Added a basic gamestate with a controlled mario
[kaka/rust-sdl-test.git] / src / core / app.rs
... / ...
CommitLineData
1use boll::*;
2use common::{Nanoseconds, Point2D, Rect};
3use core::controller::ControllerManager;
4use point; // defined in common, but loaded from main...
5use rand::Rng;
6use sdl2::event::{Event, WindowEvent};
7use sdl2::gfx::primitives::DrawRenderer;
8use sdl2::keyboard::Keycode;
9use sdl2::pixels::Color;
10use sdl2::rect::Rect as SDLRect;
11use sdl2::render::{BlendMode, Canvas};
12use sdl2::video::{FullscreenType, SwapInterval, Window};
13use sdl2::{EventPump, VideoSubsystem};
14use sprites::SpriteManager;
15use std::f32::consts::PI;
16use time::PreciseTime;
17
18const FPS: u32 = 60;
19const NS_PER_FRAME: u32 = 1_000_000_000 / FPS;
20
21#[derive(Default)]
22pub struct AppBuilder {
23 resolution: Rect<u16>,
24 state: Option<Box<dyn AppState>>,
25 title: Option<String>,
26}
27
28impl AppBuilder {
29 pub fn with_resolution(mut self, width: u16, height: u16) -> Self {
30 self.resolution = Rect { width, height };
31 self
32 }
33
34 pub fn with_state(mut self, state: Box<dyn AppState>) -> Self {
35 self.state = Some(state);
36 self
37 }
38
39 pub fn with_title(mut self, title: &str) -> Self {
40 self.title = Some(title.to_string());
41 self
42 }
43
44 pub fn build(self) -> Result<App, String> {
45 let context = sdl2::init().unwrap();
46 sdl2::image::init(sdl2::image::InitFlag::PNG)?;
47 let video = context.video()?;
48 //self.print_video_display_modes(&video);
49
50 let window = video
51 .window(
52 &self.title.unwrap(),
53 self.resolution.width.into(),
54 self.resolution.height.into(),
55 )
56 .position_centered()
57 // .fullscreen()
58 // .fullscreen_desktop()
59 .opengl()
60 .build()
61 .unwrap();
62 context.mouse().show_cursor(false);
63
64 let mut canvas = window.into_canvas().build().unwrap();
65 canvas.set_blend_mode(BlendMode::Add);
66 canvas.set_draw_color(Color::RGB(0, 0, 0));
67 canvas.clear();
68 canvas.present();
69
70 video.gl_set_swap_interval(SwapInterval::VSync)?;
71
72 let event_pump = context.event_pump()?;
73 let sprites = SpriteManager::new(canvas.texture_creator());
74 let screen = canvas.output_size().unwrap();
75 let ctrl = context.game_controller()?;
76 ctrl.set_event_state(true);
77
78 Ok(App {
79 canvas,
80 event_pump,
81 sprites,
82 state: self.state.unwrap_or_else(|| Box::new(ActiveState::new(screen))),
83 ctrl_man: ControllerManager::new(ctrl, context.haptic()?),
84 })
85 }
86
87 #[allow(dead_code)]
88 fn print_video_display_modes(&self, video: &VideoSubsystem) {
89 println!("video subsystem: {:?}", video);
90 println!("current_video_driver: {:?}", video.current_video_driver());
91 for display in 0..video.num_video_displays().unwrap() {
92 println!(
93 "=== display {} - {} ===",
94 display,
95 video.display_name(display).unwrap()
96 );
97 println!(
98 " display_bounds: {:?}",
99 video.display_bounds(display).unwrap()
100 );
101 println!(
102 " num_display_modes: {:?}",
103 video.num_display_modes(display).unwrap()
104 );
105 println!(
106 " desktop_display_mode: {:?}",
107 video.desktop_display_mode(display).unwrap()
108 );
109 let current = video.current_display_mode(display).unwrap();
110 println!(
111 " current_display_mode: {:?}",
112 current
113 );
114 for idx in 0..video.num_display_modes(display).unwrap() {
115 let mode = video.display_mode(display, idx).unwrap();
116 println!(
117 " {}{:2}: {:?}",
118 if mode == current { "*" } else { " " },
119 idx,
120 mode
121 );
122 }
123 }
124 println!("swap interval: {:?}", video.gl_get_swap_interval());
125 }
126}
127
128pub struct App {
129 canvas: Canvas<Window>,
130 event_pump: EventPump,
131 sprites: SpriteManager,
132 state: Box<dyn AppState>,
133 pub ctrl_man: ControllerManager,
134}
135
136impl App {
137 #[allow(clippy::new_ret_no_self)]
138 pub fn new() -> AppBuilder {
139 Default::default()
140 }
141
142 pub fn load_sprites(&mut self, sprites: &[(&str, &str)]) {
143 for (name, file) in sprites {
144 self.sprites.load(name, file);
145 }
146 }
147
148 pub fn start(&mut self) {
149 // let mut frame_count: u64 = 0;
150 // let mut fps_time = PreciseTime::now();
151 let mut last_time = PreciseTime::now();
152
153 self.state.enter(&mut self.ctrl_man);
154
155 'running: loop {
156 if let Err(_) = self.handle_events() {
157 break 'running;
158 }
159
160 let duration =
161 last_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as Nanoseconds;
162 last_time = PreciseTime::now();
163 self.state.update(duration);
164
165 self.render();
166
167 // frame_count += 1;
168 // if frame_count == FPS as u64 {
169 // let duration = fps_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as f64
170 // / 1_000_000_000.0;
171 // // println!("fps: {}", frame_count as f64 / duration);
172 // frame_count = 0;
173 // fps_time = PreciseTime::now();
174 // }
175 }
176
177 self.state.leave();
178 }
179
180 fn handle_events(&mut self) -> Result<(), ()> {
181 for event in self.event_pump.poll_iter() {
182 self.ctrl_man.handle_event(&event);
183 match event {
184 Event::Quit { .. }
185 | Event::KeyDown {
186 keycode: Some(Keycode::Escape),
187 ..
188 } => {
189 return Err(())
190 }
191 Event::KeyDown {
192 keycode: Some(Keycode::F11),
193 ..
194 } => {
195 match self.canvas.window().fullscreen_state() {
196 FullscreenType::Off => self
197 .canvas
198 .window_mut()
199 .set_fullscreen(FullscreenType::Desktop),
200 _ => self.canvas.window_mut().set_fullscreen(FullscreenType::Off),
201 }
202 .unwrap();
203 }
204 Event::Window {
205 win_event: WindowEvent::Resized(x, y),
206 ..
207 } => {
208 println!("window resized({}, {})", x, y)
209 }
210 Event::Window {
211 win_event: WindowEvent::Maximized,
212 ..
213 } => {
214 println!("window maximized")
215 }
216 Event::Window {
217 win_event: WindowEvent::Restored,
218 ..
219 } => {
220 println!("window restored")
221 }
222 Event::Window {
223 win_event: WindowEvent::Enter,
224 ..
225 } => {
226 println!("window enter")
227 }
228 Event::Window {
229 win_event: WindowEvent::Leave,
230 ..
231 } => {
232 println!("window leave")
233 }
234 Event::Window {
235 win_event: WindowEvent::FocusGained,
236 ..
237 } => {
238 println!("window focus gained")
239 }
240 Event::Window {
241 win_event: WindowEvent::FocusLost,
242 ..
243 } => {
244 println!("window focus lost")
245 }
246 _ => self.state.handle_event(event),
247 }
248 }
249 Ok(())
250 }
251
252 fn render(&mut self) {
253 self.canvas.set_draw_color(Color::RGB(0, 0, 0));
254 self.canvas.clear();
255 self.state.render(&mut self.canvas, &mut self.sprites);
256 self.canvas.present();
257 }
258}
259
260pub trait AppState {
261 fn enter(&mut self, ctrl_man: &mut ControllerManager);
262 fn leave(&mut self);
263 fn update(&mut self, dt: Nanoseconds);
264 fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager);
265 fn handle_event(&mut self, event: Event);
266}
267
268type Bollar = Vec<Box<dyn Boll>>;
269
270#[derive(Default)]
271pub struct ActiveState {
272 screen: Rect<u32>,
273 bolls: Bollar,
274 boll_size: u32,
275 mario_angle: f64,
276}
277
278impl ActiveState {
279 pub fn new(screen: (u32, u32)) -> ActiveState {
280 ActiveState {
281 bolls: Bollar::new(),
282 boll_size: 1,
283 screen: Rect::from(screen),
284 ..Default::default()
285 }
286 }
287
288 fn change_boll_count(&mut self, delta: i32) {
289 #[allow(clippy::comparison_chain)]
290 if delta > 0 {
291 for _i in 0..delta {
292 self.add_boll();
293 }
294 } else if delta < 0 {
295 for _i in 0..(-delta) {
296 self.bolls.pop();
297 }
298 }
299 }
300
301 fn add_boll(&mut self) {
302 let mut rng = rand::thread_rng();
303 self.bolls.push(Box::new(SquareBoll {
304 pos: point!(
305 rng.gen_range(0, self.screen.width) as f64,
306 rng.gen_range(0, self.screen.height) as f64
307 ),
308 vel: point!(rng.gen_range(-2.0, 2.0), rng.gen_range(-2.0, 2.0)),
309 }));
310 }
311}
312
313impl AppState for ActiveState {
314 fn enter(&mut self, ctrl_man: &mut ControllerManager) {}
315
316 fn update(&mut self, dt: Nanoseconds) {
317 for b in &mut self.bolls {
318 b.update();
319 }
320
321 match dt {
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),
324 _ => {}
325 }
326 }
327
328 fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
329 /* draw square of blocks */ {
330 let blocks = 20;
331 let size = 32;
332 let offset = point!(
333 (self.screen.width as i32 - (blocks + 1) * size) / 2,
334 (self.screen.height as i32 - (blocks + 1) * size) / 2
335 );
336 let block = sprites.get("block");
337 for i in 0..blocks {
338 canvas
339 .copy(
340 block,
341 None,
342 SDLRect::new((i) * size + offset.x, offset.y, size as u32, size as u32),
343 )
344 .unwrap();
345 canvas
346 .copy(
347 block,
348 None,
349 SDLRect::new(
350 (blocks - i) * size + offset.x,
351 (blocks) * size + offset.y,
352 size as u32,
353 size as u32,
354 ),
355 )
356 .unwrap();
357 canvas
358 .copy(
359 block,
360 None,
361 SDLRect::new(
362 offset.x,
363 (blocks - i) * size + offset.y,
364 size as u32,
365 size as u32,
366 ),
367 )
368 .unwrap();
369 canvas
370 .copy(
371 block,
372 None,
373 SDLRect::new(
374 (blocks) * size + offset.x,
375 (i) * size + offset.y,
376 size as u32,
377 size as u32,
378 ),
379 )
380 .unwrap();
381 }
382 }
383
384 /* draw mario */ {
385 let size = 64;
386 let offset = point!(
387 (self.screen.width as i32 - size) / 2,
388 (self.screen.height as i32 - size) / 2
389 );
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);
393 canvas
394 .copy_ex(
395 sprites.get("mario"),
396 None,
397 SDLRect::new(
398 offset.x + offset2.x,
399 offset.y + offset2.y,
400 size as u32,
401 size as u32,
402 ),
403 self.mario_angle,
404 sdl2::rect::Point::new(size / 2, size / 2),
405 false,
406 false,
407 )
408 .unwrap();
409 self.mario_angle = (self.mario_angle + 1.0) % 360.0;
410 }
411
412 /* draw circles and ellipses*/ {
413 let p = point!((self.screen.width / 2) as i16, (self.screen.height / 2) as i16);
414 canvas
415 .circle(p.x, p.y, 100, Color::RGB(255, 255, 255))
416 .unwrap();
417 canvas
418 .aa_circle(p.x, p.y, 110, Color::RGB(255, 255, 255))
419 .unwrap();
420 canvas
421 .ellipse(p.x, p.y, 50, 100, Color::RGB(255, 255, 255))
422 .unwrap();
423 canvas
424 .aa_ellipse(p.x, p.y, 110, 55, Color::RGB(255, 255, 255))
425 .unwrap();
426 }
427
428 for b in &self.bolls {
429 b.draw(canvas, self.boll_size);
430 }
431 }
432
433 fn leave(&mut self) {
434 println!("number of bolls: {}", self.bolls.len());
435 }
436
437 fn handle_event(&mut self, event: Event) {
438 match event {
439 Event::KeyDown {
440 keycode: Some(Keycode::KpPlus),
441 ..
442 } => self.boll_size = std::cmp::min(self.boll_size + 1, 32),
443 Event::KeyDown {
444 keycode: Some(Keycode::KpMinus),
445 ..
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),
449 point!(0.0, 0.0),
450 ))),
451 _ => {}
452 }
453 }
454}