62d75078e1d2d89c933b656ca2ccbbbc7e79f575
[kaka/rust-sdl-test.git] / src / core / app.rs
1 use boll::*;
2 use common::{Nanoseconds, Point2D, Rect};
3 use core::controller::ControllerManager;
4 use point; // defined in common, but loaded from main...
5 use rand::Rng;
6 use sdl2::event::{Event, WindowEvent};
7 use sdl2::gfx::primitives::DrawRenderer;
8 use sdl2::keyboard::Keycode;
9 use sdl2::pixels::Color;
10 use sdl2::rect::Rect as SDLRect;
11 use sdl2::render::{BlendMode, Canvas};
12 use sdl2::video::{FullscreenType, SwapInterval, Window};
13 use sdl2::{EventPump, VideoSubsystem};
14 use sprites::SpriteManager;
15 use std::f32::consts::PI;
16 use time::PreciseTime;
17
18 const FPS: u32 = 60;
19 const NS_PER_FRAME: u32 = 1_000_000_000 / FPS;
20
21 #[derive(Default)]
22 pub struct AppBuilder {
23     resolution: Rect<u16>,
24     state: Option<Box<dyn AppState>>,
25     title: Option<String>,
26 }
27
28 impl AppBuilder {
29     pub fn with_resolution(mut self, width: u16, height: u16) -> Self {
30         self.resolution = Rect { width, height };
31         self
32     }
33
34     pub fn with_state(mut self, state: Box<dyn AppState>) -> Self {
35         self.state = Some(state);
36         self
37     }
38
39     pub fn with_title(mut self, title: &str) -> Self {
40         self.title = Some(title.to_string());
41         self
42     }
43
44     pub fn build(self) -> Result<App, String> {
45         let context = sdl2::init().unwrap();
46         sdl2::image::init(sdl2::image::InitFlag::PNG)?;
47         let video = context.video()?;
48         //self.print_video_display_modes(&video);
49
50         let window = video
51             .window(
52                 &self.title.unwrap(),
53                 self.resolution.width.into(),
54                 self.resolution.height.into(),
55             )
56             .position_centered()
57             // .fullscreen()
58             // .fullscreen_desktop()
59             .opengl()
60             .build()
61             .unwrap();
62         context.mouse().show_cursor(false);
63
64         let mut canvas = window.into_canvas().build().unwrap();
65         canvas.set_blend_mode(BlendMode::Add);
66         canvas.set_draw_color(Color::RGB(0, 0, 0));
67         canvas.clear();
68         canvas.present();
69
70         video.gl_set_swap_interval(SwapInterval::VSync)?;
71
72         let event_pump = context.event_pump()?;
73         let sprites = SpriteManager::new(canvas.texture_creator());
74         let screen = canvas.output_size().unwrap();
75         let ctrl = context.game_controller()?;
76         ctrl.set_event_state(true);
77
78         Ok(App {
79             canvas,
80             event_pump,
81             sprites,
82             state: self.state.unwrap_or_else(|| Box::new(ActiveState::new(screen))),
83             ctrl_man: ControllerManager::new(ctrl, context.haptic()?),
84         })
85     }
86
87     #[allow(dead_code)]
88     fn print_video_display_modes(&self, video: &VideoSubsystem) {
89         println!("video subsystem: {:?}", video);
90         println!("current_video_driver: {:?}", video.current_video_driver());
91         for display in 0..video.num_video_displays().unwrap() {
92             println!(
93                 "=== display {} - {} ===",
94                 display,
95                 video.display_name(display).unwrap()
96             );
97             println!(
98                 " display_bounds: {:?}",
99                 video.display_bounds(display).unwrap()
100             );
101             println!(
102                 " num_display_modes: {:?}",
103                 video.num_display_modes(display).unwrap()
104             );
105             println!(
106                 " desktop_display_mode: {:?}",
107                 video.desktop_display_mode(display).unwrap()
108             );
109             let current = video.current_display_mode(display).unwrap();
110             println!(
111                 " current_display_mode: {:?}",
112                 current
113             );
114             for idx in 0..video.num_display_modes(display).unwrap() {
115                 let mode = video.display_mode(display, idx).unwrap();
116                 println!(
117                     " {}{:2}: {:?}",
118                     if mode == current { "*" } else { " " },
119                     idx,
120                     mode
121                 );
122             }
123         }
124         println!("swap interval: {:?}", video.gl_get_swap_interval());
125     }
126 }
127
128 pub struct App {
129     canvas: Canvas<Window>,
130     event_pump: EventPump,
131     sprites: SpriteManager,
132     state: Box<dyn AppState>,
133     pub ctrl_man: ControllerManager,
134 }
135
136 impl App {
137     #[allow(clippy::new_ret_no_self)]
138     pub fn new() -> AppBuilder {
139         Default::default()
140     }
141
142     pub fn load_sprites(&mut self, sprites: &[(&str, &str)]) {
143         for (name, file) in sprites {
144             self.sprites.load(name, file);
145         }
146     }
147
148     pub fn start(&mut self) {
149         // let mut frame_count: u64 = 0;
150         // let mut fps_time = PreciseTime::now();
151         let mut last_time = PreciseTime::now();
152
153         self.state.enter(&mut self.ctrl_man);
154
155         'running: loop {
156             if let Err(_) = self.handle_events() {
157                 break 'running;
158             }
159
160             let duration =
161                 last_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as Nanoseconds;
162             last_time = PreciseTime::now();
163             self.state.update(duration);
164
165             self.render();
166
167             // frame_count += 1;
168             // if frame_count == FPS as u64 {
169             //     let duration = fps_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as f64
170             //         / 1_000_000_000.0;
171             //     // println!("fps: {}", frame_count as f64 / duration);
172             //     frame_count = 0;
173             //     fps_time = PreciseTime::now();
174             // }
175         }
176
177         self.state.leave();
178     }
179
180     fn handle_events(&mut self) -> Result<(), ()> {
181         for event in self.event_pump.poll_iter() {
182             self.ctrl_man.handle_event(&event);
183             match event {
184                 Event::Quit { .. }
185                 | Event::KeyDown {
186                     keycode: Some(Keycode::Escape),
187                     ..
188                 } => {
189                     return Err(())
190                 }
191                 Event::KeyDown {
192                     keycode: Some(Keycode::F11),
193                     ..
194                 } => {
195                     match self.canvas.window().fullscreen_state() {
196                         FullscreenType::Off => self
197                             .canvas
198                             .window_mut()
199                             .set_fullscreen(FullscreenType::Desktop),
200                         _ => self.canvas.window_mut().set_fullscreen(FullscreenType::Off),
201                     }
202                     .unwrap();
203                 }
204                 Event::Window {
205                     win_event: WindowEvent::Resized(x, y),
206                     ..
207                 } => {
208                     println!("window resized({}, {})", x, y)
209                 }
210                 Event::Window {
211                     win_event: WindowEvent::Maximized,
212                     ..
213                 } => {
214                     println!("window maximized")
215                 }
216                 Event::Window {
217                     win_event: WindowEvent::Restored,
218                     ..
219                 } => {
220                     println!("window restored")
221                 }
222                 Event::Window {
223                     win_event: WindowEvent::Enter,
224                     ..
225                 } => {
226                     println!("window enter")
227                 }
228                 Event::Window {
229                     win_event: WindowEvent::Leave,
230                     ..
231                 } => {
232                     println!("window leave")
233                 }
234                 Event::Window {
235                     win_event: WindowEvent::FocusGained,
236                     ..
237                 } => {
238                     println!("window focus gained")
239                 }
240                 Event::Window {
241                     win_event: WindowEvent::FocusLost,
242                     ..
243                 } => {
244                     println!("window focus lost")
245                 }
246                 _ => self.state.handle_event(event),
247             }
248         }
249         Ok(())
250     }
251
252     fn render(&mut self) {
253         self.canvas.set_draw_color(Color::RGB(0, 0, 0));
254         self.canvas.clear();
255         self.state.render(&mut self.canvas, &mut self.sprites);
256         self.canvas.present();
257     }
258 }
259
260 pub trait AppState {
261     fn enter(&mut self, ctrl_man: &mut ControllerManager);
262     fn leave(&mut self);
263     fn update(&mut self, dt: Nanoseconds);
264     fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager);
265     fn handle_event(&mut self, event: Event);
266 }
267
268 type Bollar = Vec<Box<dyn Boll>>;
269
270 #[derive(Default)]
271 pub struct ActiveState {
272     screen: Rect<u32>,
273     bolls: Bollar,
274     boll_size: u32,
275     mario_angle: f64,
276 }
277
278 impl ActiveState {
279     pub fn new(screen: (u32, u32)) -> ActiveState {
280         ActiveState {
281             bolls: Bollar::new(),
282             boll_size: 1,
283             screen: Rect::from(screen),
284             ..Default::default()
285         }
286     }
287
288     fn change_boll_count(&mut self, delta: i32) {
289         #[allow(clippy::comparison_chain)]
290         if delta > 0 {
291             for _i in 0..delta {
292                 self.add_boll();
293             }
294         } else if delta < 0 {
295             for _i in 0..(-delta) {
296                 self.bolls.pop();
297             }
298         }
299     }
300
301     fn add_boll(&mut self) {
302         let mut rng = rand::thread_rng();
303         self.bolls.push(Box::new(SquareBoll {
304             pos: point!(
305                 rng.gen_range(0, self.screen.width) as f64,
306                 rng.gen_range(0, self.screen.height) as f64
307             ),
308             vel: point!(rng.gen_range(-2.0, 2.0), rng.gen_range(-2.0, 2.0)),
309         }));
310     }
311 }
312
313 impl AppState for ActiveState {
314     fn enter(&mut self, ctrl_man: &mut ControllerManager) {}
315
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(&mut self) {
434         println!("number of bolls: {}", self.bolls.len());
435     }
436
437     fn handle_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 }