Minor refactor
[kaka/rust-sdl-test.git] / src / core / app.rs
... / ...
CommitLineData
1use boll::*;
2use common::{Point2D, Rect};
3use core::controller::ControllerManager;
4use point; // defined in common, but loaded from main...
5use rand::Rng;
6use sdl2::event::{Event, WindowEvent};
7use sdl2::gfx::primitives::DrawRenderer;
8use sdl2::keyboard::Keycode;
9use sdl2::pixels::Color;
10use sdl2::rect::Rect as SDLRect;
11use sdl2::render::{BlendMode, Canvas};
12use sdl2::video::{FullscreenType, SwapInterval, Window};
13use sdl2::{EventPump, VideoSubsystem};
14use sprites::SpriteManager;
15use std::f32::consts::PI;
16use time::PreciseTime;
17
18pub type Nanoseconds = u64;
19
20const FPS: u32 = 60;
21const NS_PER_FRAME: u32 = 1_000_000_000 / FPS;
22
23#[derive(Default)]
24pub struct AppBuilder {
25 resolution: Rect<u16>,
26 state: Option<Box<dyn AppState>>,
27 title: Option<String>,
28}
29
30impl AppBuilder {
31 pub fn with_resolution(mut self, width: u16, height: u16) -> Self {
32 self.resolution = Rect { width, height };
33 self
34 }
35
36 pub fn with_state(mut self, state: Box<dyn AppState>) -> Self {
37 self.state = Some(state);
38 self
39 }
40
41 pub fn with_title(mut self, title: &str) -> Self {
42 self.title = Some(title.to_string());
43 self
44 }
45
46 pub fn build(self) -> Result<App, String> {
47 let context = sdl2::init().unwrap();
48 sdl2::image::init(sdl2::image::InitFlag::PNG)?;
49 let video = context.video()?;
50 self.print_video_display_modes(&video);
51
52 let window = video
53 .window(
54 &self.title.unwrap(),
55 self.resolution.width.into(),
56 self.resolution.height.into(),
57 )
58 .position_centered()
59 // .fullscreen()
60 // .fullscreen_desktop()
61 .opengl()
62 .build()
63 .unwrap();
64 context.mouse().show_cursor(false);
65
66 let mut canvas = window.into_canvas().build().unwrap();
67 canvas.set_blend_mode(BlendMode::Add);
68 canvas.set_draw_color(Color::RGB(0, 0, 0));
69 canvas.clear();
70 canvas.present();
71
72 video.gl_set_swap_interval(SwapInterval::VSync)?;
73
74 let event_pump = context.event_pump()?;
75 let sprites = SpriteManager::new(canvas.texture_creator());
76 let screen = canvas.output_size().unwrap();
77 let ctrl = context.game_controller()?;
78 ctrl.set_event_state(true);
79
80 Ok(App {
81 canvas,
82 event_pump,
83 sprites,
84 state: self.state.unwrap_or_else(|| Box::new(ActiveState::new(screen))),
85 ctrl_man: ControllerManager::new(ctrl, context.haptic()?),
86 })
87 }
88
89 fn print_video_display_modes(&self, video: &VideoSubsystem) {
90 println!("video subsystem: {:?}", video);
91 println!("current_video_driver: {:?}", video.current_video_driver());
92 for display in 0..video.num_video_displays().unwrap() {
93 println!(
94 "=== display {} - {} ===",
95 display,
96 video.display_name(display).unwrap()
97 );
98 println!(
99 " display_bounds: {:?}",
100 video.display_bounds(display).unwrap()
101 );
102 println!(
103 " num_display_modes: {:?}",
104 video.num_display_modes(display).unwrap()
105 );
106 println!(
107 " desktop_display_mode: {:?}",
108 video.desktop_display_mode(display).unwrap()
109 );
110 let current = video.current_display_mode(display).unwrap();
111 println!(
112 " current_display_mode: {:?}",
113 current
114 );
115 for idx in 0..video.num_display_modes(display).unwrap() {
116 let mode = video.display_mode(display, idx).unwrap();
117 println!(
118 " {}{:2}: {:?}",
119 if mode == current { "*" } else { " " },
120 idx,
121 mode
122 );
123 }
124 }
125 println!("swap interval: {:?}", video.gl_get_swap_interval());
126 }
127}
128
129pub struct App {
130 canvas: Canvas<Window>,
131 event_pump: EventPump,
132 sprites: SpriteManager,
133 state: Box<dyn AppState>,
134 ctrl_man: ControllerManager,
135}
136
137impl App {
138 #[allow(clippy::new_ret_no_self)]
139 pub fn new() -> AppBuilder {
140 Default::default()
141 }
142
143 pub fn load_sprites(&mut self, sprites: &[(&str, &str)]) {
144 for (name, file) in sprites {
145 self.sprites.load(name, file);
146 }
147 }
148
149 pub fn start(&mut self) {
150 let mut frame_count: u64 = 0;
151 let mut fps_time = PreciseTime::now();
152 let mut last_time = PreciseTime::now();
153
154 'running: loop {
155 if let Err(_) = self.handle_events() {
156 break 'running;
157 }
158
159 let duration =
160 last_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as Nanoseconds;
161 last_time = PreciseTime::now();
162 self.state.update(duration);
163
164 self.render();
165
166 frame_count += 1;
167 if frame_count == FPS as u64 {
168 let duration = fps_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as f64
169 / 1_000_000_000.0;
170 // println!("fps: {}", frame_count as f64 / duration);
171 frame_count = 0;
172 fps_time = PreciseTime::now();
173 }
174 }
175
176 self.state.leave();
177 }
178
179 fn handle_events(&mut self) -> Result<(), ()> {
180 for event in self.event_pump.poll_iter() {
181 self.ctrl_man.handle_event(&event);
182 match event {
183 Event::ControllerButtonDown { .. } => {
184 let c = self.ctrl_man.controllers[0].clone();
185 c.rumble(0.75, 100);
186 }
187 Event::Quit { .. }
188 | Event::KeyDown {
189 keycode: Some(Keycode::Escape),
190 ..
191 } => {
192 return Err(())
193 }
194 Event::KeyDown {
195 keycode: Some(Keycode::F11),
196 ..
197 } => {
198 match self.canvas.window().fullscreen_state() {
199 FullscreenType::Off => self
200 .canvas
201 .window_mut()
202 .set_fullscreen(FullscreenType::Desktop),
203 _ => self.canvas.window_mut().set_fullscreen(FullscreenType::Off),
204 }
205 .unwrap();
206 }
207 Event::Window {
208 win_event: WindowEvent::Resized(x, y),
209 ..
210 } => {
211 println!("window resized({}, {})", x, y)
212 }
213 Event::Window {
214 win_event: WindowEvent::Maximized,
215 ..
216 } => {
217 println!("window maximized")
218 }
219 Event::Window {
220 win_event: WindowEvent::Restored,
221 ..
222 } => {
223 println!("window restored")
224 }
225 Event::Window {
226 win_event: WindowEvent::Enter,
227 ..
228 } => {
229 println!("window enter")
230 }
231 Event::Window {
232 win_event: WindowEvent::Leave,
233 ..
234 } => {
235 println!("window leave")
236 }
237 Event::Window {
238 win_event: WindowEvent::FocusGained,
239 ..
240 } => {
241 println!("window focus gained")
242 }
243 Event::Window {
244 win_event: WindowEvent::FocusLost,
245 ..
246 } => {
247 println!("window focus lost")
248 }
249 _ => self.state.on_event(event),
250 }
251 }
252 Ok(())
253 }
254
255 fn render(&mut self) {
256 self.canvas.set_draw_color(Color::RGB(0, 0, 0));
257 self.canvas.clear();
258 self.state.render(&mut self.canvas, &mut self.sprites);
259 self.canvas.present();
260 }
261}
262
263pub trait AppState {
264 fn update(&mut self, dt: Nanoseconds);
265 fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager);
266 fn leave(&self);
267 fn on_event(&mut self, event: Event);
268}
269
270type Bollar = Vec<Box<dyn Boll>>;
271
272#[derive(Default)]
273pub struct ActiveState {
274 screen: Rect<u32>,
275 bolls: Bollar,
276 boll_size: u32,
277 mario_angle: f64,
278}
279
280impl ActiveState {
281 pub fn new(screen: (u32, u32)) -> ActiveState {
282 ActiveState {
283 bolls: Bollar::new(),
284 boll_size: 1,
285 screen: Rect::from(screen),
286 ..Default::default()
287 }
288 }
289
290 fn change_boll_count(&mut self, delta: i32) {
291 #[allow(clippy::comparison_chain)]
292 if delta > 0 {
293 for _i in 0..delta {
294 self.add_boll();
295 }
296 } else if delta < 0 {
297 for _i in 0..(-delta) {
298 self.bolls.pop();
299 }
300 }
301 }
302
303 fn add_boll(&mut self) {
304 let mut rng = rand::thread_rng();
305 self.bolls.push(Box::new(SquareBoll {
306 pos: point!(
307 rng.gen_range(0, self.screen.width) as f64,
308 rng.gen_range(0, self.screen.height) as f64
309 ),
310 vel: point!(rng.gen_range(-2.0, 2.0), rng.gen_range(-2.0, 2.0)),
311 }));
312 }
313}
314
315impl AppState for ActiveState {
316 fn update(&mut self, dt: Nanoseconds) {
317 for b in &mut self.bolls {
318 b.update();
319 }
320
321 match dt {
322 ns if ns < (NS_PER_FRAME - 90_0000) as u64 => self.change_boll_count(100),
323 ns if ns > (NS_PER_FRAME + 90_0000) as u64 => self.change_boll_count(-100),
324 _ => {}
325 }
326 }
327
328 fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
329 /* draw square of blocks */ {
330 let blocks = 20;
331 let size = 32;
332 let offset = point!(
333 (self.screen.width as i32 - (blocks + 1) * size) / 2,
334 (self.screen.height as i32 - (blocks + 1) * size) / 2
335 );
336 let block = sprites.get("block");
337 for i in 0..blocks {
338 canvas
339 .copy(
340 block,
341 None,
342 SDLRect::new((i) * size + offset.x, offset.y, size as u32, size as u32),
343 )
344 .unwrap();
345 canvas
346 .copy(
347 block,
348 None,
349 SDLRect::new(
350 (blocks - i) * size + offset.x,
351 (blocks) * size + offset.y,
352 size as u32,
353 size as u32,
354 ),
355 )
356 .unwrap();
357 canvas
358 .copy(
359 block,
360 None,
361 SDLRect::new(
362 offset.x,
363 (blocks - i) * size + offset.y,
364 size as u32,
365 size as u32,
366 ),
367 )
368 .unwrap();
369 canvas
370 .copy(
371 block,
372 None,
373 SDLRect::new(
374 (blocks) * size + offset.x,
375 (i) * size + offset.y,
376 size as u32,
377 size as u32,
378 ),
379 )
380 .unwrap();
381 }
382 }
383
384 /* draw mario */ {
385 let size = 64;
386 let offset = point!(
387 (self.screen.width as i32 - size) / 2,
388 (self.screen.height as i32 - size) / 2
389 );
390 let radius = 110.0 + size as f32 * 0.5;
391 let angle = (self.mario_angle as f32 - 90.0) * PI / 180.0;
392 let offset2 = point!((angle.cos() * radius) as i32, (angle.sin() * radius) as i32);
393 canvas
394 .copy_ex(
395 sprites.get("mario"),
396 None,
397 SDLRect::new(
398 offset.x + offset2.x,
399 offset.y + offset2.y,
400 size as u32,
401 size as u32,
402 ),
403 self.mario_angle,
404 sdl2::rect::Point::new(size / 2, size / 2),
405 false,
406 false,
407 )
408 .unwrap();
409 self.mario_angle = (self.mario_angle + 1.0) % 360.0;
410 }
411
412 /* draw circles and ellipses*/ {
413 let p = point!((self.screen.width / 2) as i16, (self.screen.height / 2) as i16);
414 canvas
415 .circle(p.x, p.y, 100, Color::RGB(255, 255, 255))
416 .unwrap();
417 canvas
418 .aa_circle(p.x, p.y, 110, Color::RGB(255, 255, 255))
419 .unwrap();
420 canvas
421 .ellipse(p.x, p.y, 50, 100, Color::RGB(255, 255, 255))
422 .unwrap();
423 canvas
424 .aa_ellipse(p.x, p.y, 110, 55, Color::RGB(255, 255, 255))
425 .unwrap();
426 }
427
428 for b in &self.bolls {
429 b.draw(canvas, self.boll_size);
430 }
431 }
432
433 fn leave(&self) {
434 println!("number of bolls: {}", self.bolls.len());
435 }
436
437 fn on_event(&mut self, event: Event) {
438 match event {
439 Event::KeyDown {
440 keycode: Some(Keycode::KpPlus),
441 ..
442 } => self.boll_size = std::cmp::min(self.boll_size + 1, 32),
443 Event::KeyDown {
444 keycode: Some(Keycode::KpMinus),
445 ..
446 } => self.boll_size = std::cmp::max(self.boll_size - 1, 1),
447 Event::MouseMotion { x, y, .. } => self.bolls.push(Box::new(CircleBoll::new(
448 point!(x as f64, y as f64),
449 point!(0.0, 0.0),
450 ))),
451 _ => {}
452 }
453 }
454}