5 use std::collections::hash_map::RandomState;
6 use std::collections::HashMap;
7 use std::f32::consts::PI;
10 use sdl2::event::Event;
12 use sdl2::gfx::primitives::DrawRenderer;
13 use sdl2::image::LoadTexture;
14 use sdl2::keyboard::Keycode;
15 use sdl2::pixels::Color;
17 use sdl2::render::BlendMode;
18 use sdl2::render::Canvas;
19 use sdl2::render::Texture;
20 use sdl2::render::TextureCreator;
21 use sdl2::video::Window;
22 use sdl2::video::WindowContext;
23 use time::PreciseTime;
28 #[macro_use] mod common;
31 const SCREEN_WIDTH: u32 = 1280;
32 const SCREEN_HEIGHT: u32 = (SCREEN_WIDTH as f64 * (1440.0 / 2560.0)) as u32;
34 const NS_PER_FRAME: u32 = 1_000_000_000 / FPS;
36 fn init() -> (Canvas<Window>, EventPump) {
37 let context = sdl2::init().unwrap();
38 let video = context.video().unwrap();
39 let _image_context = sdl2::image::init(sdl2::image::InitFlag::PNG).unwrap();
40 let window = video.window("SDL test", SCREEN_WIDTH, SCREEN_HEIGHT)
45 context.mouse().show_cursor(false);
46 let mut canvas = window.into_canvas().build().unwrap();
47 canvas.set_blend_mode(BlendMode::Add);
48 canvas.set_draw_color(Color::RGB(0, 0, 0));
51 let event_pump = context.event_pump().unwrap();
55 fn load_textures(texture_creator: &TextureCreator<WindowContext>) -> HashMap<&str, Texture, RandomState> {
56 let mut textures = HashMap::new();
57 textures.insert("block", texture_creator.load_texture("res/block.bmp").unwrap());
58 textures.insert("mario", texture_creator.load_texture("res/mario-trans.png").unwrap());
63 println!("starting...");
64 let (mut canvas, mut event_pump) = init();
66 let mut frame_count: u64 = 0;
67 let mut fps_time = PreciseTime::now();
69 let mut bolls: Vec<Boll> = Vec::new();
70 let mut boll_size = 1;
72 let texture_creator = canvas.texture_creator();
73 let textures = load_textures(&texture_creator);
74 let mut mario_angle = 0.0;
77 let loop_start = PreciseTime::now();
78 canvas.set_draw_color(Color::RGB(0, 0, 0));
83 let offset = point!((SCREEN_WIDTH as i32 - (blocks + 1) * size) / 2, (SCREEN_HEIGHT as i32 - (blocks + 1) * size) / 2);
85 canvas.copy(&(textures.get("block").unwrap()), None, Rect::new((i) * size + offset.x, (0) * size + offset.y, size as u32, size as u32)).unwrap();
86 canvas.copy(&(textures.get("block").unwrap()), None, Rect::new((blocks - i) * size + offset.x, (blocks) * size + offset.y, size as u32, size as u32)).unwrap();
87 canvas.copy(&(textures.get("block").unwrap()), None, Rect::new((0) * size + offset.x, (blocks - i) * size + offset.y, size as u32, size as u32)).unwrap();
88 canvas.copy(&(textures.get("block").unwrap()), None, Rect::new((blocks) * size + offset.x, (i) * size + offset.y, size as u32, size as u32)).unwrap();
93 let offset = point!((SCREEN_WIDTH as i32 - size) / 2, (SCREEN_HEIGHT as i32 - size) / 2);
94 let radius = 110.0 + size as f32 * 0.5;
95 let angle = (mario_angle as f32 - 90.0) * PI / 180.0;
96 let offset2 = point!((angle.cos() * radius) as i32, (angle.sin() * radius) as i32);
97 canvas.copy_ex(&(textures.get("mario").unwrap()), None, Rect::new(offset.x + offset2.x, offset.y + offset2.y, size as u32, size as u32), mario_angle, sdl2::rect::Point::new(size / 2, size / 2), false, false).unwrap();
99 if mario_angle >= 360.0 { mario_angle -= 360.0 }
102 let p = point!((SCREEN_WIDTH / 2) as i16, (SCREEN_HEIGHT / 2) as i16);
103 canvas.circle(p.x, p.y, 100, Color::RGB(255, 255, 255)).unwrap();
104 canvas.aa_circle(p.x, p.y, 110, Color::RGB(255, 255, 255)).unwrap();
105 canvas.ellipse(p.x, p.y, 50, 100, Color::RGB(255, 255, 255)).unwrap();
106 canvas.aa_ellipse(p.x, p.y, 110, 55, Color::RGB(255, 255, 255)).unwrap();
109 for b in &mut bolls {
111 b.draw(&mut canvas, boll_size);
114 // window.gl_swap_window();
115 for event in event_pump.poll_iter() {
117 Event::Quit { .. } | Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
120 Event::KeyDown { keycode: Some(Keycode::F11), .. } => {
122 .set_fullscreen(sdl2::video::FullscreenType::True).unwrap();
124 Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => { boll_size = std::cmp::min(boll_size + 1, 32) }
125 Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => { boll_size = std::cmp::max(boll_size - 1, 1) }
126 Event::MouseMotion { x, y, .. } => { bolls.push(Boll {
127 pos: point!(x as f64, y as f64),
128 vel: point!(0.0, 0.0),
135 match loop_start.to(PreciseTime::now()).num_nanoseconds() {
136 Some(ns) if ns < (NS_PER_FRAME - 50_0000) as i64 => { change_boll_count(&mut bolls, 100) }
137 Some(ns) if ns > (NS_PER_FRAME + 50_0000) as i64 => { change_boll_count(&mut bolls, -100) }
142 if frame_count == FPS as u64 {
143 let duration = fps_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as f64 / 1_000_000_000.0;
144 println!("fps: {}", frame_count as f64 / duration);
146 fps_time = PreciseTime::now();
150 println!("number of bolls: {}", bolls.len());
153 fn change_boll_count(mut bolls: &mut Vec<Boll>, delta: i32) {
156 add_boll(&mut bolls);
158 } else if delta < 0 {
165 fn add_boll(bolls: &mut Vec<Boll>) {
166 let mut rng = rand::thread_rng();
168 pos: point!(rng.gen_range(0, SCREEN_WIDTH) as f64, rng.gen_range(0, SCREEN_HEIGHT) as f64),
169 vel: point!(rng.gen_range(-2.0, 2.0), rng.gen_range(-2.0, 2.0)),