Moved geometry to root level
[kaka/rust-sdl-test.git] / src / core / app.rs
1 use boll::*;
2 use core::controller::ControllerManager;
3 use core::render::Renderer;
4 use geometry::{Point, Dimension};
5 use point; // defined in common, but loaded from main...
6 use rand::Rng;
7 use sdl2::event::{Event, WindowEvent};
8 use sdl2::keyboard::Keycode;
9 use sdl2::rect::Rect as SDLRect;
10 use sdl2::video::SwapInterval;
11 use sdl2::{EventPump, VideoSubsystem};
12 use sprites::SpriteManager;
13 use std::f32::consts::PI;
14 use time::{Duration, Instant, prelude::*};
15
16 const FPS: u32 = 60;
17 const NS_PER_FRAME: u32 = 1_000_000_000 / FPS;
18
19 #[derive(Default)]
20 pub struct AppBuilder {
21     resolution: Dimension<u16>,
22     state: Option<Box<dyn AppState>>,
23     title: Option<String>,
24 }
25
26 impl AppBuilder {
27     pub fn with_resolution(mut self, width: u16, height: u16) -> Self {
28         self.resolution = Dimension { width, height };
29         self
30     }
31
32     pub fn with_state(mut self, state: Box<dyn AppState>) -> Self {
33         self.state = Some(state);
34         self
35     }
36
37     pub fn with_title(mut self, title: &str) -> Self {
38         self.title = Some(title.to_string());
39         self
40     }
41
42     pub fn build(self) -> Result<App, String> {
43         let context = sdl2::init().unwrap();
44         sdl2::image::init(sdl2::image::InitFlag::PNG)?;
45         let video = context.video()?;
46         //self.print_video_display_modes(&video);
47
48         let window = video
49             .window(
50                 &self.title.unwrap(),
51                 self.resolution.width.into(),
52                 self.resolution.height.into(),
53             )
54             .position_centered()
55             // .fullscreen()
56             // .fullscreen_desktop()
57             .opengl()
58             .build()
59             .unwrap();
60         context.mouse().show_cursor(false);
61
62         let canvas = window.into_canvas().build().unwrap();
63         let sprites = SpriteManager::new(canvas.texture_creator());
64         let screen = canvas.output_size().unwrap();
65         let renderer = Renderer::new(canvas);
66
67         video.gl_set_swap_interval(SwapInterval::VSync)?;
68
69         let event_pump = context.event_pump()?;
70
71         Ok(App {
72             renderer,
73             event_pump,
74             sprites,
75             states: vec!(self.state.unwrap_or_else(|| Box::new(ActiveState::new(screen)))),
76             ctrl_man: ControllerManager::new(context.joystick()?, context.haptic()?),
77         })
78     }
79
80     #[allow(dead_code)]
81     fn print_video_display_modes(&self, video: &VideoSubsystem) {
82         println!("video subsystem: {:?}", video);
83         println!("current_video_driver: {:?}", video.current_video_driver());
84         for display in 0..video.num_video_displays().unwrap() {
85             println!(
86                 "=== display {} - {} ===",
87                 display,
88                 video.display_name(display).unwrap()
89             );
90             println!(
91                 " display_bounds: {:?}",
92                 video.display_bounds(display).unwrap()
93             );
94             println!(
95                 " num_display_modes: {:?}",
96                 video.num_display_modes(display).unwrap()
97             );
98             println!(
99                 " desktop_display_mode: {:?}",
100                 video.desktop_display_mode(display).unwrap()
101             );
102             let current = video.current_display_mode(display).unwrap();
103             println!(
104                 " current_display_mode: {:?}",
105                 current
106             );
107             for idx in 0..video.num_display_modes(display).unwrap() {
108                 let mode = video.display_mode(display, idx).unwrap();
109                 println!(
110                     " {}{:2}: {:?}",
111                     if mode == current { "*" } else { " " },
112                     idx,
113                     mode
114                 );
115             }
116         }
117         println!("swap interval: {:?}", video.gl_get_swap_interval());
118     }
119 }
120
121 pub struct App {
122     renderer: Renderer,
123     event_pump: EventPump,
124     sprites: SpriteManager,
125     states: Vec<Box<dyn AppState>>,
126     pub ctrl_man: ControllerManager,
127 }
128
129 impl App {
130     #[allow(clippy::new_ret_no_self)]
131     pub fn new() -> AppBuilder {
132         Default::default()
133     }
134
135     pub fn load_sprites(&mut self, sprites: &[(&str, &str)]) {
136         for (name, file) in sprites {
137             self.sprites.load(name, file);
138         }
139     }
140
141     pub fn start(&mut self) {
142         let mut last_time = Instant::now();
143
144         self.states[0].enter(&self.ctrl_man);
145
146         loop {
147             if let Some(change) = self.handle_events() {
148                 self.handle_state_change(change);
149             }
150
151             let duration = Instant::now() - last_time;
152             last_time = Instant::now();
153
154             self.ctrl_man.update(duration);
155
156             if let Some(state) = self.states.last_mut() {
157                 if let Some(change) = state.update(duration) {
158                     self.handle_state_change(change);
159                 }
160             } else {
161                 break;
162             }
163
164             self.render();
165         }
166     }
167
168     fn handle_state_change(&mut self, change: StateChange) {
169         match change {
170             StateChange::Push(mut state) => {
171                 // if let Some(s) = self.states.last_mut() {
172                 //     s.pause();
173                 // }
174                 state.enter(&self.ctrl_man);
175                 self.states.push(state);
176             }
177             StateChange::Pop => {
178                 if let Some(mut s) = self.states.pop() {
179                     s.leave();
180                 }
181             }
182             StateChange::Exit => {
183                 while let Some(mut s) = self.states.pop() {
184                     s.leave();
185                 }
186             }
187         }
188     }
189
190     fn handle_events(&mut self) -> Option<StateChange> {
191         for event in self.event_pump.poll_iter() {
192             self.ctrl_man.handle_event(&event);
193             match event {
194                 Event::Quit { .. }
195                 | Event::KeyDown {
196                     keycode: Some(Keycode::Escape),
197                     ..
198                 } => {
199                     return Some(StateChange::Pop)
200                 }
201                 Event::KeyDown {
202                     keycode: Some(Keycode::F11),
203                     ..
204                 } => {
205                     self.renderer.toggle_fullscreen();
206                 }
207                 Event::Window {
208                     win_event: WindowEvent::Resized(x, y),
209                     ..
210                 } => {
211                     println!("window resized({}, {})", x, y)
212                 }
213                 Event::Window {
214                     win_event: WindowEvent::Maximized,
215                     ..
216                 } => {
217                     println!("window maximized")
218                 }
219                 Event::Window {
220                     win_event: WindowEvent::Restored,
221                     ..
222                 } => {
223                     println!("window restored")
224                 }
225                 Event::Window {
226                     win_event: WindowEvent::Enter,
227                     ..
228                 } => {
229                     println!("window enter")
230                 }
231                 Event::Window {
232                     win_event: WindowEvent::Leave,
233                     ..
234                 } => {
235                     println!("window leave")
236                 }
237                 Event::Window {
238                     win_event: WindowEvent::FocusGained,
239                     ..
240                 } => {
241                     println!("window focus gained")
242                 }
243                 Event::Window {
244                     win_event: WindowEvent::FocusLost,
245                     ..
246                 } => {
247                     println!("window focus lost")
248                 }
249                 _ => {
250                     if let Some(state) = self.states.last_mut() {
251                         if let Some(change) = state.handle_event(event) {
252                             return Some(change);
253                         }
254                     } else {
255                         return Some(StateChange::Exit)
256                     }
257                 },
258             }
259         }
260         None
261     }
262
263     fn render(&mut self) {
264         self.renderer.clear();
265         self.states.last_mut().unwrap().render(&mut self.renderer, &self.sprites);
266         self.renderer.present();
267     }
268 }
269
270 pub enum StateChange {
271     Push(Box<dyn AppState>),
272     Pop,
273     Exit,
274 }
275
276 pub trait AppState {
277     fn enter(&mut self, ctrl_man: &ControllerManager);
278     fn leave(&mut self);
279     fn update(&mut self, dt: Duration) -> Option<StateChange>;
280     fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager);
281     fn handle_event(&mut self, event: Event) -> Option<StateChange>;
282 }
283
284 type Bollar = Vec<Box<dyn Boll>>;
285
286 #[derive(Default)]
287 pub struct ActiveState {
288     screen: Dimension<u32>,
289     bolls: Bollar,
290     boll_size: u32,
291     mario_angle: f64,
292 }
293
294 impl ActiveState {
295     pub fn new(screen: (u32, u32)) -> ActiveState {
296         ActiveState {
297             bolls: Bollar::new(),
298             boll_size: 1,
299             screen: Dimension::from(screen),
300             ..Default::default()
301         }
302     }
303
304     fn change_boll_count(&mut self, delta: i32) {
305         #[allow(clippy::comparison_chain)]
306         if delta > 0 {
307             for _i in 0..delta {
308                 self.add_boll();
309             }
310         } else if delta < 0 {
311             for _i in 0..(-delta) {
312                 self.bolls.pop();
313             }
314         }
315     }
316
317     fn add_boll(&mut self) {
318         let mut rng = rand::thread_rng();
319         self.bolls.push(Box::new(SquareBoll {
320             pos: point!(
321                 rng.gen_range(0, self.screen.width) as f64,
322                 rng.gen_range(0, self.screen.height) as f64
323             ),
324             vel: point!(rng.gen_range(-2.0, 2.0), rng.gen_range(-2.0, 2.0)),
325         }));
326     }
327 }
328
329 impl AppState for ActiveState {
330     fn enter(&mut self, _ctrl_man: &ControllerManager) {}
331
332     fn update(&mut self, dt: Duration) -> Option<StateChange> {
333         for b in &mut self.bolls {
334             b.update();
335         }
336
337         match dt {
338             ns if ns < (NS_PER_FRAME - 90_0000).nanoseconds() => self.change_boll_count(100),
339             ns if ns > (NS_PER_FRAME + 90_0000).nanoseconds() => self.change_boll_count(-100),
340             _ => {}
341         }
342
343         None
344     }
345
346     fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
347         /* draw square of blocks */ {
348             let blocks = 20;
349             let size = 32;
350             let offset = point!(
351                 (self.screen.width as i32 - (blocks + 1) * size) / 2,
352                 (self.screen.height as i32 - (blocks + 1) * size) / 2
353             );
354             let block = sprites.get("block");
355             for i in 0..blocks {
356                 renderer
357                     .blit(
358                         block,
359                         None,
360                         SDLRect::new((i) * size + offset.x, offset.y, size as u32, size as u32),
361                     );
362                 renderer
363                     .blit(
364                         block,
365                         None,
366                         SDLRect::new(
367                             (blocks - i) * size + offset.x,
368                             (blocks) * size + offset.y,
369                             size as u32,
370                             size as u32,
371                         ),
372                     );
373                 renderer
374                     .blit(
375                         block,
376                         None,
377                         SDLRect::new(
378                             offset.x,
379                             (blocks - i) * size + offset.y,
380                             size as u32,
381                             size as u32,
382                         ),
383                     );
384                 renderer
385                     .blit(
386                         block,
387                         None,
388                         SDLRect::new(
389                             (blocks) * size + offset.x,
390                             (i) * size + offset.y,
391                             size as u32,
392                             size as u32,
393                         ),
394                     );
395             }
396         }
397
398         /* draw mario */ {
399             let size = 64;
400             let offset = point!(
401                 (self.screen.width as i32 - size) / 2,
402                 (self.screen.height as i32 - size) / 2
403             );
404             let radius = 110.0 + size as f32 * 0.5;
405             let angle = (self.mario_angle as f32 - 90.0) * PI / 180.0;
406             let offset2 = point!((angle.cos() * radius) as i32, (angle.sin() * radius) as i32);
407             renderer
408                 .blit_ex(
409                     sprites.get("mario"),
410                     None,
411                     SDLRect::new(
412                         offset.x + offset2.x,
413                         offset.y + offset2.y,
414                         size as u32,
415                         size as u32,
416                     ),
417                     self.mario_angle,
418                     sdl2::rect::Point::new(size / 2, size / 2),
419                     false,
420                     false,
421                 );
422             self.mario_angle = (self.mario_angle + 1.0) % 360.0;
423         }
424
425         /* draw circles and ellipses*/ {
426             let p = point!((self.screen.width / 2) as i16, (self.screen.height / 2) as i16);
427             renderer.circle(p, 100, (255, 255, 255));
428             renderer.circle(p, 110, (255, 255, 255));
429             renderer.ellipse(p, (50, 100), (255, 255, 255));
430             renderer.ellipse(p, (110, 55), (255, 255, 255));
431         }
432
433         for b in &self.bolls {
434             b.draw(renderer, self.boll_size);
435         }
436     }
437
438     fn leave(&mut self) {
439         println!("number of bolls: {}", self.bolls.len());
440     }
441
442     fn handle_event(&mut self, event: Event) -> Option<StateChange> {
443         match event {
444             Event::KeyDown {
445                 keycode: Some(Keycode::KpPlus),
446                 ..
447             } => self.boll_size = std::cmp::min(self.boll_size + 1, 32),
448             Event::KeyDown {
449                 keycode: Some(Keycode::KpMinus),
450                 ..
451             } => self.boll_size = std::cmp::max(self.boll_size - 1, 1),
452             Event::MouseMotion { x, y, .. } => self.bolls.push(Box::new(CircleBoll::new(
453                 point!(x as f64, y as f64),
454                 point!(0.0, 0.0),
455             ))),
456             _ => {}
457         }
458         None
459     }
460 }