2 use common::{Point2D, Rect};
3 use core::controller::ControllerManager;
4 use point; // defined in common, but loaded from main...
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;
18 pub type Nanoseconds = u64;
21 const NS_PER_FRAME: u32 = 1_000_000_000 / FPS;
24 pub struct AppBuilder {
25 resolution: Rect<u16>,
26 state: Option<Box<dyn AppState>>,
27 title: Option<String>,
31 pub fn with_resolution(mut self, width: u16, height: u16) -> Self {
32 self.resolution = Rect { width, height };
36 pub fn with_state(mut self, state: Box<dyn AppState>) -> Self {
37 self.state = Some(state);
41 pub fn with_title(mut self, title: &str) -> Self {
42 self.title = Some(title.to_string());
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);
55 self.resolution.width.into(),
56 self.resolution.height.into(),
60 // .fullscreen_desktop()
64 context.mouse().show_cursor(false);
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));
72 video.gl_set_swap_interval(SwapInterval::VSync)?;
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);
84 state: self.state.unwrap_or_else(|| Box::new(ActiveState::new(screen))),
85 ctrl_man: ControllerManager::new(ctrl, context.haptic()?),
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() {
94 "=== display {} - {} ===",
96 video.display_name(display).unwrap()
99 " display_bounds: {:?}",
100 video.display_bounds(display).unwrap()
103 " num_display_modes: {:?}",
104 video.num_display_modes(display).unwrap()
107 " desktop_display_mode: {:?}",
108 video.desktop_display_mode(display).unwrap()
110 let current = video.current_display_mode(display).unwrap();
112 " current_display_mode: {:?}",
115 for idx in 0..video.num_display_modes(display).unwrap() {
116 let mode = video.display_mode(display, idx).unwrap();
119 if mode == current { "*" } else { " " },
125 println!("swap interval: {:?}", video.gl_get_swap_interval());
130 canvas: Canvas<Window>,
131 event_pump: EventPump,
132 sprites: SpriteManager,
133 state: Box<dyn AppState>,
134 ctrl_man: ControllerManager,
138 #[allow(clippy::new_ret_no_self)]
139 pub fn new() -> AppBuilder {
143 pub fn load_sprites(&mut self, sprites: &[(&str, &str)]) {
144 for (name, file) in sprites {
145 self.sprites.load(name, file);
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();
155 if let Err(_) = self.handle_events() {
160 last_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as Nanoseconds;
161 last_time = PreciseTime::now();
162 self.state.update(duration);
167 if frame_count == FPS as u64 {
168 let duration = fps_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as f64
170 // println!("fps: {}", frame_count as f64 / duration);
172 fps_time = PreciseTime::now();
179 fn handle_events(&mut self) -> Result<(), ()> {
180 for event in self.event_pump.poll_iter() {
181 self.ctrl_man.handle_event(&event);
183 Event::ControllerButtonDown { .. } => {
184 let c = self.ctrl_man.controllers[0].clone();
185 c.borrow().rumble(1.0, 300);
189 keycode: Some(Keycode::Escape),
195 keycode: Some(Keycode::F11),
198 match self.canvas.window().fullscreen_state() {
199 FullscreenType::Off => self
202 .set_fullscreen(FullscreenType::Desktop),
203 _ => self.canvas.window_mut().set_fullscreen(FullscreenType::Off),
208 win_event: WindowEvent::Resized(x, y),
211 println!("window resized({}, {})", x, y)
214 win_event: WindowEvent::Maximized,
217 println!("window maximized")
220 win_event: WindowEvent::Restored,
223 println!("window restored")
226 win_event: WindowEvent::Enter,
229 println!("window enter")
232 win_event: WindowEvent::Leave,
235 println!("window leave")
238 win_event: WindowEvent::FocusGained,
241 println!("window focus gained")
244 win_event: WindowEvent::FocusLost,
247 println!("window focus lost")
249 _ => self.state.on_event(event),
255 fn render(&mut self) {
256 self.canvas.set_draw_color(Color::RGB(0, 0, 0));
258 self.state.render(&mut self.canvas, &mut self.sprites);
259 self.canvas.present();
264 fn update(&mut self, dt: Nanoseconds);
265 fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager);
267 fn on_event(&mut self, event: Event);
270 type Bollar = Vec<Box<dyn Boll>>;
273 pub struct ActiveState {
281 pub fn new(screen: (u32, u32)) -> ActiveState {
283 bolls: Bollar::new(),
285 screen: Rect::from(screen),
290 fn change_boll_count(&mut self, delta: i32) {
291 #[allow(clippy::comparison_chain)]
296 } else if delta < 0 {
297 for _i in 0..(-delta) {
303 fn add_boll(&mut self) {
304 let mut rng = rand::thread_rng();
305 self.bolls.push(Box::new(SquareBoll {
307 rng.gen_range(0, self.screen.width) as f64,
308 rng.gen_range(0, self.screen.height) as f64
310 vel: point!(rng.gen_range(-2.0, 2.0), rng.gen_range(-2.0, 2.0)),
315 impl AppState for ActiveState {
316 fn update(&mut self, dt: Nanoseconds) {
317 for b in &mut self.bolls {
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),
328 fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
329 /* draw square of blocks */ {
333 (self.screen.width as i32 - (blocks + 1) * size) / 2,
334 (self.screen.height as i32 - (blocks + 1) * size) / 2
336 let block = sprites.get("block");
342 SDLRect::new((i) * size + offset.x, offset.y, size as u32, size as u32),
350 (blocks - i) * size + offset.x,
351 (blocks) * size + offset.y,
363 (blocks - i) * size + offset.y,
374 (blocks) * size + offset.x,
375 (i) * size + offset.y,
387 (self.screen.width as i32 - size) / 2,
388 (self.screen.height as i32 - size) / 2
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);
395 sprites.get("mario"),
398 offset.x + offset2.x,
399 offset.y + offset2.y,
404 sdl2::rect::Point::new(size / 2, size / 2),
409 self.mario_angle = (self.mario_angle + 1.0) % 360.0;
412 /* draw circles and ellipses*/ {
413 let p = point!((self.screen.width / 2) as i16, (self.screen.height / 2) as i16);
415 .circle(p.x, p.y, 100, Color::RGB(255, 255, 255))
418 .aa_circle(p.x, p.y, 110, Color::RGB(255, 255, 255))
421 .ellipse(p.x, p.y, 50, 100, Color::RGB(255, 255, 255))
424 .aa_ellipse(p.x, p.y, 110, 55, Color::RGB(255, 255, 255))
428 for b in &self.bolls {
429 b.draw(canvas, self.boll_size);
434 println!("number of bolls: {}", self.bolls.len());
437 fn on_event(&mut self, event: Event) {
440 keycode: Some(Keycode::KpPlus),
442 } => self.boll_size = std::cmp::min(self.boll_size + 1, 32),
444 keycode: Some(Keycode::KpMinus),
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),