0ec34ee4c6a8b620a96383086581bdfbfbd69998
[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 use {SCREEN_HEIGHT, SCREEN_WIDTH};
20
21 pub type Nanoseconds = u64;
22
23 const FPS: u32 = 60;
24 const NS_PER_FRAME: u32 = 1_000_000_000 / FPS;
25
26 #[derive(Default)]
27 pub struct AppBuilder {
28     resolution: Rect<u16>,
29     state: Option<Box<dyn AppState>>,
30     title: Option<String>,
31 }
32
33 impl AppBuilder {
34     pub fn with_resolution(mut self, width: u16, height: u16) -> Self {
35         self.resolution = Rect { width, height };
36         self
37     }
38
39     pub fn with_state(mut self, state: Box<dyn AppState>) -> Self {
40         self.state = Some(state);
41         self
42     }
43
44     pub fn with_title(mut self, title: &str) -> Self {
45         self.title = Some(title.to_string());
46         self
47     }
48
49     pub fn build(self) -> Result<App, String> {
50         let context = sdl2::init().unwrap();
51         sdl2::image::init(sdl2::image::InitFlag::PNG)?;
52         let video = context.video()?;
53
54         self.print_video_display_modes(&video);
55
56         let window = video
57             .window(
58                 &self.title.unwrap(),
59                 self.resolution.width.into(),
60                 self.resolution.height.into(),
61             )
62             .position_centered()
63             // .fullscreen()
64             // .fullscreen_desktop()
65             .opengl()
66             .build()
67             .unwrap();
68         context.mouse().show_cursor(false);
69
70         let mut canvas = window.into_canvas().build().unwrap();
71         canvas.set_blend_mode(BlendMode::Add);
72         canvas.set_draw_color(Color::RGB(0, 0, 0));
73         canvas.clear();
74         canvas.present();
75
76         video.gl_set_swap_interval(SwapInterval::VSync)?;
77
78         let event_pump = context.event_pump()?;
79         let sprites = SpriteManager::new(canvas.texture_creator());
80
81         Ok(App {
82             canvas,
83             event_pump,
84             sprites,
85             state: self.state.unwrap_or_else(|| Box::new(ActiveState::new())),
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
150         let mut mario_angle = 0.0;
151
152         'running: loop {
153             self.canvas.set_draw_color(Color::RGB(0, 0, 0));
154             self.canvas.clear();
155             {
156                 let blocks = 20;
157                 let size = 32;
158                 let offset = point!(
159                     (SCREEN_WIDTH as i32 - (blocks + 1) * size) / 2,
160                     (SCREEN_HEIGHT as i32 - (blocks + 1) * size) / 2
161                 );
162                 let block = self.sprites.get("block");
163                 for i in 0..blocks {
164                     self.canvas
165                         .copy(
166                             block,
167                             None,
168                             SDLRect::new((i) * size + offset.x, offset.y, size as u32, size as u32),
169                         )
170                         .unwrap();
171                     self.canvas
172                         .copy(
173                             block,
174                             None,
175                             SDLRect::new(
176                                 (blocks - i) * size + offset.x,
177                                 (blocks) * size + offset.y,
178                                 size as u32,
179                                 size as u32,
180                             ),
181                         )
182                         .unwrap();
183                     self.canvas
184                         .copy(
185                             block,
186                             None,
187                             SDLRect::new(
188                                 offset.x,
189                                 (blocks - i) * size + offset.y,
190                                 size as u32,
191                                 size as u32,
192                             ),
193                         )
194                         .unwrap();
195                     self.canvas
196                         .copy(
197                             block,
198                             None,
199                             SDLRect::new(
200                                 (blocks) * size + offset.x,
201                                 (i) * size + offset.y,
202                                 size as u32,
203                                 size as u32,
204                             ),
205                         )
206                         .unwrap();
207                 }
208             }
209             {
210                 let size = 64;
211                 let offset = point!(
212                     (SCREEN_WIDTH as i32 - size) / 2,
213                     (SCREEN_HEIGHT as i32 - size) / 2
214                 );
215                 let radius = 110.0 + size as f32 * 0.5;
216                 let angle = (mario_angle as f32 - 90.0) * PI / 180.0;
217                 let offset2 = point!((angle.cos() * radius) as i32, (angle.sin() * radius) as i32);
218                 self.canvas
219                     .copy_ex(
220                         self.sprites.get("mario"),
221                         None,
222                         SDLRect::new(
223                             offset.x + offset2.x,
224                             offset.y + offset2.y,
225                             size as u32,
226                             size as u32,
227                         ),
228                         mario_angle,
229                         sdl2::rect::Point::new(size / 2, size / 2),
230                         false,
231                         false,
232                     )
233                     .unwrap();
234                 mario_angle += 1.0;
235                 if mario_angle >= 360.0 {
236                     mario_angle -= 360.0
237                 }
238             }
239             {
240                 let p = point!((SCREEN_WIDTH / 2) as i16, (SCREEN_HEIGHT / 2) as i16);
241                 self.canvas
242                     .circle(p.x, p.y, 100, Color::RGB(255, 255, 255))
243                     .unwrap();
244                 self.canvas
245                     .aa_circle(p.x, p.y, 110, Color::RGB(255, 255, 255))
246                     .unwrap();
247                 self.canvas
248                     .ellipse(p.x, p.y, 50, 100, Color::RGB(255, 255, 255))
249                     .unwrap();
250                 self.canvas
251                     .aa_ellipse(p.x, p.y, 110, 55, Color::RGB(255, 255, 255))
252                     .unwrap();
253             }
254
255             //        window.gl_swap_window();
256             for event in self.event_pump.poll_iter() {
257                 match event {
258                     Event::Quit { .. }
259                     | Event::KeyDown {
260                         keycode: Some(Keycode::Escape),
261                         ..
262                     } => {
263                         break 'running;
264                     }
265                     Event::KeyDown {
266                         keycode: Some(Keycode::F11),
267                         ..
268                     } => {
269                         match self.canvas.window().fullscreen_state() {
270                             FullscreenType::Off => self
271                                 .canvas
272                                 .window_mut()
273                                 .set_fullscreen(FullscreenType::Desktop),
274                             _ => self.canvas.window_mut().set_fullscreen(FullscreenType::Off),
275                         }
276                         .unwrap();
277                     }
278                     Event::Window {
279                         win_event: WindowEvent::Resized(x, y),
280                         ..
281                     } => {
282                         println!("window resized({}, {})", x, y)
283                     }
284                     Event::Window {
285                         win_event: WindowEvent::Maximized,
286                         ..
287                     } => {
288                         println!("window maximized")
289                     }
290                     Event::Window {
291                         win_event: WindowEvent::Restored,
292                         ..
293                     } => {
294                         println!("window restored")
295                     }
296                     Event::Window {
297                         win_event: WindowEvent::Enter,
298                         ..
299                     } => {
300                         println!("window enter")
301                     }
302                     Event::Window {
303                         win_event: WindowEvent::Leave,
304                         ..
305                     } => {
306                         println!("window leave")
307                     }
308                     Event::Window {
309                         win_event: WindowEvent::FocusGained,
310                         ..
311                     } => {
312                         println!("window focus gained")
313                     }
314                     Event::Window {
315                         win_event: WindowEvent::FocusLost,
316                         ..
317                     } => {
318                         println!("window focus lost")
319                     }
320                     _ => self.state.on_event(event),
321                 }
322             }
323
324             let duration =
325                 last_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as Nanoseconds;
326             last_time = PreciseTime::now();
327             self.state.update(duration);
328             self.state.render(&mut self.canvas);
329             self.canvas.present();
330
331             frame_count += 1;
332             if frame_count == FPS as u64 {
333                 let duration = fps_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as f64
334                     / 1_000_000_000.0;
335                 println!("fps: {}", frame_count as f64 / duration);
336                 frame_count = 0;
337                 fps_time = PreciseTime::now();
338             }
339         }
340
341         self.state.leave();
342     }
343 }
344
345 pub trait AppState {
346     fn update(&mut self, dt: Nanoseconds);
347     fn render(&self, canvas: &mut Canvas<Window>);
348     fn leave(&self);
349     fn on_event(&mut self, event: Event);
350 }
351
352 type Bollar = Vec<Box<dyn Boll>>;
353
354 pub struct ActiveState {
355     bolls: Bollar,
356     boll_size: u32,
357 }
358
359 impl ActiveState {
360     pub fn new() -> ActiveState {
361         ActiveState {
362             bolls: Bollar::new(),
363             boll_size: 1,
364         }
365     }
366
367     fn change_boll_count(&mut self, delta: i32) {
368         #[allow(clippy::comparison_chain)]
369         if delta > 0 {
370             for _i in 0..delta {
371                 self.add_boll();
372             }
373         } else if delta < 0 {
374             for _i in 0..(-delta) {
375                 self.bolls.pop();
376             }
377         }
378     }
379
380     fn add_boll(&mut self) {
381         let mut rng = rand::thread_rng();
382         self.bolls.push(Box::new(SquareBoll {
383             pos: point!(
384                 rng.gen_range(0, SCREEN_WIDTH) as f64,
385                 rng.gen_range(0, SCREEN_HEIGHT) as f64
386             ),
387             vel: point!(rng.gen_range(-2.0, 2.0), rng.gen_range(-2.0, 2.0)),
388         }));
389     }
390 }
391
392 impl AppState for ActiveState {
393     fn update(&mut self, dt: Nanoseconds) {
394         for b in &mut self.bolls {
395             b.update();
396         }
397
398         match dt {
399             ns if ns < (NS_PER_FRAME - 90_0000) as u64 => self.change_boll_count(100),
400             ns if ns > (NS_PER_FRAME + 90_0000) as u64 => self.change_boll_count(-100),
401             _ => {}
402         }
403     }
404
405     fn render(&self, canvas: &mut Canvas<Window>) {
406         for b in &self.bolls {
407             b.draw(canvas, self.boll_size);
408         }
409     }
410
411     fn leave(&self) {
412         println!("number of bolls: {}", self.bolls.len());
413     }
414
415     fn on_event(&mut self, event: Event) {
416         match event {
417             Event::KeyDown {
418                 keycode: Some(Keycode::KpPlus),
419                 ..
420             } => self.boll_size = std::cmp::min(self.boll_size + 1, 32),
421             Event::KeyDown {
422                 keycode: Some(Keycode::KpMinus),
423                 ..
424             } => self.boll_size = std::cmp::max(self.boll_size - 1, 1),
425             Event::MouseMotion { x, y, .. } => self.bolls.push(Box::new(CircleBoll::new(
426                 point!(x as f64, y as f64),
427                 point!(0.0, 0.0),
428             ))),
429             _ => {}
430         }
431     }
432 }