use core::controller::ControllerManager; use core::render::Renderer; use geometry::{Dimension}; use sdl2::event::{Event, WindowEvent}; use sdl2::keyboard::Keycode; use sdl2::video::SwapInterval; use sdl2::{EventPump, VideoSubsystem}; use sprites::SpriteManager; use time::{Duration, Instant}; #[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 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()), ctrl_man: ControllerManager::new(context.game_controller()?, 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(&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, &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; }