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