Removed the unused ActiveState
[kaka/rust-sdl-test.git] / src / core / app.rs
index 97679df..6470b91 100644 (file)
@@ -1,20 +1,12 @@
-use boll::*;
 use core::controller::ControllerManager;
 use core::render::Renderer;
-use geometry::{Point, Dimension};
-use point;
-use rand::Rng;
+use geometry::{Dimension};
 use sdl2::event::{Event, WindowEvent};
 use sdl2::keyboard::Keycode;
-use sdl2::rect::Rect as SDLRect;
 use sdl2::video::SwapInterval;
 use sdl2::{EventPump, VideoSubsystem};
 use sprites::SpriteManager;
-use std::f32::consts::PI;
-use time::{Duration, Instant, prelude::*};
-
-const FPS: u32 = 60;
-const NS_PER_FRAME: u32 = 1_000_000_000 / FPS;
+use time::{Duration, Instant};
 
 #[derive(Default)]
 pub struct AppBuilder {
@@ -61,7 +53,6 @@ impl AppBuilder {
 
         let canvas = window.into_canvas().build().unwrap();
         let sprites = SpriteManager::new(canvas.texture_creator());
-       let screen = canvas.output_size().unwrap();
        let renderer = Renderer::new(canvas);
 
         video.gl_set_swap_interval(SwapInterval::VSync)?;
@@ -72,7 +63,7 @@ impl AppBuilder {
             renderer,
             event_pump,
             sprites,
-            states: vec!(self.state.unwrap_or_else(|| Box::new(ActiveState::new(screen)))),
+            states: vec!(self.state.unwrap()),
            ctrl_man: ControllerManager::new(context.game_controller()?, context.haptic()?),
         })
     }
@@ -280,181 +271,3 @@ pub trait AppState {
     fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager);
     fn handle_event(&mut self, event: Event) -> Option<StateChange>;
 }
-
-type Bollar = Vec<Box<dyn Boll>>;
-
-#[derive(Default)]
-pub struct ActiveState {
-    screen: Dimension<u32>,
-    bolls: Bollar,
-    boll_size: u32,
-    mario_angle: f64,
-}
-
-impl ActiveState {
-    pub fn new(screen: (u32, u32)) -> ActiveState {
-        ActiveState {
-            bolls: Bollar::new(),
-            boll_size: 1,
-           screen: Dimension::from(screen),
-           ..Default::default()
-        }
-    }
-
-    fn change_boll_count(&mut self, delta: i32) {
-        #[allow(clippy::comparison_chain)]
-        if delta > 0 {
-            for _i in 0..delta {
-                self.add_boll();
-            }
-        } else if delta < 0 {
-            for _i in 0..(-delta) {
-                self.bolls.pop();
-            }
-        }
-    }
-
-    fn add_boll(&mut self) {
-        let mut rng = rand::thread_rng();
-        self.bolls.push(Box::new(SquareBoll {
-            pos: point!(
-                rng.gen_range(0, self.screen.width) as f64,
-                rng.gen_range(0, self.screen.height) as f64
-            ),
-            vel: point!(rng.gen_range(-2.0, 2.0), rng.gen_range(-2.0, 2.0)),
-        }));
-    }
-}
-
-impl AppState for ActiveState {
-    fn enter(&mut self, _ctrl_man: &ControllerManager) {}
-
-    fn update(&mut self, dt: Duration) -> Option<StateChange> {
-        for b in &mut self.bolls {
-            b.update();
-        }
-
-        match dt {
-            ns if ns < (NS_PER_FRAME - 90_0000).nanoseconds() => self.change_boll_count(100),
-            ns if ns > (NS_PER_FRAME + 90_0000).nanoseconds() => self.change_boll_count(-100),
-            _ => {}
-        }
-
-       None
-    }
-
-    fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
-        /* draw square of blocks */ {
-            let blocks = 20;
-            let size = 32;
-            let offset = point!(
-                (self.screen.width as i32 - (blocks + 1) * size) / 2,
-                (self.screen.height as i32 - (blocks + 1) * size) / 2
-            );
-            let block = sprites.get("block");
-            for i in 0..blocks {
-                renderer
-                    .blit(
-                        block,
-                        None,
-                        SDLRect::new((i) * size + offset.x, offset.y, size as u32, size as u32),
-                    );
-                renderer
-                    .blit(
-                        block,
-                        None,
-                        SDLRect::new(
-                            (blocks - i) * size + offset.x,
-                            (blocks) * size + offset.y,
-                            size as u32,
-                            size as u32,
-                        ),
-                    );
-                renderer
-                    .blit(
-                        block,
-                        None,
-                        SDLRect::new(
-                            offset.x,
-                            (blocks - i) * size + offset.y,
-                            size as u32,
-                            size as u32,
-                        ),
-                    );
-                renderer
-                    .blit(
-                        block,
-                        None,
-                        SDLRect::new(
-                            (blocks) * size + offset.x,
-                            (i) * size + offset.y,
-                            size as u32,
-                            size as u32,
-                        ),
-                    );
-            }
-        }
-
-        /* draw mario */ {
-            let size = 64;
-            let offset = point!(
-                (self.screen.width as i32 - size) / 2,
-                (self.screen.height as i32 - size) / 2
-            );
-            let radius = 110.0 + size as f32 * 0.5;
-            let angle = (self.mario_angle as f32 - 90.0) * PI / 180.0;
-            let offset2 = point!((angle.cos() * radius) as i32, (angle.sin() * radius) as i32);
-            renderer
-                .blit_ex(
-                    sprites.get("mario"),
-                    None,
-                    SDLRect::new(
-                        offset.x + offset2.x,
-                        offset.y + offset2.y,
-                        size as u32,
-                        size as u32,
-                    ),
-                    self.mario_angle,
-                    sdl2::rect::Point::new(size / 2, size / 2),
-                    false,
-                    false,
-                );
-           self.mario_angle = (self.mario_angle + 1.0) % 360.0;
-        }
-
-        /* draw circles and ellipses*/ {
-            let p = point!((self.screen.width / 2) as i16, (self.screen.height / 2) as i16);
-            renderer.circle(p, 100, (255, 255, 255));
-            renderer.circle(p, 110, (255, 255, 255));
-            renderer.ellipse(p, (50, 100), (255, 255, 255));
-            renderer.ellipse(p, (110, 55), (255, 255, 255));
-        }
-
-        for b in &self.bolls {
-            b.draw(renderer, self.boll_size);
-        }
-    }
-
-    fn leave(&mut self) {
-        println!("number of bolls: {}", self.bolls.len());
-    }
-
-    fn handle_event(&mut self, event: Event) -> Option<StateChange> {
-        match event {
-            Event::KeyDown {
-                keycode: Some(Keycode::KpPlus),
-                ..
-            } => self.boll_size = std::cmp::min(self.boll_size + 1, 32),
-            Event::KeyDown {
-                keycode: Some(Keycode::KpMinus),
-                ..
-            } => self.boll_size = std::cmp::max(self.boll_size - 1, 1),
-            Event::MouseMotion { x, y, .. } => self.bolls.push(Box::new(CircleBoll::new(
-                point!(x as f64, y as f64),
-                point!(0.0, 0.0),
-            ))),
-            _ => {}
-        }
-       None
-    }
-}