use rand::Rng;
use sdl2::event::Event;
+use sdl2::event::WindowEvent;
use sdl2::EventPump;
use sdl2::gfx::primitives::DrawRenderer;
use sdl2::keyboard::Keycode;
use boll::{Boll, CircleBoll, SquareBoll};
use common::Point2D;
use sprites::SpriteManager;
-use sdl2::video::WindowContext;
-use sdl2::render::TextureCreator;
-use sdl2::event::WindowEvent;
#[macro_use] mod common;
mod boll;
type Bollar = Vec<Box<dyn Boll>>;
-fn init() -> (Canvas<Window>, EventPump) {
- let context = sdl2::init().unwrap();
- let video = context.video().unwrap();
- let _image_context = sdl2::image::init(sdl2::image::InitFlag::PNG).unwrap();
- let window = video.window("SDL test", SCREEN_WIDTH, SCREEN_HEIGHT)
- .position_centered()
- .opengl()
- .build()
- .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 event_pump = context.event_pump().unwrap();
- (canvas, event_pump)
+struct App {
+ canvas: Canvas<Window>,
+ event_pump: EventPump,
+ sprites: SpriteManager,
}
-fn load_sprites(texture_creator: &TextureCreator<WindowContext>) -> SpriteManager {
- let mut texman = SpriteManager::new(texture_creator);
- texman.load("block", "res/block.bmp");
- texman.load("mario", "res/mario-trans.png");
- texman
+impl App {
+ fn new() -> App {
+ let context = sdl2::init().unwrap();
+ sdl2::image::init(sdl2::image::InitFlag::PNG).unwrap();
+ let window = context.video().unwrap().window("SDL test", SCREEN_WIDTH, SCREEN_HEIGHT)
+ .position_centered()
+ .opengl()
+ .build()
+ .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 event_pump = context.event_pump().unwrap();
+ let sprites = SpriteManager::new(canvas.texture_creator());
+ App {
+ canvas,
+ event_pump,
+ sprites,
+ }
+ }
+
+ fn load_sprites(&mut self, sprites: &[(&'static str, &str)]) {
+ for (name, file) in sprites {
+ self.sprites.load(name, file);
+ }
+ }
}
fn main() {
println!("starting...");
- let (mut canvas, mut event_pump) = init();
+ let mut app = App::new();
+ app.load_sprites(&[
+ ("block", "res/block.bmp"),
+ ("mario", "res/mario-trans.png"),
+ ]);
let mut frame_count: u64 = 0;
let mut fps_time = PreciseTime::now();
let mut bolls: Bollar = Bollar::new();
let mut boll_size = 1;
- let texture_creator = canvas.texture_creator();
- let sprites = load_sprites(&texture_creator);
let mut mario_angle = 0.0;
'running: loop {
let loop_start = PreciseTime::now();
- canvas.set_draw_color(Color::RGB(0, 0, 0));
- canvas.clear();
+ app.canvas.set_draw_color(Color::RGB(0, 0, 0));
+ app.canvas.clear();
{
let blocks = 20;
let size = 32;
let offset = point!((SCREEN_WIDTH as i32 - (blocks + 1) * size) / 2, (SCREEN_HEIGHT as i32 - (blocks + 1) * size) / 2);
+ let block = app.sprites.get("block");
for i in 0..blocks {
- canvas.copy(sprites.get("block"), None, Rect::new((i) * size + offset.x, (0) * size + offset.y, size as u32, size as u32)).unwrap();
- canvas.copy(sprites.get("block"), None, Rect::new((blocks - i) * size + offset.x, (blocks) * size + offset.y, size as u32, size as u32)).unwrap();
- canvas.copy(sprites.get("block"), None, Rect::new((0) * size + offset.x, (blocks - i) * size + offset.y, size as u32, size as u32)).unwrap();
- canvas.copy(sprites.get("block"), None, Rect::new((blocks) * size + offset.x, (i) * size + offset.y, size as u32, size as u32)).unwrap();
+ app.canvas.copy(block, None, Rect::new((i) * size + offset.x, (0) * size + offset.y, size as u32, size as u32)).unwrap();
+ app.canvas.copy(block, None, Rect::new((blocks - i) * size + offset.x, (blocks) * size + offset.y, size as u32, size as u32)).unwrap();
+ app.canvas.copy(block, None, Rect::new((0) * size + offset.x, (blocks - i) * size + offset.y, size as u32, size as u32)).unwrap();
+ app.canvas.copy(block, None, Rect::new((blocks) * size + offset.x, (i) * size + offset.y, size as u32, size as u32)).unwrap();
}
}
{
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);
- canvas.copy_ex(sprites.get("mario"), None, Rect::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();
+ app.canvas.copy_ex(app.sprites.get("mario"), None, Rect::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);
- 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();
+ app.canvas.circle(p.x, p.y, 100, Color::RGB(255, 255, 255)).unwrap();
+ app.canvas.aa_circle(p.x, p.y, 110, Color::RGB(255, 255, 255)).unwrap();
+ app.canvas.ellipse(p.x, p.y, 50, 100, Color::RGB(255, 255, 255)).unwrap();
+ app.canvas.aa_ellipse(p.x, p.y, 110, 55, Color::RGB(255, 255, 255)).unwrap();
}
for b in &mut bolls {
b.update();
- b.draw(&mut canvas, boll_size);
+ b.draw(&mut app.canvas, boll_size);
}
// window.gl_swap_window();
- for event in event_pump.poll_iter() {
+ for event in app.event_pump.poll_iter() {
match event {
Event::Quit { .. } | Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
break 'running;
}
Event::KeyDown { keycode: Some(Keycode::F11), .. } => {
- match canvas.window().fullscreen_state() {
- FullscreenType::Off => canvas.window_mut().set_fullscreen(FullscreenType::Desktop),
- _ => canvas.window_mut().set_fullscreen(FullscreenType::Off)
+ match app.canvas.window().fullscreen_state() {
+ FullscreenType::Off => app.canvas.window_mut().set_fullscreen(FullscreenType::Desktop),
+ _ => app.canvas.window_mut().set_fullscreen(FullscreenType::Off)
}.unwrap();
}
Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => { boll_size = std::cmp::min(boll_size + 1, 32) }
_ => {}
}
}
- canvas.present();
+ app.canvas.present();
match loop_start.to(PreciseTime::now()).num_nanoseconds() {
Some(ns) if ns < (NS_PER_FRAME - 50_0000) as i64 => { change_boll_count(&mut bolls, 100) }