99b24ac3a57785fea6e2427e26c930db7bbe002a
[kaka/rust-sdl-test.git] / src / core / app.rs
1 use boll::*;
2 use common::{Point2D, Rect};
3 use core::controller::ControllerManager;
4 use core::render::Renderer;
5 use point; // defined in common, but loaded from main...
6 use rand::Rng;
7 use sdl2::event::{Event, WindowEvent};
8 use sdl2::keyboard::Keycode;
9 use sdl2::rect::Rect as SDLRect;
10 use sdl2::video::SwapInterval;
11 use sdl2::{EventPump, VideoSubsystem};
12 use sprites::SpriteManager;
13 use std::f32::consts::PI;
14 use time::{Duration, Instant, prelude::*};
15
16 const FPS: u32 = 60;
17 const NS_PER_FRAME: u32 = 1_000_000_000 / FPS;
18
19 #[derive(Default)]
20 pub struct AppBuilder {
21     resolution: Rect<u16>,
22     state: Option<Box<dyn AppState>>,
23     title: Option<String>,
24 }
25
26 impl AppBuilder {
27     pub fn with_resolution(mut self, width: u16, height: u16) -> Self {
28         self.resolution = Rect { width, height };
29         self
30     }
31
32     pub fn with_state(mut self, state: Box<dyn AppState>) -> Self {
33         self.state = Some(state);
34         self
35     }
36
37     pub fn with_title(mut self, title: &str) -> Self {
38         self.title = Some(title.to_string());
39         self
40     }
41
42     pub fn build(self) -> Result<App, String> {
43         let context = sdl2::init().unwrap();
44         sdl2::image::init(sdl2::image::InitFlag::PNG)?;
45         let video = context.video()?;
46         //self.print_video_display_modes(&video);
47
48         let window = video
49             .window(
50                 &self.title.unwrap(),
51                 self.resolution.width.into(),
52                 self.resolution.height.into(),
53             )
54             .position_centered()
55             // .fullscreen()
56             // .fullscreen_desktop()
57             .opengl()
58             .build()
59             .unwrap();
60         context.mouse().show_cursor(false);
61
62         let canvas = window.into_canvas().build().unwrap();
63         let sprites = SpriteManager::new(canvas.texture_creator());
64         let screen = canvas.output_size().unwrap();
65         let renderer = Renderer::new(canvas);
66
67         video.gl_set_swap_interval(SwapInterval::VSync)?;
68
69         let event_pump = context.event_pump()?;
70
71         Ok(App {
72             renderer,
73             event_pump,
74             sprites,
75             state: self.state.unwrap_or_else(|| Box::new(ActiveState::new(screen))),
76             ctrl_man: ControllerManager::new(context.joystick()?, context.haptic()?),
77         })
78     }
79
80     #[allow(dead_code)]
81     fn print_video_display_modes(&self, video: &VideoSubsystem) {
82         println!("video subsystem: {:?}", video);
83         println!("current_video_driver: {:?}", video.current_video_driver());
84         for display in 0..video.num_video_displays().unwrap() {
85             println!(
86                 "=== display {} - {} ===",
87                 display,
88                 video.display_name(display).unwrap()
89             );
90             println!(
91                 " display_bounds: {:?}",
92                 video.display_bounds(display).unwrap()
93             );
94             println!(
95                 " num_display_modes: {:?}",
96                 video.num_display_modes(display).unwrap()
97             );
98             println!(
99                 " desktop_display_mode: {:?}",
100                 video.desktop_display_mode(display).unwrap()
101             );
102             let current = video.current_display_mode(display).unwrap();
103             println!(
104                 " current_display_mode: {:?}",
105                 current
106             );
107             for idx in 0..video.num_display_modes(display).unwrap() {
108                 let mode = video.display_mode(display, idx).unwrap();
109                 println!(
110                     " {}{:2}: {:?}",
111                     if mode == current { "*" } else { " " },
112                     idx,
113                     mode
114                 );
115             }
116         }
117         println!("swap interval: {:?}", video.gl_get_swap_interval());
118     }
119 }
120
121 pub struct App {
122     renderer: Renderer,
123     event_pump: EventPump,
124     sprites: SpriteManager,
125     state: Box<dyn AppState>,
126     pub ctrl_man: ControllerManager,
127 }
128
129 impl App {
130     #[allow(clippy::new_ret_no_self)]
131     pub fn new() -> AppBuilder {
132         Default::default()
133     }
134
135     pub fn load_sprites(&mut self, sprites: &[(&str, &str)]) {
136         for (name, file) in sprites {
137             self.sprites.load(name, file);
138         }
139     }
140
141     pub fn start(&mut self) {
142         let mut last_time = Instant::now();
143
144         self.state.enter(&mut self.ctrl_man);
145
146         'running: loop {
147             if let Err(_) = self.handle_events() {
148                 break 'running;
149             }
150
151             let duration = Instant::now() - last_time;
152             last_time = Instant::now();
153
154             self.ctrl_man.update(duration);
155             self.state.update(duration);
156
157             self.render();
158         }
159
160         self.state.leave();
161     }
162
163     fn handle_events(&mut self) -> Result<(), ()> {
164         for event in self.event_pump.poll_iter() {
165             self.ctrl_man.handle_event(&event);
166             match event {
167                 Event::Quit { .. }
168                 | Event::KeyDown {
169                     keycode: Some(Keycode::Escape),
170                     ..
171                 } => {
172                     return Err(())
173                 }
174                 Event::KeyDown {
175                     keycode: Some(Keycode::F11),
176                     ..
177                 } => {
178                     self.renderer.toggle_fullscreen();
179                 }
180                 Event::Window {
181                     win_event: WindowEvent::Resized(x, y),
182                     ..
183                 } => {
184                     println!("window resized({}, {})", x, y)
185                 }
186                 Event::Window {
187                     win_event: WindowEvent::Maximized,
188                     ..
189                 } => {
190                     println!("window maximized")
191                 }
192                 Event::Window {
193                     win_event: WindowEvent::Restored,
194                     ..
195                 } => {
196                     println!("window restored")
197                 }
198                 Event::Window {
199                     win_event: WindowEvent::Enter,
200                     ..
201                 } => {
202                     println!("window enter")
203                 }
204                 Event::Window {
205                     win_event: WindowEvent::Leave,
206                     ..
207                 } => {
208                     println!("window leave")
209                 }
210                 Event::Window {
211                     win_event: WindowEvent::FocusGained,
212                     ..
213                 } => {
214                     println!("window focus gained")
215                 }
216                 Event::Window {
217                     win_event: WindowEvent::FocusLost,
218                     ..
219                 } => {
220                     println!("window focus lost")
221                 }
222                 _ => self.state.handle_event(event),
223             }
224         }
225         Ok(())
226     }
227
228     fn render(&mut self) {
229         self.renderer.clear();
230         self.state.render(&mut self.renderer, &mut self.sprites);
231         self.renderer.present();
232     }
233 }
234
235 pub trait AppState {
236     fn enter(&mut self, ctrl_man: &ControllerManager);
237     fn leave(&mut self);
238     fn update(&mut self, dt: Duration);
239     fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager);
240     fn handle_event(&mut self, event: Event);
241 }
242
243 type Bollar = Vec<Box<dyn Boll>>;
244
245 #[derive(Default)]
246 pub struct ActiveState {
247     screen: Rect<u32>,
248     bolls: Bollar,
249     boll_size: u32,
250     mario_angle: f64,
251 }
252
253 impl ActiveState {
254     pub fn new(screen: (u32, u32)) -> ActiveState {
255         ActiveState {
256             bolls: Bollar::new(),
257             boll_size: 1,
258             screen: Rect::from(screen),
259             ..Default::default()
260         }
261     }
262
263     fn change_boll_count(&mut self, delta: i32) {
264         #[allow(clippy::comparison_chain)]
265         if delta > 0 {
266             for _i in 0..delta {
267                 self.add_boll();
268             }
269         } else if delta < 0 {
270             for _i in 0..(-delta) {
271                 self.bolls.pop();
272             }
273         }
274     }
275
276     fn add_boll(&mut self) {
277         let mut rng = rand::thread_rng();
278         self.bolls.push(Box::new(SquareBoll {
279             pos: point!(
280                 rng.gen_range(0, self.screen.width) as f64,
281                 rng.gen_range(0, self.screen.height) as f64
282             ),
283             vel: point!(rng.gen_range(-2.0, 2.0), rng.gen_range(-2.0, 2.0)),
284         }));
285     }
286 }
287
288 impl AppState for ActiveState {
289     fn enter(&mut self, _ctrl_man: &ControllerManager) {}
290
291     fn update(&mut self, dt: Duration) {
292         for b in &mut self.bolls {
293             b.update();
294         }
295
296         match dt {
297             ns if ns < (NS_PER_FRAME - 90_0000).nanoseconds() => self.change_boll_count(100),
298             ns if ns > (NS_PER_FRAME + 90_0000).nanoseconds() => self.change_boll_count(-100),
299             _ => {}
300         }
301     }
302
303     fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
304         /* draw square of blocks */ {
305             let blocks = 20;
306             let size = 32;
307             let offset = point!(
308                 (self.screen.width as i32 - (blocks + 1) * size) / 2,
309                 (self.screen.height as i32 - (blocks + 1) * size) / 2
310             );
311             let block = sprites.get("block");
312             for i in 0..blocks {
313                 renderer
314                     .blit(
315                         block,
316                         None,
317                         SDLRect::new((i) * size + offset.x, offset.y, size as u32, size as u32),
318                     );
319                 renderer
320                     .blit(
321                         block,
322                         None,
323                         SDLRect::new(
324                             (blocks - i) * size + offset.x,
325                             (blocks) * size + offset.y,
326                             size as u32,
327                             size as u32,
328                         ),
329                     );
330                 renderer
331                     .blit(
332                         block,
333                         None,
334                         SDLRect::new(
335                             offset.x,
336                             (blocks - i) * size + offset.y,
337                             size as u32,
338                             size as u32,
339                         ),
340                     );
341                 renderer
342                     .blit(
343                         block,
344                         None,
345                         SDLRect::new(
346                             (blocks) * size + offset.x,
347                             (i) * size + offset.y,
348                             size as u32,
349                             size as u32,
350                         ),
351                     );
352             }
353         }
354
355         /* draw mario */ {
356             let size = 64;
357             let offset = point!(
358                 (self.screen.width as i32 - size) / 2,
359                 (self.screen.height as i32 - size) / 2
360             );
361             let radius = 110.0 + size as f32 * 0.5;
362             let angle = (self.mario_angle as f32 - 90.0) * PI / 180.0;
363             let offset2 = point!((angle.cos() * radius) as i32, (angle.sin() * radius) as i32);
364             renderer
365                 .blit_ex(
366                     sprites.get("mario"),
367                     None,
368                     SDLRect::new(
369                         offset.x + offset2.x,
370                         offset.y + offset2.y,
371                         size as u32,
372                         size as u32,
373                     ),
374                     self.mario_angle,
375                     sdl2::rect::Point::new(size / 2, size / 2),
376                     false,
377                     false,
378                 );
379             self.mario_angle = (self.mario_angle + 1.0) % 360.0;
380         }
381
382         /* draw circles and ellipses*/ {
383             let p = point!((self.screen.width / 2) as i16, (self.screen.height / 2) as i16);
384             renderer.circle(p, 100, (255, 255, 255));
385             renderer.circle(p, 110, (255, 255, 255));
386             renderer.ellipse(p, (50, 100), (255, 255, 255));
387             renderer.ellipse(p, (110, 55), (255, 255, 255));
388         }
389
390         for b in &self.bolls {
391             b.draw(renderer, self.boll_size);
392         }
393     }
394
395     fn leave(&mut self) {
396         println!("number of bolls: {}", self.bolls.len());
397     }
398
399     fn handle_event(&mut self, event: Event) {
400         match event {
401             Event::KeyDown {
402                 keycode: Some(Keycode::KpPlus),
403                 ..
404             } => self.boll_size = std::cmp::min(self.boll_size + 1, 32),
405             Event::KeyDown {
406                 keycode: Some(Keycode::KpMinus),
407                 ..
408             } => self.boll_size = std::cmp::max(self.boll_size - 1, 1),
409             Event::MouseMotion { x, y, .. } => self.bolls.push(Box::new(CircleBoll::new(
410                 point!(x as f64, y as f64),
411                 point!(0.0, 0.0),
412             ))),
413             _ => {}
414         }
415     }
416 }