Use stack of app states
[kaka/rust-sdl-test.git] / src / core / app.rs
... / ...
CommitLineData
1use boll::*;
2use common::{Point2D, Rect};
3use core::controller::ControllerManager;
4use core::render::Renderer;
5use point; // defined in common, but loaded from main...
6use rand::Rng;
7use sdl2::event::{Event, WindowEvent};
8use sdl2::keyboard::Keycode;
9use sdl2::rect::Rect as SDLRect;
10use sdl2::video::SwapInterval;
11use sdl2::{EventPump, VideoSubsystem};
12use sprites::SpriteManager;
13use std::f32::consts::PI;
14use time::{Duration, Instant, prelude::*};
15
16const FPS: u32 = 60;
17const NS_PER_FRAME: u32 = 1_000_000_000 / FPS;
18
19#[derive(Default)]
20pub struct AppBuilder {
21 resolution: Rect<u16>,
22 state: Option<Box<dyn AppState>>,
23 title: Option<String>,
24}
25
26impl AppBuilder {
27 pub fn with_resolution(mut self, width: u16, height: u16) -> Self {
28 self.resolution = Rect { width, height };
29 self
30 }
31
32 pub fn with_state(mut self, state: Box<dyn AppState>) -> Self {
33 self.state = Some(state);
34 self
35 }
36
37 pub fn with_title(mut self, title: &str) -> Self {
38 self.title = Some(title.to_string());
39 self
40 }
41
42 pub fn build(self) -> Result<App, String> {
43 let context = sdl2::init().unwrap();
44 sdl2::image::init(sdl2::image::InitFlag::PNG)?;
45 let video = context.video()?;
46 //self.print_video_display_modes(&video);
47
48 let window = video
49 .window(
50 &self.title.unwrap(),
51 self.resolution.width.into(),
52 self.resolution.height.into(),
53 )
54 .position_centered()
55 // .fullscreen()
56 // .fullscreen_desktop()
57 .opengl()
58 .build()
59 .unwrap();
60 context.mouse().show_cursor(false);
61
62 let canvas = window.into_canvas().build().unwrap();
63 let sprites = SpriteManager::new(canvas.texture_creator());
64 let screen = canvas.output_size().unwrap();
65 let renderer = Renderer::new(canvas);
66
67 video.gl_set_swap_interval(SwapInterval::VSync)?;
68
69 let event_pump = context.event_pump()?;
70
71 Ok(App {
72 renderer,
73 event_pump,
74 sprites,
75 states: vec!(self.state.unwrap_or_else(|| Box::new(ActiveState::new(screen)))),
76 ctrl_man: ControllerManager::new(context.joystick()?, context.haptic()?),
77 })
78 }
79
80 #[allow(dead_code)]
81 fn print_video_display_modes(&self, video: &VideoSubsystem) {
82 println!("video subsystem: {:?}", video);
83 println!("current_video_driver: {:?}", video.current_video_driver());
84 for display in 0..video.num_video_displays().unwrap() {
85 println!(
86 "=== display {} - {} ===",
87 display,
88 video.display_name(display).unwrap()
89 );
90 println!(
91 " display_bounds: {:?}",
92 video.display_bounds(display).unwrap()
93 );
94 println!(
95 " num_display_modes: {:?}",
96 video.num_display_modes(display).unwrap()
97 );
98 println!(
99 " desktop_display_mode: {:?}",
100 video.desktop_display_mode(display).unwrap()
101 );
102 let current = video.current_display_mode(display).unwrap();
103 println!(
104 " current_display_mode: {:?}",
105 current
106 );
107 for idx in 0..video.num_display_modes(display).unwrap() {
108 let mode = video.display_mode(display, idx).unwrap();
109 println!(
110 " {}{:2}: {:?}",
111 if mode == current { "*" } else { " " },
112 idx,
113 mode
114 );
115 }
116 }
117 println!("swap interval: {:?}", video.gl_get_swap_interval());
118 }
119}
120
121pub struct App {
122 renderer: Renderer,
123 event_pump: EventPump,
124 sprites: SpriteManager,
125 states: Vec<Box<dyn AppState>>,
126 pub ctrl_man: ControllerManager,
127}
128
129impl App {
130 #[allow(clippy::new_ret_no_self)]
131 pub fn new() -> AppBuilder {
132 Default::default()
133 }
134
135 pub fn load_sprites(&mut self, sprites: &[(&str, &str)]) {
136 for (name, file) in sprites {
137 self.sprites.load(name, file);
138 }
139 }
140
141 pub fn start(&mut self) {
142 let mut last_time = Instant::now();
143
144 self.states[0].enter(&mut self.ctrl_man);
145
146 loop {
147 if let Some(change) = self.handle_events() {
148 self.handle_state_change(change);
149 }
150
151 let duration = Instant::now() - last_time;
152 last_time = Instant::now();
153
154 self.ctrl_man.update(duration);
155
156 if let Some(state) = self.states.last_mut() {
157 if let Some(change) = state.update(duration) {
158 self.handle_state_change(change);
159 }
160 } else {
161 break;
162 }
163
164 self.render();
165 }
166 }
167
168 fn handle_state_change(&mut self, change: StateChange) {
169 match change {
170 StateChange::Push(mut state) => {
171 // if let Some(s) = self.states.last_mut() {
172 // s.pause();
173 // }
174 state.enter(&mut self.ctrl_man);
175 self.states.push(state);
176 }
177 StateChange::Pop => {
178 if let Some(mut s) = self.states.pop() {
179 s.leave();
180 }
181 }
182 StateChange::Exit => {
183 while let Some(mut s) = self.states.pop() {
184 s.leave();
185 }
186 }
187 }
188 }
189
190 fn handle_events(&mut self) -> Option<StateChange> {
191 for event in self.event_pump.poll_iter() {
192 self.ctrl_man.handle_event(&event);
193 match event {
194 Event::Quit { .. }
195 | Event::KeyDown {
196 keycode: Some(Keycode::Escape),
197 ..
198 } => {
199 return Some(StateChange::Pop)
200 }
201 Event::KeyDown {
202 keycode: Some(Keycode::F11),
203 ..
204 } => {
205 self.renderer.toggle_fullscreen();
206 }
207 Event::Window {
208 win_event: WindowEvent::Resized(x, y),
209 ..
210 } => {
211 println!("window resized({}, {})", x, y)
212 }
213 Event::Window {
214 win_event: WindowEvent::Maximized,
215 ..
216 } => {
217 println!("window maximized")
218 }
219 Event::Window {
220 win_event: WindowEvent::Restored,
221 ..
222 } => {
223 println!("window restored")
224 }
225 Event::Window {
226 win_event: WindowEvent::Enter,
227 ..
228 } => {
229 println!("window enter")
230 }
231 Event::Window {
232 win_event: WindowEvent::Leave,
233 ..
234 } => {
235 println!("window leave")
236 }
237 Event::Window {
238 win_event: WindowEvent::FocusGained,
239 ..
240 } => {
241 println!("window focus gained")
242 }
243 Event::Window {
244 win_event: WindowEvent::FocusLost,
245 ..
246 } => {
247 println!("window focus lost")
248 }
249 _ => {
250 if let Some(state) = self.states.last_mut() {
251 return state.handle_event(event)
252 } else {
253 return Some(StateChange::Exit)
254 }
255 },
256 }
257 }
258 None
259 }
260
261 fn render(&mut self) {
262 self.renderer.clear();
263 self.states.last_mut().unwrap().render(&mut self.renderer, &mut self.sprites);
264 self.renderer.present();
265 }
266}
267
268pub enum StateChange {
269 Push(Box<dyn AppState>),
270 Pop,
271 Exit,
272}
273
274pub trait AppState {
275 fn enter(&mut self, ctrl_man: &ControllerManager);
276 fn leave(&mut self);
277 fn update(&mut self, dt: Duration) -> Option<StateChange>;
278 fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager);
279 fn handle_event(&mut self, event: Event) -> Option<StateChange>;
280}
281
282type Bollar = Vec<Box<dyn Boll>>;
283
284#[derive(Default)]
285pub struct ActiveState {
286 screen: Rect<u32>,
287 bolls: Bollar,
288 boll_size: u32,
289 mario_angle: f64,
290}
291
292impl ActiveState {
293 pub fn new(screen: (u32, u32)) -> ActiveState {
294 ActiveState {
295 bolls: Bollar::new(),
296 boll_size: 1,
297 screen: Rect::from(screen),
298 ..Default::default()
299 }
300 }
301
302 fn change_boll_count(&mut self, delta: i32) {
303 #[allow(clippy::comparison_chain)]
304 if delta > 0 {
305 for _i in 0..delta {
306 self.add_boll();
307 }
308 } else if delta < 0 {
309 for _i in 0..(-delta) {
310 self.bolls.pop();
311 }
312 }
313 }
314
315 fn add_boll(&mut self) {
316 let mut rng = rand::thread_rng();
317 self.bolls.push(Box::new(SquareBoll {
318 pos: point!(
319 rng.gen_range(0, self.screen.width) as f64,
320 rng.gen_range(0, self.screen.height) as f64
321 ),
322 vel: point!(rng.gen_range(-2.0, 2.0), rng.gen_range(-2.0, 2.0)),
323 }));
324 }
325}
326
327impl AppState for ActiveState {
328 fn enter(&mut self, _ctrl_man: &ControllerManager) {}
329
330 fn update(&mut self, dt: Duration) -> Option<StateChange> {
331 for b in &mut self.bolls {
332 b.update();
333 }
334
335 match dt {
336 ns if ns < (NS_PER_FRAME - 90_0000).nanoseconds() => self.change_boll_count(100),
337 ns if ns > (NS_PER_FRAME + 90_0000).nanoseconds() => self.change_boll_count(-100),
338 _ => {}
339 }
340
341 None
342 }
343
344 fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
345 /* draw square of blocks */ {
346 let blocks = 20;
347 let size = 32;
348 let offset = point!(
349 (self.screen.width as i32 - (blocks + 1) * size) / 2,
350 (self.screen.height as i32 - (blocks + 1) * size) / 2
351 );
352 let block = sprites.get("block");
353 for i in 0..blocks {
354 renderer
355 .blit(
356 block,
357 None,
358 SDLRect::new((i) * size + offset.x, offset.y, size as u32, size as u32),
359 );
360 renderer
361 .blit(
362 block,
363 None,
364 SDLRect::new(
365 (blocks - i) * size + offset.x,
366 (blocks) * size + offset.y,
367 size as u32,
368 size as u32,
369 ),
370 );
371 renderer
372 .blit(
373 block,
374 None,
375 SDLRect::new(
376 offset.x,
377 (blocks - i) * size + offset.y,
378 size as u32,
379 size as u32,
380 ),
381 );
382 renderer
383 .blit(
384 block,
385 None,
386 SDLRect::new(
387 (blocks) * size + offset.x,
388 (i) * size + offset.y,
389 size as u32,
390 size as u32,
391 ),
392 );
393 }
394 }
395
396 /* draw mario */ {
397 let size = 64;
398 let offset = point!(
399 (self.screen.width as i32 - size) / 2,
400 (self.screen.height as i32 - size) / 2
401 );
402 let radius = 110.0 + size as f32 * 0.5;
403 let angle = (self.mario_angle as f32 - 90.0) * PI / 180.0;
404 let offset2 = point!((angle.cos() * radius) as i32, (angle.sin() * radius) as i32);
405 renderer
406 .blit_ex(
407 sprites.get("mario"),
408 None,
409 SDLRect::new(
410 offset.x + offset2.x,
411 offset.y + offset2.y,
412 size as u32,
413 size as u32,
414 ),
415 self.mario_angle,
416 sdl2::rect::Point::new(size / 2, size / 2),
417 false,
418 false,
419 );
420 self.mario_angle = (self.mario_angle + 1.0) % 360.0;
421 }
422
423 /* draw circles and ellipses*/ {
424 let p = point!((self.screen.width / 2) as i16, (self.screen.height / 2) as i16);
425 renderer.circle(p, 100, (255, 255, 255));
426 renderer.circle(p, 110, (255, 255, 255));
427 renderer.ellipse(p, (50, 100), (255, 255, 255));
428 renderer.ellipse(p, (110, 55), (255, 255, 255));
429 }
430
431 for b in &self.bolls {
432 b.draw(renderer, self.boll_size);
433 }
434 }
435
436 fn leave(&mut self) {
437 println!("number of bolls: {}", self.bolls.len());
438 }
439
440 fn handle_event(&mut self, event: Event) -> Option<StateChange> {
441 match event {
442 Event::KeyDown {
443 keycode: Some(Keycode::KpPlus),
444 ..
445 } => self.boll_size = std::cmp::min(self.boll_size + 1, 32),
446 Event::KeyDown {
447 keycode: Some(Keycode::KpMinus),
448 ..
449 } => self.boll_size = std::cmp::max(self.boll_size - 1, 1),
450 Event::MouseMotion { x, y, .. } => self.bolls.push(Box::new(CircleBoll::new(
451 point!(x as f64, y as f64),
452 point!(0.0, 0.0),
453 ))),
454 _ => {}
455 }
456 None
457 }
458}