use boll::*; use common::{Point, Dimension}; use core::controller::ControllerManager; use core::render::Renderer; use point; // defined in common, but loaded from main... use rand::Rng; 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; #[derive(Default)] pub struct AppBuilder { resolution: Dimension, state: Option>, title: Option, } impl AppBuilder { pub fn with_resolution(mut self, width: u16, height: u16) -> Self { self.resolution = Dimension { width, height }; self } pub fn with_state(mut self, state: Box) -> Self { self.state = Some(state); self } pub fn with_title(mut self, title: &str) -> Self { self.title = Some(title.to_string()); self } pub fn build(self) -> Result { let context = sdl2::init().unwrap(); sdl2::image::init(sdl2::image::InitFlag::PNG)?; let video = context.video()?; //self.print_video_display_modes(&video); let window = video .window( &self.title.unwrap(), self.resolution.width.into(), self.resolution.height.into(), ) .position_centered() // .fullscreen() // .fullscreen_desktop() .opengl() .build() .unwrap(); context.mouse().show_cursor(false); 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)?; let event_pump = context.event_pump()?; Ok(App { renderer, event_pump, sprites, states: vec!(self.state.unwrap_or_else(|| Box::new(ActiveState::new(screen)))), ctrl_man: ControllerManager::new(context.joystick()?, context.haptic()?), }) } #[allow(dead_code)] fn print_video_display_modes(&self, video: &VideoSubsystem) { println!("video subsystem: {:?}", video); println!("current_video_driver: {:?}", video.current_video_driver()); for display in 0..video.num_video_displays().unwrap() { println!( "=== display {} - {} ===", display, video.display_name(display).unwrap() ); println!( " display_bounds: {:?}", video.display_bounds(display).unwrap() ); println!( " num_display_modes: {:?}", video.num_display_modes(display).unwrap() ); println!( " desktop_display_mode: {:?}", video.desktop_display_mode(display).unwrap() ); let current = video.current_display_mode(display).unwrap(); println!( " current_display_mode: {:?}", current ); for idx in 0..video.num_display_modes(display).unwrap() { let mode = video.display_mode(display, idx).unwrap(); println!( " {}{:2}: {:?}", if mode == current { "*" } else { " " }, idx, mode ); } } println!("swap interval: {:?}", video.gl_get_swap_interval()); } } pub struct App { renderer: Renderer, event_pump: EventPump, sprites: SpriteManager, states: Vec>, pub ctrl_man: ControllerManager, } impl App { #[allow(clippy::new_ret_no_self)] pub fn new() -> AppBuilder { Default::default() } pub fn load_sprites(&mut self, sprites: &[(&str, &str)]) { for (name, file) in sprites { self.sprites.load(name, file); } } pub fn start(&mut self) { let mut last_time = Instant::now(); self.states[0].enter(&self.ctrl_man); loop { if let Some(change) = self.handle_events() { self.handle_state_change(change); } let duration = Instant::now() - last_time; last_time = Instant::now(); self.ctrl_man.update(duration); if let Some(state) = self.states.last_mut() { if let Some(change) = state.update(duration) { self.handle_state_change(change); } } else { break; } self.render(); } } fn handle_state_change(&mut self, change: StateChange) { match change { StateChange::Push(mut state) => { // if let Some(s) = self.states.last_mut() { // s.pause(); // } state.enter(&mut self.ctrl_man); self.states.push(state); } StateChange::Pop => { if let Some(mut s) = self.states.pop() { s.leave(); } } StateChange::Exit => { while let Some(mut s) = self.states.pop() { s.leave(); } } } } fn handle_events(&mut self) -> Option { for event in self.event_pump.poll_iter() { self.ctrl_man.handle_event(&event); match event { Event::Quit { .. } | Event::KeyDown { keycode: Some(Keycode::Escape), .. } => { return Some(StateChange::Pop) } Event::KeyDown { keycode: Some(Keycode::F11), .. } => { self.renderer.toggle_fullscreen(); } Event::Window { win_event: WindowEvent::Resized(x, y), .. } => { println!("window resized({}, {})", x, y) } Event::Window { win_event: WindowEvent::Maximized, .. } => { println!("window maximized") } Event::Window { win_event: WindowEvent::Restored, .. } => { println!("window restored") } Event::Window { win_event: WindowEvent::Enter, .. } => { println!("window enter") } Event::Window { win_event: WindowEvent::Leave, .. } => { println!("window leave") } Event::Window { win_event: WindowEvent::FocusGained, .. } => { println!("window focus gained") } Event::Window { win_event: WindowEvent::FocusLost, .. } => { println!("window focus lost") } _ => { if let Some(state) = self.states.last_mut() { if let Some(change) = state.handle_event(event) { return Some(change); } } else { return Some(StateChange::Exit) } }, } } None } fn render(&mut self) { self.renderer.clear(); self.states.last_mut().unwrap().render(&mut self.renderer, &mut self.sprites); self.renderer.present(); } } pub enum StateChange { Push(Box), Pop, Exit, } pub trait AppState { fn enter(&mut self, ctrl_man: &ControllerManager); fn leave(&mut self); fn update(&mut self, dt: Duration) -> Option; fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager); fn handle_event(&mut self, event: Event) -> Option; } type Bollar = Vec>; #[derive(Default)] pub struct ActiveState { screen: Dimension, 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 { 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 { 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 } }