use common::{Point2D, Rect};
use point; // defined in common, but loaded from main...
use rand::Rng;
-use sdl2::event::Event;
-use sdl2::event::WindowEvent;
+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;
-use sdl2::render::Canvas;
-use sdl2::video::FullscreenType;
-use sdl2::video::{SwapInterval, Window};
+use sdl2::render::{BlendMode, Canvas};
+use sdl2::video::{FullscreenType, SwapInterval, Window};
use sdl2::{EventPump, VideoSubsystem};
use sprites::SpriteManager;
use std::f32::consts::PI;
let mut frame_count: u64 = 0;
let mut fps_time = PreciseTime::now();
let mut last_time = PreciseTime::now();
- let screen = self.canvas.output_size().unwrap();
- let screen = Rect::from((screen.0 as i32, screen.1 as i32));
-
- let mut mario_angle = 0.0;
'running: loop {
- self.canvas.set_draw_color(Color::RGB(0, 0, 0));
- self.canvas.clear();
- {
- let blocks = 20;
- let size = 32;
- let offset = point!(
- (screen.width - (blocks + 1) * size) / 2,
- (screen.height - (blocks + 1) * size) / 2
- );
- let block = self.sprites.get("block");
- for i in 0..blocks {
- self.canvas
- .copy(
- block,
- None,
- SDLRect::new((i) * size + offset.x, offset.y, size as u32, size as u32),
- )
- .unwrap();
- self.canvas
- .copy(
- block,
- None,
- SDLRect::new(
- (blocks - i) * size + offset.x,
- (blocks) * size + offset.y,
- size as u32,
- size as u32,
- ),
- )
- .unwrap();
- self.canvas
- .copy(
- block,
- None,
- SDLRect::new(
- offset.x,
- (blocks - i) * size + offset.y,
- size as u32,
- size as u32,
- ),
- )
- .unwrap();
- self.canvas
- .copy(
- block,
- None,
- SDLRect::new(
- (blocks) * size + offset.x,
- (i) * size + offset.y,
- size as u32,
- size as u32,
- ),
- )
- .unwrap();
- }
- }
- {
- let size = 64;
- let offset = point!(
- (screen.width - size) / 2,
- (screen.height - size) / 2
- );
- let radius = 110.0 + size as f32 * 0.5;
- let angle = (mario_angle as f32 - 90.0) * PI / 180.0;
- let offset2 = point!((angle.cos() * radius) as i32, (angle.sin() * radius) as i32);
- self.canvas
- .copy_ex(
- self.sprites.get("mario"),
- None,
- SDLRect::new(
- offset.x + offset2.x,
- offset.y + offset2.y,
- size as u32,
- size as u32,
- ),
- mario_angle,
- sdl2::rect::Point::new(size / 2, size / 2),
- false,
- false,
- )
- .unwrap();
- mario_angle += 1.0;
- if mario_angle >= 360.0 {
- mario_angle -= 360.0
- }
- }
- {
- let p = point!((screen.width / 2) as i16, (screen.height / 2) as i16);
- self.canvas
- .circle(p.x, p.y, 100, Color::RGB(255, 255, 255))
- .unwrap();
- self.canvas
- .aa_circle(p.x, p.y, 110, Color::RGB(255, 255, 255))
- .unwrap();
- self.canvas
- .ellipse(p.x, p.y, 50, 100, Color::RGB(255, 255, 255))
- .unwrap();
- self.canvas
- .aa_ellipse(p.x, p.y, 110, 55, Color::RGB(255, 255, 255))
- .unwrap();
- }
-
- // window.gl_swap_window();
- for event in self.event_pump.poll_iter() {
- match event {
- Event::Quit { .. }
- | Event::KeyDown {
- keycode: Some(Keycode::Escape),
- ..
- } => {
- break 'running;
- }
- 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();
- }
- 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")
- }
- _ => self.state.on_event(event),
- }
- }
+ if let Err(_) = self.handle_events() {
+ break 'running;
+ }
let duration =
last_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as Nanoseconds;
last_time = PreciseTime::now();
self.state.update(duration);
- self.state.render(&mut self.canvas);
- self.canvas.present();
+
+ self.render();
frame_count += 1;
if frame_count == FPS as u64 {
self.state.leave();
}
+
+ fn handle_events(&mut self) -> Result<(), ()> {
+ for event in self.event_pump.poll_iter() {
+ match event {
+ Event::Quit { .. }
+ | Event::KeyDown {
+ keycode: Some(Keycode::Escape),
+ ..
+ } => {
+ return Err(())
+ }
+ 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();
+ }
+ 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")
+ }
+ _ => self.state.on_event(event),
+ }
+ }
+ Ok(())
+ }
+
+ 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();
+ }
}
pub trait AppState {
fn update(&mut self, dt: Nanoseconds);
- fn render(&self, canvas: &mut Canvas<Window>);
+ fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager);
fn leave(&self);
fn on_event(&mut self, event: Event);
}
type Bollar = Vec<Box<dyn Boll>>;
+#[derive(Default)]
pub struct ActiveState {
screen: Rect<u32>,
bolls: Bollar,
boll_size: u32,
+ mario_angle: f64,
}
impl ActiveState {
bolls: Bollar::new(),
boll_size: 1,
screen: Rect::from(screen),
+ ..Default::default()
}
}
}
}
- fn render(&self, canvas: &mut Canvas<Window>) {
+ fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
+ /* draw square of blocks */ {
+ let blocks = 20;
+ let size = 32;
+ let offset = point!(
+ (self.screen.width as i32 - (blocks + 1) * size) / 2,
+ (self.screen.height as i32 - (blocks + 1) * size) / 2
+ );
+ let block = sprites.get("block");
+ for i in 0..blocks {
+ canvas
+ .copy(
+ block,
+ None,
+ SDLRect::new((i) * size + offset.x, offset.y, size as u32, size as u32),
+ )
+ .unwrap();
+ canvas
+ .copy(
+ block,
+ None,
+ SDLRect::new(
+ (blocks - i) * size + offset.x,
+ (blocks) * size + offset.y,
+ size as u32,
+ size as u32,
+ ),
+ )
+ .unwrap();
+ canvas
+ .copy(
+ block,
+ None,
+ SDLRect::new(
+ offset.x,
+ (blocks - i) * size + offset.y,
+ size as u32,
+ size as u32,
+ ),
+ )
+ .unwrap();
+ canvas
+ .copy(
+ block,
+ None,
+ SDLRect::new(
+ (blocks) * size + offset.x,
+ (i) * size + offset.y,
+ size as u32,
+ size as u32,
+ ),
+ )
+ .unwrap();
+ }
+ }
+
+ /* draw mario */ {
+ let size = 64;
+ let offset = point!(
+ (self.screen.width as i32 - size) / 2,
+ (self.screen.height as i32 - size) / 2
+ );
+ 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(
+ sprites.get("mario"),
+ None,
+ SDLRect::new(
+ offset.x + offset2.x,
+ offset.y + offset2.y,
+ size as u32,
+ size as u32,
+ ),
+ self.mario_angle,
+ 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();
+ }
+
for b in &self.bolls {
b.draw(canvas, self.boll_size);
}