Moved rendering to ActiveState
[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, WindowEvent};
6 use sdl2::gfx::primitives::DrawRenderer;
7 use sdl2::keyboard::Keycode;
8 use sdl2::pixels::Color;
9 use sdl2::rect::Rect as SDLRect;
10 use sdl2::render::{BlendMode, Canvas};
11 use sdl2::video::{FullscreenType, SwapInterval, Window};
12 use sdl2::{EventPump, VideoSubsystem};
13 use sprites::SpriteManager;
14 use std::f32::consts::PI;
15 use time::PreciseTime;
16
17 pub type Nanoseconds = u64;
18
19 const FPS: u32 = 60;
20 const NS_PER_FRAME: u32 = 1_000_000_000 / FPS;
21
22 #[derive(Default)]
23 pub struct AppBuilder {
24     resolution: Rect<u16>,
25     state: Option<Box<dyn AppState>>,
26     title: Option<String>,
27 }
28
29 impl AppBuilder {
30     pub fn with_resolution(mut self, width: u16, height: u16) -> Self {
31         self.resolution = Rect { width, height };
32         self
33     }
34
35     pub fn with_state(mut self, state: Box<dyn AppState>) -> Self {
36         self.state = Some(state);
37         self
38     }
39
40     pub fn with_title(mut self, title: &str) -> Self {
41         self.title = Some(title.to_string());
42         self
43     }
44
45     pub fn build(self) -> Result<App, String> {
46         let context = sdl2::init().unwrap();
47         sdl2::image::init(sdl2::image::InitFlag::PNG)?;
48         let video = context.video()?;
49
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
78         Ok(App {
79             canvas,
80             event_pump,
81             sprites,
82             state: self.state.unwrap_or_else(|| Box::new(ActiveState::new(screen))),
83         })
84     }
85
86     fn print_video_display_modes(&self, video: &VideoSubsystem) {
87         println!("video subsystem: {:?}", video);
88         println!("current_video_driver: {:?}", video.current_video_driver());
89         for display in 0..video.num_video_displays().unwrap() {
90             println!(
91                 "=== display {} - {} ===",
92                 display,
93                 video.display_name(display).unwrap()
94             );
95             println!(
96                 " display_bounds: {:?}",
97                 video.display_bounds(display).unwrap()
98             );
99             println!(
100                 " num_display_modes: {:?}",
101                 video.num_display_modes(display).unwrap()
102             );
103             println!(
104                 " desktop_display_mode: {:?}",
105                 video.desktop_display_mode(display).unwrap()
106             );
107             let current = video.current_display_mode(display).unwrap();
108             println!(
109                 " current_display_mode: {:?}",
110                 current
111             );
112             for idx in 0..video.num_display_modes(display).unwrap() {
113                 let mode = video.display_mode(display, idx).unwrap();
114                 println!(
115                     " {}{:2}: {:?}",
116                     if mode == current { "*" } else { " " },
117                     idx,
118                     mode
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
150         'running: loop {
151             if let Err(_) = self.handle_events() {
152                 break 'running;
153             }
154
155             let duration =
156                 last_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as Nanoseconds;
157             last_time = PreciseTime::now();
158             self.state.update(duration);
159
160             self.render();
161
162             frame_count += 1;
163             if frame_count == FPS as u64 {
164                 let duration = fps_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as f64
165                     / 1_000_000_000.0;
166                 println!("fps: {}", frame_count as f64 / duration);
167                 frame_count = 0;
168                 fps_time = PreciseTime::now();
169             }
170         }
171
172         self.state.leave();
173     }
174
175     fn handle_events(&mut self) -> Result<(), ()> {
176         for event in self.event_pump.poll_iter() {
177             match event {
178                 Event::Quit { .. }
179                 | Event::KeyDown {
180                     keycode: Some(Keycode::Escape),
181                     ..
182                 } => {
183                     return Err(())
184                 }
185                 Event::KeyDown {
186                     keycode: Some(Keycode::F11),
187                     ..
188                 } => {
189                     match self.canvas.window().fullscreen_state() {
190                         FullscreenType::Off => self
191                             .canvas
192                             .window_mut()
193                             .set_fullscreen(FullscreenType::Desktop),
194                         _ => self.canvas.window_mut().set_fullscreen(FullscreenType::Off),
195                     }
196                     .unwrap();
197                 }
198                 Event::Window {
199                     win_event: WindowEvent::Resized(x, y),
200                     ..
201                 } => {
202                     println!("window resized({}, {})", x, y)
203                 }
204                 Event::Window {
205                     win_event: WindowEvent::Maximized,
206                     ..
207                 } => {
208                     println!("window maximized")
209                 }
210                 Event::Window {
211                     win_event: WindowEvent::Restored,
212                     ..
213                 } => {
214                     println!("window restored")
215                 }
216                 Event::Window {
217                     win_event: WindowEvent::Enter,
218                     ..
219                 } => {
220                     println!("window enter")
221                 }
222                 Event::Window {
223                     win_event: WindowEvent::Leave,
224                     ..
225                 } => {
226                     println!("window leave")
227                 }
228                 Event::Window {
229                     win_event: WindowEvent::FocusGained,
230                     ..
231                 } => {
232                     println!("window focus gained")
233                 }
234                 Event::Window {
235                     win_event: WindowEvent::FocusLost,
236                     ..
237                 } => {
238                     println!("window focus lost")
239                 }
240                 _ => self.state.on_event(event),
241             }
242         }
243         Ok(())
244     }
245
246     fn render(&mut self) {
247         self.canvas.set_draw_color(Color::RGB(0, 0, 0));
248         self.canvas.clear();
249         self.state.render(&mut self.canvas, &mut self.sprites);
250         self.canvas.present();
251     }
252 }
253
254 pub trait AppState {
255     fn update(&mut self, dt: Nanoseconds);
256     fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager);
257     fn leave(&self);
258     fn on_event(&mut self, event: Event);
259 }
260
261 type Bollar = Vec<Box<dyn Boll>>;
262
263 #[derive(Default)]
264 pub struct ActiveState {
265     screen: Rect<u32>,
266     bolls: Bollar,
267     boll_size: u32,
268     mario_angle: f64,
269 }
270
271 impl ActiveState {
272     pub fn new(screen: (u32, u32)) -> ActiveState {
273         ActiveState {
274             bolls: Bollar::new(),
275             boll_size: 1,
276             screen: Rect::from(screen),
277             ..Default::default()
278         }
279     }
280
281     fn change_boll_count(&mut self, delta: i32) {
282         #[allow(clippy::comparison_chain)]
283         if delta > 0 {
284             for _i in 0..delta {
285                 self.add_boll();
286             }
287         } else if delta < 0 {
288             for _i in 0..(-delta) {
289                 self.bolls.pop();
290             }
291         }
292     }
293
294     fn add_boll(&mut self) {
295         let mut rng = rand::thread_rng();
296         self.bolls.push(Box::new(SquareBoll {
297             pos: point!(
298                 rng.gen_range(0, self.screen.width) as f64,
299                 rng.gen_range(0, self.screen.height) as f64
300             ),
301             vel: point!(rng.gen_range(-2.0, 2.0), rng.gen_range(-2.0, 2.0)),
302         }));
303     }
304 }
305
306 impl AppState for ActiveState {
307     fn update(&mut self, dt: Nanoseconds) {
308         for b in &mut self.bolls {
309             b.update();
310         }
311
312         match dt {
313             ns if ns < (NS_PER_FRAME - 90_0000) as u64 => self.change_boll_count(100),
314             ns if ns > (NS_PER_FRAME + 90_0000) as u64 => self.change_boll_count(-100),
315             _ => {}
316         }
317     }
318
319     fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
320         /* draw square of blocks */ {
321             let blocks = 20;
322             let size = 32;
323             let offset = point!(
324                 (self.screen.width as i32 - (blocks + 1) * size) / 2,
325                 (self.screen.height as i32 - (blocks + 1) * size) / 2
326             );
327             let block = sprites.get("block");
328             for i in 0..blocks {
329                 canvas
330                     .copy(
331                         block,
332                         None,
333                         SDLRect::new((i) * size + offset.x, offset.y, size as u32, size as u32),
334                     )
335                     .unwrap();
336                 canvas
337                     .copy(
338                         block,
339                         None,
340                         SDLRect::new(
341                             (blocks - i) * size + offset.x,
342                             (blocks) * size + offset.y,
343                             size as u32,
344                             size as u32,
345                         ),
346                     )
347                     .unwrap();
348                 canvas
349                     .copy(
350                         block,
351                         None,
352                         SDLRect::new(
353                             offset.x,
354                             (blocks - i) * size + offset.y,
355                             size as u32,
356                             size as u32,
357                         ),
358                     )
359                     .unwrap();
360                 canvas
361                     .copy(
362                         block,
363                         None,
364                         SDLRect::new(
365                             (blocks) * size + offset.x,
366                             (i) * size + offset.y,
367                             size as u32,
368                             size as u32,
369                         ),
370                     )
371                     .unwrap();
372             }
373         }
374
375         /* draw mario */ {
376             let size = 64;
377             let offset = point!(
378                 (self.screen.width as i32 - size) / 2,
379                 (self.screen.height as i32 - size) / 2
380             );
381             let radius = 110.0 + size as f32 * 0.5;
382             let angle = (self.mario_angle as f32 - 90.0) * PI / 180.0;
383             let offset2 = point!((angle.cos() * radius) as i32, (angle.sin() * radius) as i32);
384             canvas
385                 .copy_ex(
386                     sprites.get("mario"),
387                     None,
388                     SDLRect::new(
389                         offset.x + offset2.x,
390                         offset.y + offset2.y,
391                         size as u32,
392                         size as u32,
393                     ),
394                     self.mario_angle,
395                     sdl2::rect::Point::new(size / 2, size / 2),
396                     false,
397                     false,
398                 )
399                 .unwrap();
400             self.mario_angle = (self.mario_angle + 1.0) % 360.0;
401         }
402
403         /* draw circles and ellipses*/ {
404             let p = point!((self.screen.width / 2) as i16, (self.screen.height / 2) as i16);
405             canvas
406                 .circle(p.x, p.y, 100, Color::RGB(255, 255, 255))
407                 .unwrap();
408             canvas
409                 .aa_circle(p.x, p.y, 110, Color::RGB(255, 255, 255))
410                 .unwrap();
411             canvas
412                 .ellipse(p.x, p.y, 50, 100, Color::RGB(255, 255, 255))
413                 .unwrap();
414             canvas
415                 .aa_ellipse(p.x, p.y, 110, 55, Color::RGB(255, 255, 255))
416                 .unwrap();
417         }
418
419         for b in &self.bolls {
420             b.draw(canvas, self.boll_size);
421         }
422     }
423
424     fn leave(&self) {
425         println!("number of bolls: {}", self.bolls.len());
426     }
427
428     fn on_event(&mut self, event: Event) {
429         match event {
430             Event::KeyDown {
431                 keycode: Some(Keycode::KpPlus),
432                 ..
433             } => self.boll_size = std::cmp::min(self.boll_size + 1, 32),
434             Event::KeyDown {
435                 keycode: Some(Keycode::KpMinus),
436                 ..
437             } => self.boll_size = std::cmp::max(self.boll_size - 1, 1),
438             Event::MouseMotion { x, y, .. } => self.bolls.push(Box::new(CircleBoll::new(
439                 point!(x as f64, y as f64),
440                 point!(0.0, 0.0),
441             ))),
442             _ => {}
443         }
444     }
445 }