use boll::*;
-use common::{Point2D, Rect};
+use common::{Point, Dimension};
use core::controller::ControllerManager;
+use core::render::Renderer;
use point; // defined in common, but loaded from main...
use rand::Rng;
use sdl2::event::{Event, WindowEvent};
-use sdl2::gfx::primitives::DrawRenderer;
use sdl2::keyboard::Keycode;
-use sdl2::pixels::Color;
use sdl2::rect::Rect as SDLRect;
-use sdl2::render::{BlendMode, Canvas};
-use sdl2::video::{FullscreenType, SwapInterval, Window};
+use sdl2::video::SwapInterval;
use sdl2::{EventPump, VideoSubsystem};
use sprites::SpriteManager;
use std::f32::consts::PI;
-use time::PreciseTime;
-
-pub type Nanoseconds = u64;
+use time::{Duration, Instant, prelude::*};
const FPS: u32 = 60;
const NS_PER_FRAME: u32 = 1_000_000_000 / FPS;
#[derive(Default)]
pub struct AppBuilder {
- resolution: Rect<u16>,
+ resolution: Dimension<u16>,
state: Option<Box<dyn AppState>>,
title: Option<String>,
}
impl AppBuilder {
pub fn with_resolution(mut self, width: u16, height: u16) -> Self {
- self.resolution = Rect { width, height };
+ self.resolution = Dimension { width, height };
self
}
let context = sdl2::init().unwrap();
sdl2::image::init(sdl2::image::InitFlag::PNG)?;
let video = context.video()?;
- self.print_video_display_modes(&video);
+ //self.print_video_display_modes(&video);
let window = video
.window(
.unwrap();
context.mouse().show_cursor(false);
- let mut canvas = window.into_canvas().build().unwrap();
- canvas.set_blend_mode(BlendMode::Add);
- canvas.set_draw_color(Color::RGB(0, 0, 0));
- canvas.clear();
- canvas.present();
+ let canvas = window.into_canvas().build().unwrap();
+ let sprites = SpriteManager::new(canvas.texture_creator());
+ let screen = canvas.output_size().unwrap();
+ let renderer = Renderer::new(canvas);
video.gl_set_swap_interval(SwapInterval::VSync)?;
let event_pump = context.event_pump()?;
- let sprites = SpriteManager::new(canvas.texture_creator());
- let screen = canvas.output_size().unwrap();
- let ctrl = context.game_controller()?;
- ctrl.set_event_state(true);
Ok(App {
- canvas,
+ renderer,
event_pump,
sprites,
- state: self.state.unwrap_or_else(|| Box::new(ActiveState::new(screen))),
- ctrl_man: ControllerManager::new(ctrl, context.haptic()?),
+ states: vec!(self.state.unwrap_or_else(|| Box::new(ActiveState::new(screen)))),
+ ctrl_man: ControllerManager::new(context.joystick()?, 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());
}
pub struct App {
- canvas: Canvas<Window>,
+ renderer: Renderer,
event_pump: EventPump,
sprites: SpriteManager,
- state: Box<dyn AppState>,
- ctrl_man: ControllerManager,
+ states: Vec<Box<dyn AppState>>,
+ pub ctrl_man: ControllerManager,
}
impl App {
}
pub fn start(&mut self) {
- let mut frame_count: u64 = 0;
- let mut fps_time = PreciseTime::now();
- let mut last_time = PreciseTime::now();
+ let mut last_time = Instant::now();
+
+ self.states[0].enter(&self.ctrl_man);
- 'running: loop {
- if let Err(_) = self.handle_events() {
- break 'running;
+ loop {
+ if let Some(change) = self.handle_events() {
+ self.handle_state_change(change);
}
- let duration =
- last_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as Nanoseconds;
- last_time = PreciseTime::now();
- self.state.update(duration);
+ let duration = Instant::now() - last_time;
+ last_time = Instant::now();
- self.render();
+ self.ctrl_man.update(duration);
- frame_count += 1;
- if frame_count == FPS as u64 {
- let duration = fps_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as f64
- / 1_000_000_000.0;
- // println!("fps: {}", frame_count as f64 / duration);
- frame_count = 0;
- fps_time = PreciseTime::now();
- }
+ if let Some(state) = self.states.last_mut() {
+ if let Some(change) = state.update(duration) {
+ self.handle_state_change(change);
+ }
+ } else {
+ break;
+ }
+
+ self.render();
}
+ }
- self.state.leave();
+ 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(&mut 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) -> Result<(), ()> {
+ fn handle_events(&mut self) -> Option<StateChange> {
for event in self.event_pump.poll_iter() {
self.ctrl_man.handle_event(&event);
match event {
- Event::ControllerButtonDown { .. } => {
- let c = self.ctrl_man.controllers[0].clone();
- c.rumble(0.75, 100);
- }
Event::Quit { .. }
| Event::KeyDown {
keycode: Some(Keycode::Escape),
..
} => {
- return Err(())
+ return Some(StateChange::Pop)
}
Event::KeyDown {
keycode: Some(Keycode::F11),
..
} => {
- match self.canvas.window().fullscreen_state() {
- FullscreenType::Off => self
- .canvas
- .window_mut()
- .set_fullscreen(FullscreenType::Desktop),
- _ => self.canvas.window_mut().set_fullscreen(FullscreenType::Off),
- }
- .unwrap();
+ self.renderer.toggle_fullscreen();
}
Event::Window {
win_event: WindowEvent::Resized(x, y),
} => {
println!("window focus lost")
}
- _ => self.state.on_event(event),
+ _ => {
+ if let Some(state) = self.states.last_mut() {
+ return state.handle_event(event)
+ } else {
+ return Some(StateChange::Exit)
+ }
+ },
}
}
- Ok(())
+ None
}
fn render(&mut self) {
- self.canvas.set_draw_color(Color::RGB(0, 0, 0));
- self.canvas.clear();
- self.state.render(&mut self.canvas, &mut self.sprites);
- self.canvas.present();
+ self.renderer.clear();
+ self.states.last_mut().unwrap().render(&mut self.renderer, &mut self.sprites);
+ self.renderer.present();
}
}
+pub enum StateChange {
+ Push(Box<dyn AppState>),
+ Pop,
+ Exit,
+}
+
pub trait AppState {
- fn update(&mut self, dt: Nanoseconds);
- fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager);
- fn leave(&self);
- fn on_event(&mut self, event: Event);
+ fn enter(&mut self, ctrl_man: &ControllerManager);
+ fn leave(&mut self);
+ fn update(&mut self, dt: Duration) -> Option<StateChange>;
+ fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager);
+ fn handle_event(&mut self, event: Event) -> Option<StateChange>;
}
type Bollar = Vec<Box<dyn Boll>>;
#[derive(Default)]
pub struct ActiveState {
- screen: Rect<u32>,
+ screen: Dimension<u32>,
bolls: Bollar,
boll_size: u32,
mario_angle: f64,
ActiveState {
bolls: Bollar::new(),
boll_size: 1,
- screen: Rect::from(screen),
+ screen: Dimension::from(screen),
..Default::default()
}
}
}
impl AppState for ActiveState {
- fn update(&mut self, dt: Nanoseconds) {
+ fn enter(&mut self, _ctrl_man: &ControllerManager) {}
+
+ fn update(&mut self, dt: Duration) -> Option<StateChange> {
for b in &mut self.bolls {
b.update();
}
match dt {
- ns if ns < (NS_PER_FRAME - 90_0000) as u64 => self.change_boll_count(100),
- ns if ns > (NS_PER_FRAME + 90_0000) as u64 => self.change_boll_count(-100),
+ ns if ns < (NS_PER_FRAME - 90_0000).nanoseconds() => self.change_boll_count(100),
+ ns if ns > (NS_PER_FRAME + 90_0000).nanoseconds() => self.change_boll_count(-100),
_ => {}
}
+
+ None
}
- fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
+ fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
/* draw square of blocks */ {
let blocks = 20;
let size = 32;
);
let block = sprites.get("block");
for i in 0..blocks {
- canvas
- .copy(
+ renderer
+ .blit(
block,
None,
SDLRect::new((i) * size + offset.x, offset.y, size as u32, size as u32),
- )
- .unwrap();
- canvas
- .copy(
+ );
+ renderer
+ .blit(
block,
None,
SDLRect::new(
size as u32,
size as u32,
),
- )
- .unwrap();
- canvas
- .copy(
+ );
+ renderer
+ .blit(
block,
None,
SDLRect::new(
size as u32,
size as u32,
),
- )
- .unwrap();
- canvas
- .copy(
+ );
+ renderer
+ .blit(
block,
None,
SDLRect::new(
size as u32,
size as u32,
),
- )
- .unwrap();
+ );
}
}
let radius = 110.0 + size as f32 * 0.5;
let angle = (self.mario_angle as f32 - 90.0) * PI / 180.0;
let offset2 = point!((angle.cos() * radius) as i32, (angle.sin() * radius) as i32);
- canvas
- .copy_ex(
+ renderer
+ .blit_ex(
sprites.get("mario"),
None,
SDLRect::new(
sdl2::rect::Point::new(size / 2, size / 2),
false,
false,
- )
- .unwrap();
+ );
self.mario_angle = (self.mario_angle + 1.0) % 360.0;
}
/* draw circles and ellipses*/ {
let p = point!((self.screen.width / 2) as i16, (self.screen.height / 2) as i16);
- canvas
- .circle(p.x, p.y, 100, Color::RGB(255, 255, 255))
- .unwrap();
- canvas
- .aa_circle(p.x, p.y, 110, Color::RGB(255, 255, 255))
- .unwrap();
- canvas
- .ellipse(p.x, p.y, 50, 100, Color::RGB(255, 255, 255))
- .unwrap();
- canvas
- .aa_ellipse(p.x, p.y, 110, 55, Color::RGB(255, 255, 255))
- .unwrap();
+ renderer.circle(p, 100, (255, 255, 255));
+ renderer.circle(p, 110, (255, 255, 255));
+ renderer.ellipse(p, (50, 100), (255, 255, 255));
+ renderer.ellipse(p, (110, 55), (255, 255, 255));
}
for b in &self.bolls {
- b.draw(canvas, self.boll_size);
+ b.draw(renderer, self.boll_size);
}
}
- fn leave(&self) {
+ fn leave(&mut self) {
println!("number of bolls: {}", self.bolls.len());
}
- fn on_event(&mut self, event: Event) {
+ fn handle_event(&mut self, event: Event) -> Option<StateChange> {
match event {
Event::KeyDown {
keycode: Some(Keycode::KpPlus),
))),
_ => {}
}
+ None
}
}