Moved rendering to ActiveState
[kaka/rust-sdl-test.git] / src / game / app.rs
... / ...
CommitLineData
1use boll::*;
2use common::{Point2D, Rect};
3use point; // defined in common, but loaded from main...
4use rand::Rng;
5use sdl2::event::{Event, WindowEvent};
6use sdl2::gfx::primitives::DrawRenderer;
7use sdl2::keyboard::Keycode;
8use sdl2::pixels::Color;
9use sdl2::rect::Rect as SDLRect;
10use sdl2::render::{BlendMode, Canvas};
11use sdl2::video::{FullscreenType, SwapInterval, Window};
12use sdl2::{EventPump, VideoSubsystem};
13use sprites::SpriteManager;
14use std::f32::consts::PI;
15use time::PreciseTime;
16
17pub type Nanoseconds = u64;
18
19const FPS: u32 = 60;
20const NS_PER_FRAME: u32 = 1_000_000_000 / FPS;
21
22#[derive(Default)]
23pub struct AppBuilder {
24 resolution: Rect<u16>,
25 state: Option<Box<dyn AppState>>,
26 title: Option<String>,
27}
28
29impl AppBuilder {
30 pub fn with_resolution(mut self, width: u16, height: u16) -> Self {
31 self.resolution = Rect { width, height };
32 self
33 }
34
35 pub fn with_state(mut self, state: Box<dyn AppState>) -> Self {
36 self.state = Some(state);
37 self
38 }
39
40 pub fn with_title(mut self, title: &str) -> Self {
41 self.title = Some(title.to_string());
42 self
43 }
44
45 pub fn build(self) -> Result<App, String> {
46 let context = sdl2::init().unwrap();
47 sdl2::image::init(sdl2::image::InitFlag::PNG)?;
48 let video = context.video()?;
49
50 self.print_video_display_modes(&video);
51
52 let window = video
53 .window(
54 &self.title.unwrap(),
55 self.resolution.width.into(),
56 self.resolution.height.into(),
57 )
58 .position_centered()
59 // .fullscreen()
60 // .fullscreen_desktop()
61 .opengl()
62 .build()
63 .unwrap();
64 context.mouse().show_cursor(false);
65
66 let mut canvas = window.into_canvas().build().unwrap();
67 canvas.set_blend_mode(BlendMode::Add);
68 canvas.set_draw_color(Color::RGB(0, 0, 0));
69 canvas.clear();
70 canvas.present();
71
72 video.gl_set_swap_interval(SwapInterval::VSync)?;
73
74 let event_pump = context.event_pump()?;
75 let sprites = SpriteManager::new(canvas.texture_creator());
76 let screen = canvas.output_size().unwrap();
77
78 Ok(App {
79 canvas,
80 event_pump,
81 sprites,
82 state: self.state.unwrap_or_else(|| Box::new(ActiveState::new(screen))),
83 })
84 }
85
86 fn print_video_display_modes(&self, video: &VideoSubsystem) {
87 println!("video subsystem: {:?}", video);
88 println!("current_video_driver: {:?}", video.current_video_driver());
89 for display in 0..video.num_video_displays().unwrap() {
90 println!(
91 "=== display {} - {} ===",
92 display,
93 video.display_name(display).unwrap()
94 );
95 println!(
96 " display_bounds: {:?}",
97 video.display_bounds(display).unwrap()
98 );
99 println!(
100 " num_display_modes: {:?}",
101 video.num_display_modes(display).unwrap()
102 );
103 println!(
104 " desktop_display_mode: {:?}",
105 video.desktop_display_mode(display).unwrap()
106 );
107 let current = video.current_display_mode(display).unwrap();
108 println!(
109 " current_display_mode: {:?}",
110 current
111 );
112 for idx in 0..video.num_display_modes(display).unwrap() {
113 let mode = video.display_mode(display, idx).unwrap();
114 println!(
115 " {}{:2}: {:?}",
116 if mode == current { "*" } else { " " },
117 idx,
118 mode
119 );
120 }
121 }
122 println!("swap interval: {:?}", video.gl_get_swap_interval());
123 }
124}
125
126pub struct App {
127 pub canvas: Canvas<Window>,
128 pub event_pump: EventPump,
129 pub sprites: SpriteManager,
130 pub state: Box<dyn AppState>,
131}
132
133impl 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 'running: loop {
151 if let Err(_) = self.handle_events() {
152 break 'running;
153 }
154
155 let duration =
156 last_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as Nanoseconds;
157 last_time = PreciseTime::now();
158 self.state.update(duration);
159
160 self.render();
161
162 frame_count += 1;
163 if frame_count == FPS as u64 {
164 let duration = fps_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as f64
165 / 1_000_000_000.0;
166 println!("fps: {}", frame_count as f64 / duration);
167 frame_count = 0;
168 fps_time = PreciseTime::now();
169 }
170 }
171
172 self.state.leave();
173 }
174
175 fn handle_events(&mut self) -> Result<(), ()> {
176 for event in self.event_pump.poll_iter() {
177 match event {
178 Event::Quit { .. }
179 | Event::KeyDown {
180 keycode: Some(Keycode::Escape),
181 ..
182 } => {
183 return Err(())
184 }
185 Event::KeyDown {
186 keycode: Some(Keycode::F11),
187 ..
188 } => {
189 match self.canvas.window().fullscreen_state() {
190 FullscreenType::Off => self
191 .canvas
192 .window_mut()
193 .set_fullscreen(FullscreenType::Desktop),
194 _ => self.canvas.window_mut().set_fullscreen(FullscreenType::Off),
195 }
196 .unwrap();
197 }
198 Event::Window {
199 win_event: WindowEvent::Resized(x, y),
200 ..
201 } => {
202 println!("window resized({}, {})", x, y)
203 }
204 Event::Window {
205 win_event: WindowEvent::Maximized,
206 ..
207 } => {
208 println!("window maximized")
209 }
210 Event::Window {
211 win_event: WindowEvent::Restored,
212 ..
213 } => {
214 println!("window restored")
215 }
216 Event::Window {
217 win_event: WindowEvent::Enter,
218 ..
219 } => {
220 println!("window enter")
221 }
222 Event::Window {
223 win_event: WindowEvent::Leave,
224 ..
225 } => {
226 println!("window leave")
227 }
228 Event::Window {
229 win_event: WindowEvent::FocusGained,
230 ..
231 } => {
232 println!("window focus gained")
233 }
234 Event::Window {
235 win_event: WindowEvent::FocusLost,
236 ..
237 } => {
238 println!("window focus lost")
239 }
240 _ => self.state.on_event(event),
241 }
242 }
243 Ok(())
244 }
245
246 fn render(&mut self) {
247 self.canvas.set_draw_color(Color::RGB(0, 0, 0));
248 self.canvas.clear();
249 self.state.render(&mut self.canvas, &mut self.sprites);
250 self.canvas.present();
251 }
252}
253
254pub trait AppState {
255 fn update(&mut self, dt: Nanoseconds);
256 fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager);
257 fn leave(&self);
258 fn on_event(&mut self, event: Event);
259}
260
261type Bollar = Vec<Box<dyn Boll>>;
262
263#[derive(Default)]
264pub struct ActiveState {
265 screen: Rect<u32>,
266 bolls: Bollar,
267 boll_size: u32,
268 mario_angle: f64,
269}
270
271impl ActiveState {
272 pub fn new(screen: (u32, u32)) -> ActiveState {
273 ActiveState {
274 bolls: Bollar::new(),
275 boll_size: 1,
276 screen: Rect::from(screen),
277 ..Default::default()
278 }
279 }
280
281 fn change_boll_count(&mut self, delta: i32) {
282 #[allow(clippy::comparison_chain)]
283 if delta > 0 {
284 for _i in 0..delta {
285 self.add_boll();
286 }
287 } else if delta < 0 {
288 for _i in 0..(-delta) {
289 self.bolls.pop();
290 }
291 }
292 }
293
294 fn add_boll(&mut self) {
295 let mut rng = rand::thread_rng();
296 self.bolls.push(Box::new(SquareBoll {
297 pos: point!(
298 rng.gen_range(0, self.screen.width) as f64,
299 rng.gen_range(0, self.screen.height) as f64
300 ),
301 vel: point!(rng.gen_range(-2.0, 2.0), rng.gen_range(-2.0, 2.0)),
302 }));
303 }
304}
305
306impl AppState for ActiveState {
307 fn update(&mut self, dt: Nanoseconds) {
308 for b in &mut self.bolls {
309 b.update();
310 }
311
312 match dt {
313 ns if ns < (NS_PER_FRAME - 90_0000) as u64 => self.change_boll_count(100),
314 ns if ns > (NS_PER_FRAME + 90_0000) as u64 => self.change_boll_count(-100),
315 _ => {}
316 }
317 }
318
319 fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
320 /* draw square of blocks */ {
321 let blocks = 20;
322 let size = 32;
323 let offset = point!(
324 (self.screen.width as i32 - (blocks + 1) * size) / 2,
325 (self.screen.height as i32 - (blocks + 1) * size) / 2
326 );
327 let block = sprites.get("block");
328 for i in 0..blocks {
329 canvas
330 .copy(
331 block,
332 None,
333 SDLRect::new((i) * size + offset.x, offset.y, size as u32, size as u32),
334 )
335 .unwrap();
336 canvas
337 .copy(
338 block,
339 None,
340 SDLRect::new(
341 (blocks - i) * size + offset.x,
342 (blocks) * size + offset.y,
343 size as u32,
344 size as u32,
345 ),
346 )
347 .unwrap();
348 canvas
349 .copy(
350 block,
351 None,
352 SDLRect::new(
353 offset.x,
354 (blocks - i) * size + offset.y,
355 size as u32,
356 size as u32,
357 ),
358 )
359 .unwrap();
360 canvas
361 .copy(
362 block,
363 None,
364 SDLRect::new(
365 (blocks) * size + offset.x,
366 (i) * size + offset.y,
367 size as u32,
368 size as u32,
369 ),
370 )
371 .unwrap();
372 }
373 }
374
375 /* draw mario */ {
376 let size = 64;
377 let offset = point!(
378 (self.screen.width as i32 - size) / 2,
379 (self.screen.height as i32 - size) / 2
380 );
381 let radius = 110.0 + size as f32 * 0.5;
382 let angle = (self.mario_angle as f32 - 90.0) * PI / 180.0;
383 let offset2 = point!((angle.cos() * radius) as i32, (angle.sin() * radius) as i32);
384 canvas
385 .copy_ex(
386 sprites.get("mario"),
387 None,
388 SDLRect::new(
389 offset.x + offset2.x,
390 offset.y + offset2.y,
391 size as u32,
392 size as u32,
393 ),
394 self.mario_angle,
395 sdl2::rect::Point::new(size / 2, size / 2),
396 false,
397 false,
398 )
399 .unwrap();
400 self.mario_angle = (self.mario_angle + 1.0) % 360.0;
401 }
402
403 /* draw circles and ellipses*/ {
404 let p = point!((self.screen.width / 2) as i16, (self.screen.height / 2) as i16);
405 canvas
406 .circle(p.x, p.y, 100, Color::RGB(255, 255, 255))
407 .unwrap();
408 canvas
409 .aa_circle(p.x, p.y, 110, Color::RGB(255, 255, 255))
410 .unwrap();
411 canvas
412 .ellipse(p.x, p.y, 50, 100, Color::RGB(255, 255, 255))
413 .unwrap();
414 canvas
415 .aa_ellipse(p.x, p.y, 110, 55, Color::RGB(255, 255, 255))
416 .unwrap();
417 }
418
419 for b in &self.bolls {
420 b.draw(canvas, self.boll_size);
421 }
422 }
423
424 fn leave(&self) {
425 println!("number of bolls: {}", self.bolls.len());
426 }
427
428 fn on_event(&mut self, event: Event) {
429 match event {
430 Event::KeyDown {
431 keycode: Some(Keycode::KpPlus),
432 ..
433 } => self.boll_size = std::cmp::min(self.boll_size + 1, 32),
434 Event::KeyDown {
435 keycode: Some(Keycode::KpMinus),
436 ..
437 } => self.boll_size = std::cmp::max(self.boll_size - 1, 1),
438 Event::MouseMotion { x, y, .. } => self.bolls.push(Box::new(CircleBoll::new(
439 point!(x as f64, y as f64),
440 point!(0.0, 0.0),
441 ))),
442 _ => {}
443 }
444 }
445}