # This array is used in `pause` and `resume`
+ private var sounds = new Array[PlayableAudio]
+
+ # Factorizes `sounds.add` to use it in `load_music`, `load_sound`, `load_music_from_res` and `load_sound_from_res`
+ private fun add_to_sounds(sound: PlayableAudio): PlayableAudio do
+ sounds.add(sound)
+ return sound
+ end
+end
#
# ~~~~nitish
# #FIXME rewrite the example
-# var app = new MyApp
-# app.sensors_support_enabled = true
-# app.accelerometer.enabled = true
-# app.accelerometer.eventrate = 10000
-# app.magnetic_field.enabled = true
-# app.gyroscope.enabled = true
-# app.light.enabled = true
-# app.proximity.enabled = true
-# app.main_loop
+# redef class App
+# sensors_support_enabled = true
+# accelerometer.enabled = true
+# accelerometer.eventrate = 10000
+# magnetic_field.enabled = true
+# gyroscope.enabled = true
+# light.enabled = true
+# proximity.enabled = true
+# end
# ~~~~
#
-# In this example, we enable the sensor support, then enable all types of sensors supported, before running the app.
-# The result is you get all type of SensorEvent (ASensorAccelerometer, ASensorMagneticField ...) in the input method of your app
+# In this example, we enable the sensor support, then enable all types of sensors supported by the API, directly with `App` attributes
+# As a result, you get all type of SensorEvent (ASensorAccelerometer, ASensorMagneticField ...) in the `input` callback of `App`
module sensors
import android
private fun enable_accelerometer
do
accelerometer.asensor = sensormanager.get_default_sensor(new ASensorType.accelerometer)
- if accelerometer.asensor.address_is_null then
- print "Accelerometer sensor unavailable"
+ if accelerometer.asensor.address_is_null then
+ print "Accelerometer sensor unavailable"
else
if eventqueue.enable_sensor(accelerometer.asensor) < 0 then print "Accelerometer enabling failed"
eventqueue.set_event_rate(accelerometer.asensor, accelerometer.event_rate)
private fun enable_proximity
do
proximity.asensor = sensormanager.get_default_sensor(new ASensorType.proximity)
- if proximity.asensor.address_is_null then
+ if proximity.asensor.address_is_null then
print "Proximity sensor unavailable"
else
if eventqueue.enable_sensor(proximity.asensor) < 0 then print "Proximity enabling failed"
end
redef fun add_code(v, block) do
- if block isa BlockFence and block.meta != null then
- v.add "<pre class=\"{block.meta.to_s}\"><code>"
+ var meta = block.meta
+ if meta != null then
+ v.add "<pre class=\""
+ append_value(v, meta)
+ v.add "\"><code>"
else
v.add "<pre><code>"
end
block = block.next
end
end
+
+ # The raw content of the block as a multi-line string.
+ fun raw_content: String do
+ var infence = self isa BlockFence
+ var text = new FlatBuffer
+ var line = self.block.first_line
+ while line != null do
+ if not line.is_empty then
+ var str = line.value
+ if not infence and str.has_prefix(" ") then
+ text.append str.substring(4, str.length - line.trailing)
+ else
+ text.append str
+ end
+ end
+ text.append "\n"
+ line = line.next
+ end
+ return text.write_to_string
+ end
end
# A block without any markdown specificities.
class BlockCode
super Block
+ # Any string found after fence token.
+ var meta: nullable Text
+
# Number of char to skip at the beginning of the line.
#
# Block code lines start at 4 spaces.
class BlockFence
super BlockCode
- # Any string found after fence token.
- var meta: nullable Text
-
# Fence code lines start at 0 spaces.
redef var line_start = 0
end
var toolcontext = new ToolContext
redef fun add_code(v, block) do
- var meta = "nit"
- if block isa BlockFence and block.meta != null then
- meta = block.meta.to_s
- end
+ var meta = block.meta or else "nit"
+
# Do not try to highlight non-nit code.
if meta != "nit" and meta != "nitish" then
v.add "<pre class=\"{meta}\"><code>"
return
end
# Try to parse code
- var code = code_from_block(block)
+ var code = block.raw_content
var ast = toolcontext.parse_something(code)
if ast isa AError then
v.add "<pre class=\"{meta}\"><code>"
for i in [from..to[ do out.add buffer[i]
return out.write_to_string
end
-
- fun code_from_block(block: BlockCode): String do
- var infence = block isa BlockFence
- var text = new FlatBuffer
- var line = block.block.first_line
- while line != null do
- if not line.is_empty then
- var str = line.value
- if not infence and str.has_prefix(" ") then
- text.append str.substring(4, str.length - line.trailing)
- else
- text.append str
- end
- end
- text.append "\n"
- line = line.next
- end
- return text.write_to_string
- end
end
# Decorator for span elements.
# * [X] generate a page per package with the readme and most metadata
# * [ ] link/include/be included in the documentation
# * [ ] propose `related packages`
-# * [ ] show directory content (a la nitls)
+# * [X] show directory content (a la nitls)
# * [X] gather git information from the working directory
# * [ ] gather git information from the repository
# * [ ] gather package information from github
# * [ ] reify people
# * [ ] separate information gathering from rendering
# * [ ] move up information gathering in (existing or new) service modules
-# * [ ] add command line options
+# * [X] add command line options
# * [ ] harden HTML (escaping, path injection, etc)
# * [ ] nitcorn server with RESTful API
#
res.add "</li>"
end
+ # Recursively generate a level in the file tree of the *content* section
+ private fun gen_content_level(ot: OrderedTree[Object], os: Array[Object], res: Template)
+ do
+ res.add "<ul>\n"
+ for o in os do
+ res.add "<li>"
+ if o isa MGroup then
+ var d = ""
+ var mdoc = o.mdoc
+ if mdoc != null then d = ": {mdoc.html_synopsis.write_to_string}"
+ res.add "<strong>{o.name}</strong>{d} ({o.filepath.to_s})"
+ else if o isa ModulePath then
+ var d = ""
+ var m = o.mmodule
+ if m != null then
+ var mdoc = m.mdoc
+ if mdoc != null then d = ": {mdoc.html_synopsis.write_to_string}"
+ end
+ res.add "<strong>{o.name}</strong>{d} ({o.filepath.to_s})"
+ else
+ abort
+ end
+ var subs = ot.sub.get_or_null(o)
+ if subs != null then gen_content_level(ot, subs, res)
+ res.add "</li>\n"
+ end
+ res.add "</ul>\n"
+ end
# Compute information and generate a full HTML page for a package
fun package_page(mpackage: MPackage): Writable
res.add mdoc.html_documentation
score += mdoc.content.length.score
end
+
+ res.add "<h2>Content</h2>"
+ var ot = new OrderedTree[Object]
+ for g in mpackage.mgroups do
+ var pa = g.parent
+ if g.is_interesting then
+ ot.add(pa, g)
+ pa = g
+ end
+ for mp in g.module_paths do
+ ot.add(pa, mp)
+ end
+ end
+ ot.sort_with(alpha_comparator)
+ gen_content_level(ot, ot.roots, res)
+
+
res.add """
</div>
<div class="sidebar">
if cat != null then cat2proj[cat].add mpackage
score += ts2.length.score
- var reqs = deps[mpackage].greaters.to_a
- reqs.remove(mpackage)
- alpha_comparator.sort(reqs)
- res.add "<h3>Requirements</h3>\n"
- if reqs.is_empty then
- res.add "none"
- else
- var list = new Array[String]
- for r in reqs do
- var direct = deps.has_direct_edge(mpackage, r)
- var s = "<a href=\"{r}.html\">"
- if direct then s += "<strong>"
- s += r.to_s
- if direct then s += "</strong>"
- s += "</a>"
- list.add s
+ if deps.has(mpackage) then
+ var reqs = deps[mpackage].greaters.to_a
+ reqs.remove(mpackage)
+ alpha_comparator.sort(reqs)
+ res.add "<h3>Requirements</h3>\n"
+ if reqs.is_empty then
+ res.add "none"
+ else
+ var list = new Array[String]
+ for r in reqs do
+ var direct = deps.has_direct_edge(mpackage, r)
+ var s = "<a href=\"{r}.html\">"
+ if direct then s += "<strong>"
+ s += r.to_s
+ if direct then s += "</strong>"
+ s += "</a>"
+ list.add s
+ end
+ res.add_list(list, ", ", " and ")
end
- res.add_list(list, ", ", " and ")
- end
- reqs = deps[mpackage].smallers.to_a
- reqs.remove(mpackage)
- alpha_comparator.sort(reqs)
- res.add "<h3>Clients</h3>\n"
- if reqs.is_empty then
- res.add "none"
- else
- var list = new Array[String]
- for r in reqs do
- var direct = deps.has_direct_edge(r, mpackage)
- var s = "<a href=\"{r}.html\">"
- if direct then s += "<strong>"
- s += r.to_s
- if direct then s += "</strong>"
- s += "</a>"
- list.add s
+ reqs = deps[mpackage].smallers.to_a
+ reqs.remove(mpackage)
+ alpha_comparator.sort(reqs)
+ res.add "<h3>Clients</h3>\n"
+ if reqs.is_empty then
+ res.add "none"
+ else
+ var list = new Array[String]
+ for r in reqs do
+ var direct = deps.has_direct_edge(r, mpackage)
+ var s = "<a href=\"{r}.html\">"
+ if direct then s += "<strong>"
+ s += r.to_s
+ if direct then s += "</strong>"
+ s += "</a>"
+ list.add s
+ end
+ res.add_list(list, ", ", " and ")
end
- res.add_list(list, ", ", " and ")
- end
- score += deps[mpackage].greaters.length.score
- score += deps[mpackage].direct_greaters.length.score
- score += deps[mpackage].smallers.length.score
- score += deps[mpackage].direct_smallers.length.score
+ score += deps[mpackage].greaters.length.score
+ score += deps[mpackage].direct_greaters.length.score
+ score += deps[mpackage].smallers.length.score
+ score += deps[mpackage].direct_smallers.length.score
+ end
var contributors = mpackage.contributors
if not contributors.is_empty then
res.add "<th data-field=\"name\" data-sortable=\"true\">name</th>\n"
res.add "<th data-field=\"maint\" data-sortable=\"true\">maint</th>\n"
res.add "<th data-field=\"contrib\" data-sortable=\"true\">contrib</th>\n"
- res.add "<th data-field=\"reqs\" data-sortable=\"true\">reqs</th>\n"
- res.add "<th data-field=\"dreqs\" data-sortable=\"true\">direct<br>reqs</th>\n"
- res.add "<th data-field=\"cli\" data-sortable=\"true\">clients</th>\n"
- res.add "<th data-field=\"dcli\" data-sortable=\"true\">direct<br>clients</th>\n"
+ if deps.not_empty then
+ res.add "<th data-field=\"reqs\" data-sortable=\"true\">reqs</th>\n"
+ res.add "<th data-field=\"dreqs\" data-sortable=\"true\">direct<br>reqs</th>\n"
+ res.add "<th data-field=\"cli\" data-sortable=\"true\">clients</th>\n"
+ res.add "<th data-field=\"dcli\" data-sortable=\"true\">direct<br>clients</th>\n"
+ end
res.add "<th data-field=\"mod\" data-sortable=\"true\">modules</th>\n"
res.add "<th data-field=\"cla\" data-sortable=\"true\">classes</th>\n"
res.add "<th data-field=\"met\" data-sortable=\"true\">methods</th>\n"
if p.maintainers.not_empty then maint = p.maintainers.first
res.add "<td>{maint}</td>"
res.add "<td>{p.contributors.length}</td>"
- res.add "<td>{deps[p].greaters.length-1}</td>"
- res.add "<td>{deps[p].direct_greaters.length}</td>"
- res.add "<td>{deps[p].smallers.length-1}</td>"
- res.add "<td>{deps[p].direct_smallers.length}</td>"
+ if deps.not_empty then
+ res.add "<td>{deps[p].greaters.length-1}</td>"
+ res.add "<td>{deps[p].direct_greaters.length}</td>"
+ res.add "<td>{deps[p].smallers.length-1}</td>"
+ res.add "<td>{deps[p].direct_smallers.length}</td>"
+ end
res.add "<td>{mmodules[p]}</td>"
res.add "<td>{mclasses[p]}</td>"
res.add "<td>{mmethods[p]}</td>"
var model = new Model
var tc = new ToolContext
+var opt_dir = new OptionString("Directory where the HTML files are generated", "-d", "--dir")
+var opt_no_git = new OptionBool("Do not gather git information from the working directory", "--no-git")
+var opt_no_parse = new OptionBool("Do not parse nit files (no importation information)", "--no-parse")
+var opt_no_model = new OptionBool("Do not analyse nit files (no class/method information)", "--no-model")
+
+tc.option_context.add_option(opt_dir, opt_no_git, opt_no_parse, opt_no_model)
+
tc.process_options(sys.args)
tc.keep_going = true
modelbuilder.scan_group(g)
# Load the module to process importation information
+ if opt_no_parse.value then continue
modelbuilder.parse_group(g)
catalog.deps.add_node(p)
catalog.deps.add_edge(p, ip)
end
end
+end
+if not opt_no_git.value then for p in model.mpackages do
catalog.git_info(p)
end
# Run phases to modelize classes and properties (so we can count them)
-#modelbuilder.run_phases
+if not opt_no_model.value then
+ modelbuilder.run_phases
+end
-var out = "out"
+var out = opt_dir.value or else "catalog.out"
out.mkdir
# Generate the css (hard coded)
index.add "<h2>Highlighted Packages</h2>\n"
index.add catalog.list_best(catalog.score)
-index.add "<h2>Most Required</h2>\n"
-var reqs = new Counter[MPackage]
-for p in model.mpackages do
- reqs[p] = catalog.deps[p].smallers.length - 1
+if catalog.deps.not_empty then
+ index.add "<h2>Most Required</h2>\n"
+ var reqs = new Counter[MPackage]
+ for p in model.mpackages do
+ reqs[p] = catalog.deps[p].smallers.length - 1
+ end
+ index.add catalog.list_best(reqs)
end
-index.add catalog.list_best(reqs)
index.add "<h2>By First Tag</h2>\n"
index.add catalog.list_by(catalog.cat2proj, "cat_")
var executor: NitUnitExecutor
redef fun add_code(v, block) do
- var code = code_from_block(block)
- var meta = "nit"
- if block isa BlockFence and block.meta != null then
- meta = block.meta.to_s
- end
+ var code = block.raw_content
+ var meta = block.meta or else "nit"
# Do not try to test non-nit code.
if meta != "nit" then return
# Try to parse code blocks
# Add it to the file
executor.blocks.last.append code
end
-
- # Extracts code as String from a `BlockCode`.
- fun code_from_block(block: BlockCode): String do
- var infence = block isa BlockFence
- var text = new FlatBuffer
- var line = block.block.first_line
- while line != null do
- if not line.is_empty then
- var str = line.value
- if not infence and str.has_prefix(" ") then
- text.append str.substring(4, str.length - line.trailing)
- else
- text.append str
- end
- end
- text.append "\n"
- line = line.next
- end
- return text.write_to_string
- end
end
# A unit-test to run
-nitiwiki --config ../contrib/nitiwiki/tests/wiki1/config2.ini --clean --status
-nitiwiki --config ../contrib/nitiwiki/tests/wiki1/config2.ini --clean --render -v
+--config ../contrib/nitiwiki/tests/wiki1/config2.ini --clean --status
+--config ../contrib/nitiwiki/tests/wiki1/config2.ini --clean --render -v ; rm -r ../contrib/nitiwiki/tests/wiki1/out/
--- /dev/null
+../lib/mnit/linux/linux_app.nit:29,16--31: Redef Error: a virtual type cannot be refined.
+../lib/mnit/linux/linux_app.nit:30,16--29: Redef Error: a virtual type cannot be refined.