Collect wall points into walls and place them in a wall grid
[kaka/rust-sdl-test.git] / src / core / app.rs
index ddfe3d9..434f56c 100644 (file)
@@ -1,33 +1,31 @@
 use boll::*;
-use common::{Nanoseconds, 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;
+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
     }
 
@@ -61,23 +59,20 @@ impl AppBuilder {
             .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();
 
         Ok(App {
-            canvas,
+            renderer,
             event_pump,
             sprites,
-            state: self.state.unwrap_or_else(|| Box::new(ActiveState::new(screen))),
+            states: vec!(self.state.unwrap_or_else(|| Box::new(ActiveState::new(screen)))),
            ctrl_man: ControllerManager::new(context.joystick()?, context.haptic()?),
         })
     }
@@ -124,10 +119,10 @@ impl AppBuilder {
 }
 
 pub struct App {
-    canvas: Canvas<Window>,
+    renderer: Renderer,
     event_pump: EventPump,
     sprites: SpriteManager,
-    state: Box<dyn AppState>,
+    states: Vec<Box<dyn AppState>>,
     pub ctrl_man: ControllerManager,
 }
 
@@ -144,39 +139,55 @@ 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.state.enter(&mut self.ctrl_man);
+       self.states[0].enter(&mut 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();
+            let duration = Instant::now() - last_time;
+           last_time = Instant::now();
+
            self.ctrl_man.update(duration);
-            self.state.update(duration);
 
-           self.render();
+           if let Some(state) = self.states.last_mut() {
+               if let Some(change) = state.update(duration) {
+                   self.handle_state_change(change);
+               }
+           } else {
+               break;
+           }
 
-            // 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();
-            // }
+           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 {
@@ -185,20 +196,13 @@ impl App {
                     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),
@@ -242,33 +246,44 @@ impl App {
                 } => {
                     println!("window focus lost")
                 }
-                _ => self.state.handle_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 enter(&mut self, ctrl_man: &mut ControllerManager);
+    fn enter(&mut self, ctrl_man: &ControllerManager);
     fn leave(&mut self);
-    fn update(&mut self, dt: Nanoseconds);
-    fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager);
-    fn handle_event(&mut self, event: Event);
+    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,
@@ -279,7 +294,7 @@ impl ActiveState {
         ActiveState {
             bolls: Bollar::new(),
             boll_size: 1,
-           screen: Rect::from(screen),
+           screen: Dimension::from(screen),
            ..Default::default()
         }
     }
@@ -310,21 +325,23 @@ impl ActiveState {
 }
 
 impl AppState for ActiveState {
-    fn enter(&mut self, ctrl_man: &mut ControllerManager) {}
+    fn enter(&mut self, _ctrl_man: &ControllerManager) {}
 
-    fn update(&mut self, dt: Nanoseconds) {
+    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;
@@ -334,15 +351,14 @@ impl AppState for ActiveState {
             );
             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(
@@ -351,10 +367,9 @@ impl AppState for ActiveState {
                             size as u32,
                             size as u32,
                         ),
-                    )
-                    .unwrap();
-                canvas
-                    .copy(
+                    );
+                renderer
+                    .blit(
                         block,
                         None,
                         SDLRect::new(
@@ -363,10 +378,9 @@ impl AppState for ActiveState {
                             size as u32,
                             size as u32,
                         ),
-                    )
-                    .unwrap();
-                canvas
-                    .copy(
+                    );
+                renderer
+                    .blit(
                         block,
                         None,
                         SDLRect::new(
@@ -375,8 +389,7 @@ impl AppState for ActiveState {
                             size as u32,
                             size as u32,
                         ),
-                    )
-                    .unwrap();
+                    );
             }
         }
 
@@ -389,8 +402,8 @@ impl AppState for ActiveState {
             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(
@@ -403,29 +416,20 @@ impl AppState for ActiveState {
                     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);
         }
     }
 
@@ -433,7 +437,7 @@ impl AppState for ActiveState {
         println!("number of bolls: {}", self.bolls.len());
     }
 
-    fn handle_event(&mut self, event: Event) {
+    fn handle_event(&mut self, event: Event) -> Option<StateChange> {
         match event {
             Event::KeyDown {
                 keycode: Some(Keycode::KpPlus),
@@ -449,5 +453,6 @@ impl AppState for ActiveState {
             ))),
             _ => {}
         }
+       None
     }
 }