ddfe3d9a250a1a4b7bc27dfea2e7c4524a5fad0d
[kaka/rust-sdl-test.git] / src / core / app.rs
1 use boll::*;
2 use common::{Nanoseconds, Point2D, Rect};
3 use core::controller::ControllerManager;
4 use point; // defined in common, but loaded from main...
5 use rand::Rng;
6 use sdl2::event::{Event, WindowEvent};
7 use sdl2::gfx::primitives::DrawRenderer;
8 use sdl2::keyboard::Keycode;
9 use sdl2::pixels::Color;
10 use sdl2::rect::Rect as SDLRect;
11 use sdl2::render::{BlendMode, Canvas};
12 use sdl2::video::{FullscreenType, SwapInterval, Window};
13 use sdl2::{EventPump, VideoSubsystem};
14 use sprites::SpriteManager;
15 use std::f32::consts::PI;
16 use time::PreciseTime;
17
18 const FPS: u32 = 60;
19 const NS_PER_FRAME: u32 = 1_000_000_000 / FPS;
20
21 #[derive(Default)]
22 pub struct AppBuilder {
23     resolution: Rect<u16>,
24     state: Option<Box<dyn AppState>>,
25     title: Option<String>,
26 }
27
28 impl AppBuilder {
29     pub fn with_resolution(mut self, width: u16, height: u16) -> Self {
30         self.resolution = Rect { width, height };
31         self
32     }
33
34     pub fn with_state(mut self, state: Box<dyn AppState>) -> Self {
35         self.state = Some(state);
36         self
37     }
38
39     pub fn with_title(mut self, title: &str) -> Self {
40         self.title = Some(title.to_string());
41         self
42     }
43
44     pub fn build(self) -> Result<App, String> {
45         let context = sdl2::init().unwrap();
46         sdl2::image::init(sdl2::image::InitFlag::PNG)?;
47         let video = context.video()?;
48         //self.print_video_display_modes(&video);
49
50         let window = video
51             .window(
52                 &self.title.unwrap(),
53                 self.resolution.width.into(),
54                 self.resolution.height.into(),
55             )
56             .position_centered()
57             // .fullscreen()
58             // .fullscreen_desktop()
59             .opengl()
60             .build()
61             .unwrap();
62         context.mouse().show_cursor(false);
63
64         let mut canvas = window.into_canvas().build().unwrap();
65         canvas.set_blend_mode(BlendMode::Add);
66         canvas.set_draw_color(Color::RGB(0, 0, 0));
67         canvas.clear();
68         canvas.present();
69
70         video.gl_set_swap_interval(SwapInterval::VSync)?;
71
72         let event_pump = context.event_pump()?;
73         let sprites = SpriteManager::new(canvas.texture_creator());
74         let screen = canvas.output_size().unwrap();
75
76         Ok(App {
77             canvas,
78             event_pump,
79             sprites,
80             state: self.state.unwrap_or_else(|| Box::new(ActiveState::new(screen))),
81             ctrl_man: ControllerManager::new(context.joystick()?, context.haptic()?),
82         })
83     }
84
85     #[allow(dead_code)]
86     fn print_video_display_modes(&self, video: &VideoSubsystem) {
87         println!("video subsystem: {:?}", video);
88         println!("current_video_driver: {:?}", video.current_video_driver());
89         for display in 0..video.num_video_displays().unwrap() {
90             println!(
91                 "=== display {} - {} ===",
92                 display,
93                 video.display_name(display).unwrap()
94             );
95             println!(
96                 " display_bounds: {:?}",
97                 video.display_bounds(display).unwrap()
98             );
99             println!(
100                 " num_display_modes: {:?}",
101                 video.num_display_modes(display).unwrap()
102             );
103             println!(
104                 " desktop_display_mode: {:?}",
105                 video.desktop_display_mode(display).unwrap()
106             );
107             let current = video.current_display_mode(display).unwrap();
108             println!(
109                 " current_display_mode: {:?}",
110                 current
111             );
112             for idx in 0..video.num_display_modes(display).unwrap() {
113                 let mode = video.display_mode(display, idx).unwrap();
114                 println!(
115                     " {}{:2}: {:?}",
116                     if mode == current { "*" } else { " " },
117                     idx,
118                     mode
119                 );
120             }
121         }
122         println!("swap interval: {:?}", video.gl_get_swap_interval());
123     }
124 }
125
126 pub struct App {
127     canvas: Canvas<Window>,
128     event_pump: EventPump,
129     sprites: SpriteManager,
130     state: Box<dyn AppState>,
131     pub ctrl_man: ControllerManager,
132 }
133
134 impl App {
135     #[allow(clippy::new_ret_no_self)]
136     pub fn new() -> AppBuilder {
137         Default::default()
138     }
139
140     pub fn load_sprites(&mut self, sprites: &[(&str, &str)]) {
141         for (name, file) in sprites {
142             self.sprites.load(name, file);
143         }
144     }
145
146     pub fn start(&mut self) {
147         // let mut frame_count: u64 = 0;
148         // let mut fps_time = PreciseTime::now();
149         let mut last_time = PreciseTime::now();
150
151         self.state.enter(&mut self.ctrl_man);
152
153         'running: loop {
154             if let Err(_) = self.handle_events() {
155                 break 'running;
156             }
157
158             let duration =
159                 last_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as Nanoseconds;
160             last_time = PreciseTime::now();
161             self.ctrl_man.update(duration);
162             self.state.update(duration);
163
164             self.render();
165
166             // frame_count += 1;
167             // if frame_count == FPS as u64 {
168             //     let duration = fps_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as f64
169             //         / 1_000_000_000.0;
170             //     // println!("fps: {}", frame_count as f64 / duration);
171             //     frame_count = 0;
172             //     fps_time = PreciseTime::now();
173             // }
174         }
175
176         self.state.leave();
177     }
178
179     fn handle_events(&mut self) -> Result<(), ()> {
180         for event in self.event_pump.poll_iter() {
181             self.ctrl_man.handle_event(&event);
182             match event {
183                 Event::Quit { .. }
184                 | Event::KeyDown {
185                     keycode: Some(Keycode::Escape),
186                     ..
187                 } => {
188                     return Err(())
189                 }
190                 Event::KeyDown {
191                     keycode: Some(Keycode::F11),
192                     ..
193                 } => {
194                     match self.canvas.window().fullscreen_state() {
195                         FullscreenType::Off => self
196                             .canvas
197                             .window_mut()
198                             .set_fullscreen(FullscreenType::Desktop),
199                         _ => self.canvas.window_mut().set_fullscreen(FullscreenType::Off),
200                     }
201                     .unwrap();
202                 }
203                 Event::Window {
204                     win_event: WindowEvent::Resized(x, y),
205                     ..
206                 } => {
207                     println!("window resized({}, {})", x, y)
208                 }
209                 Event::Window {
210                     win_event: WindowEvent::Maximized,
211                     ..
212                 } => {
213                     println!("window maximized")
214                 }
215                 Event::Window {
216                     win_event: WindowEvent::Restored,
217                     ..
218                 } => {
219                     println!("window restored")
220                 }
221                 Event::Window {
222                     win_event: WindowEvent::Enter,
223                     ..
224                 } => {
225                     println!("window enter")
226                 }
227                 Event::Window {
228                     win_event: WindowEvent::Leave,
229                     ..
230                 } => {
231                     println!("window leave")
232                 }
233                 Event::Window {
234                     win_event: WindowEvent::FocusGained,
235                     ..
236                 } => {
237                     println!("window focus gained")
238                 }
239                 Event::Window {
240                     win_event: WindowEvent::FocusLost,
241                     ..
242                 } => {
243                     println!("window focus lost")
244                 }
245                 _ => self.state.handle_event(event),
246             }
247         }
248         Ok(())
249     }
250
251     fn render(&mut self) {
252         self.canvas.set_draw_color(Color::RGB(0, 0, 0));
253         self.canvas.clear();
254         self.state.render(&mut self.canvas, &mut self.sprites);
255         self.canvas.present();
256     }
257 }
258
259 pub trait AppState {
260     fn enter(&mut self, ctrl_man: &mut ControllerManager);
261     fn leave(&mut self);
262     fn update(&mut self, dt: Nanoseconds);
263     fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager);
264     fn handle_event(&mut self, event: Event);
265 }
266
267 type Bollar = Vec<Box<dyn Boll>>;
268
269 #[derive(Default)]
270 pub struct ActiveState {
271     screen: Rect<u32>,
272     bolls: Bollar,
273     boll_size: u32,
274     mario_angle: f64,
275 }
276
277 impl ActiveState {
278     pub fn new(screen: (u32, u32)) -> ActiveState {
279         ActiveState {
280             bolls: Bollar::new(),
281             boll_size: 1,
282             screen: Rect::from(screen),
283             ..Default::default()
284         }
285     }
286
287     fn change_boll_count(&mut self, delta: i32) {
288         #[allow(clippy::comparison_chain)]
289         if delta > 0 {
290             for _i in 0..delta {
291                 self.add_boll();
292             }
293         } else if delta < 0 {
294             for _i in 0..(-delta) {
295                 self.bolls.pop();
296             }
297         }
298     }
299
300     fn add_boll(&mut self) {
301         let mut rng = rand::thread_rng();
302         self.bolls.push(Box::new(SquareBoll {
303             pos: point!(
304                 rng.gen_range(0, self.screen.width) as f64,
305                 rng.gen_range(0, self.screen.height) as f64
306             ),
307             vel: point!(rng.gen_range(-2.0, 2.0), rng.gen_range(-2.0, 2.0)),
308         }));
309     }
310 }
311
312 impl AppState for ActiveState {
313     fn enter(&mut self, ctrl_man: &mut ControllerManager) {}
314
315     fn update(&mut self, dt: Nanoseconds) {
316         for b in &mut self.bolls {
317             b.update();
318         }
319
320         match dt {
321             ns if ns < (NS_PER_FRAME - 90_0000) as u64 => self.change_boll_count(100),
322             ns if ns > (NS_PER_FRAME + 90_0000) as u64 => self.change_boll_count(-100),
323             _ => {}
324         }
325     }
326
327     fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
328         /* draw square of blocks */ {
329             let blocks = 20;
330             let size = 32;
331             let offset = point!(
332                 (self.screen.width as i32 - (blocks + 1) * size) / 2,
333                 (self.screen.height as i32 - (blocks + 1) * size) / 2
334             );
335             let block = sprites.get("block");
336             for i in 0..blocks {
337                 canvas
338                     .copy(
339                         block,
340                         None,
341                         SDLRect::new((i) * size + offset.x, offset.y, size as u32, size as u32),
342                     )
343                     .unwrap();
344                 canvas
345                     .copy(
346                         block,
347                         None,
348                         SDLRect::new(
349                             (blocks - i) * size + offset.x,
350                             (blocks) * size + offset.y,
351                             size as u32,
352                             size as u32,
353                         ),
354                     )
355                     .unwrap();
356                 canvas
357                     .copy(
358                         block,
359                         None,
360                         SDLRect::new(
361                             offset.x,
362                             (blocks - i) * size + offset.y,
363                             size as u32,
364                             size as u32,
365                         ),
366                     )
367                     .unwrap();
368                 canvas
369                     .copy(
370                         block,
371                         None,
372                         SDLRect::new(
373                             (blocks) * size + offset.x,
374                             (i) * size + offset.y,
375                             size as u32,
376                             size as u32,
377                         ),
378                     )
379                     .unwrap();
380             }
381         }
382
383         /* draw mario */ {
384             let size = 64;
385             let offset = point!(
386                 (self.screen.width as i32 - size) / 2,
387                 (self.screen.height as i32 - size) / 2
388             );
389             let radius = 110.0 + size as f32 * 0.5;
390             let angle = (self.mario_angle as f32 - 90.0) * PI / 180.0;
391             let offset2 = point!((angle.cos() * radius) as i32, (angle.sin() * radius) as i32);
392             canvas
393                 .copy_ex(
394                     sprites.get("mario"),
395                     None,
396                     SDLRect::new(
397                         offset.x + offset2.x,
398                         offset.y + offset2.y,
399                         size as u32,
400                         size as u32,
401                     ),
402                     self.mario_angle,
403                     sdl2::rect::Point::new(size / 2, size / 2),
404                     false,
405                     false,
406                 )
407                 .unwrap();
408             self.mario_angle = (self.mario_angle + 1.0) % 360.0;
409         }
410
411         /* draw circles and ellipses*/ {
412             let p = point!((self.screen.width / 2) as i16, (self.screen.height / 2) as i16);
413             canvas
414                 .circle(p.x, p.y, 100, Color::RGB(255, 255, 255))
415                 .unwrap();
416             canvas
417                 .aa_circle(p.x, p.y, 110, Color::RGB(255, 255, 255))
418                 .unwrap();
419             canvas
420                 .ellipse(p.x, p.y, 50, 100, Color::RGB(255, 255, 255))
421                 .unwrap();
422             canvas
423                 .aa_ellipse(p.x, p.y, 110, 55, Color::RGB(255, 255, 255))
424                 .unwrap();
425         }
426
427         for b in &self.bolls {
428             b.draw(canvas, self.boll_size);
429         }
430     }
431
432     fn leave(&mut self) {
433         println!("number of bolls: {}", self.bolls.len());
434     }
435
436     fn handle_event(&mut self, event: Event) {
437         match event {
438             Event::KeyDown {
439                 keycode: Some(Keycode::KpPlus),
440                 ..
441             } => self.boll_size = std::cmp::min(self.boll_size + 1, 32),
442             Event::KeyDown {
443                 keycode: Some(Keycode::KpMinus),
444                 ..
445             } => self.boll_size = std::cmp::max(self.boll_size - 1, 1),
446             Event::MouseMotion { x, y, .. } => self.bolls.push(Box::new(CircleBoll::new(
447                 point!(x as f64, y as f64),
448                 point!(0.0, 0.0),
449             ))),
450             _ => {}
451         }
452     }
453 }