7e91c948a50bf717f440e3063404be84849422bb
[kaka/rust-sdl-test.git] / src / core / app.rs
1 use boll::*;
2 use common::{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 pub type Nanoseconds = u64;
19
20 const FPS: u32 = 60;
21 const NS_PER_FRAME: u32 = 1_000_000_000 / FPS;
22
23 #[derive(Default)]
24 pub struct AppBuilder {
25     resolution: Rect<u16>,
26     state: Option<Box<dyn AppState>>,
27     title: Option<String>,
28 }
29
30 impl 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
129 pub struct App {
130     pub canvas: Canvas<Window>,
131     pub event_pump: EventPump,
132     pub sprites: SpriteManager,
133     pub state: Box<dyn AppState>,
134     pub ctrl_man: ControllerManager,
135 }
136
137 impl 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
263 pub 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
270 type Bollar = Vec<Box<dyn Boll>>;
271
272 #[derive(Default)]
273 pub struct ActiveState {
274     screen: Rect<u32>,
275     bolls: Bollar,
276     boll_size: u32,
277     mario_angle: f64,
278 }
279
280 impl 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
315 impl 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 }