4e0f97b4dd0c7cfbe00c2391ec62e6b27f2d289b
[kaka/rust-sdl-test.git] / src / game / app.rs
1 use boll::*;
2 use common::{Point2D, Rect};
3 use point; // defined in common, but loaded from main...
4 use rand::Rng;
5 use sdl2::event::Event;
6 use sdl2::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;
12 use sdl2::render::Canvas;
13 use sdl2::video::FullscreenType;
14 use sdl2::video::{SwapInterval, Window};
15 use sdl2::{EventPump, VideoSubsystem};
16 use sprites::SpriteManager;
17 use std::f32::consts::PI;
18 use time::PreciseTime;
19 use {SCREEN_HEIGHT, SCREEN_WIDTH};
20
21 pub type Nanoseconds = u64;
22
23 const FPS: u32 = 60;
24 const NS_PER_FRAME: u32 = 1_000_000_000 / FPS;
25
26 #[derive(Default)]
27 pub struct AppBuilder {
28     resolution: Rect<u16>,
29     state: Option<Box<dyn AppState>>,
30     title: Option<String>,
31 }
32
33 impl AppBuilder {
34     pub fn with_resolution(mut self, width: u16, height: u16) -> Self {
35         self.resolution = Rect { width, height };
36         self
37     }
38
39     pub fn with_state(mut self, state: Box<dyn AppState>) -> Self {
40         self.state = Some(state);
41         self
42     }
43
44     pub fn with_title(mut self, title: &str) -> Self {
45         self.title = Some(title.to_string());
46         self
47     }
48
49     pub fn build(self) -> Result<App, String> {
50         let context = sdl2::init().unwrap();
51         sdl2::image::init(sdl2::image::InitFlag::PNG)?;
52         let video = context.video()?;
53
54         self.print_video_display_modes(&video);
55
56         let window = video
57             .window(
58                 &self.title.unwrap(),
59                 self.resolution.width.into(),
60                 self.resolution.height.into(),
61             )
62             .position_centered()
63             // .fullscreen()
64             // .fullscreen_desktop()
65             .opengl()
66             .build()
67             .unwrap();
68         context.mouse().show_cursor(false);
69
70         let mut canvas = window.into_canvas().build().unwrap();
71         canvas.set_blend_mode(BlendMode::Add);
72         canvas.set_draw_color(Color::RGB(0, 0, 0));
73         canvas.clear();
74         canvas.present();
75
76         video.gl_set_swap_interval(SwapInterval::VSync)?;
77
78         let event_pump = context.event_pump()?;
79         let sprites = SpriteManager::new(canvas.texture_creator());
80
81         Ok(App {
82             canvas,
83             event_pump,
84             sprites,
85             state: self.state.unwrap_or(Box::new(ActiveState::new())),
86         })
87     }
88
89     fn print_video_display_modes(&self, video: &VideoSubsystem) {
90         println!("video subsystem: {:?}", video);
91         println!("current_video_driver: {:?}", video.current_video_driver());
92         for display in 0..video.num_video_displays().unwrap() {
93             println!(
94                 "=== display {} - {} ===",
95                 display,
96                 video.display_name(display).unwrap()
97             );
98             println!(
99                 " display_bounds: {:?}",
100                 video.display_bounds(display).unwrap()
101             );
102             println!(
103                 " num_display_modes: {:?}",
104                 video.num_display_modes(display).unwrap()
105             );
106             println!(
107                 " desktop_display_mode: {:?}",
108                 video.desktop_display_mode(display).unwrap()
109             );
110             println!(
111                 " current_display_mode: {:?}",
112                 video.current_display_mode(display).unwrap()
113             );
114             for mode in 0..video.num_display_modes(display).unwrap() {
115                 println!(
116                     "  {:2}: {:?}",
117                     mode,
118                     video.display_mode(display, mode).unwrap()
119                 );
120             }
121         }
122         println!("swap interval: {:?}", video.gl_get_swap_interval());
123     }
124 }
125
126 pub struct App {
127     pub canvas: Canvas<Window>,
128     pub event_pump: EventPump,
129     pub sprites: SpriteManager,
130     pub state: Box<dyn AppState>,
131 }
132
133 impl App {
134     pub fn new() -> AppBuilder {
135         Default::default()
136     }
137
138     pub fn load_sprites(&mut self, sprites: &[(&str, &str)]) {
139         for (name, file) in sprites {
140             self.sprites.load(name, file);
141         }
142     }
143
144     pub fn start(&mut self) {
145         let mut frame_count: u64 = 0;
146         let mut fps_time = PreciseTime::now();
147         let mut last_time = PreciseTime::now();
148
149         let mut mario_angle = 0.0;
150
151         'running: loop {
152             self.canvas.set_draw_color(Color::RGB(0, 0, 0));
153             self.canvas.clear();
154             {
155                 let blocks = 20;
156                 let size = 32;
157                 let offset = point!(
158                     (SCREEN_WIDTH as i32 - (blocks + 1) * size) / 2,
159                     (SCREEN_HEIGHT as i32 - (blocks + 1) * size) / 2
160                 );
161                 let block = self.sprites.get("block");
162                 for i in 0..blocks {
163                     self.canvas
164                         .copy(
165                             block,
166                             None,
167                             SDLRect::new((i) * size + offset.x, offset.y, size as u32, size as u32),
168                         )
169                         .unwrap();
170                     self.canvas
171                         .copy(
172                             block,
173                             None,
174                             SDLRect::new(
175                                 (blocks - i) * size + offset.x,
176                                 (blocks) * size + offset.y,
177                                 size as u32,
178                                 size as u32,
179                             ),
180                         )
181                         .unwrap();
182                     self.canvas
183                         .copy(
184                             block,
185                             None,
186                             SDLRect::new(
187                                 offset.x,
188                                 (blocks - i) * size + offset.y,
189                                 size as u32,
190                                 size as u32,
191                             ),
192                         )
193                         .unwrap();
194                     self.canvas
195                         .copy(
196                             block,
197                             None,
198                             SDLRect::new(
199                                 (blocks) * size + offset.x,
200                                 (i) * size + offset.y,
201                                 size as u32,
202                                 size as u32,
203                             ),
204                         )
205                         .unwrap();
206                 }
207             }
208             {
209                 let size = 64;
210                 let offset = point!(
211                     (SCREEN_WIDTH as i32 - size) / 2,
212                     (SCREEN_HEIGHT as i32 - size) / 2
213                 );
214                 let radius = 110.0 + size as f32 * 0.5;
215                 let angle = (mario_angle as f32 - 90.0) * PI / 180.0;
216                 let offset2 = point!((angle.cos() * radius) as i32, (angle.sin() * radius) as i32);
217                 self.canvas
218                     .copy_ex(
219                         self.sprites.get("mario"),
220                         None,
221                         SDLRect::new(
222                             offset.x + offset2.x,
223                             offset.y + offset2.y,
224                             size as u32,
225                             size as u32,
226                         ),
227                         mario_angle,
228                         sdl2::rect::Point::new(size / 2, size / 2),
229                         false,
230                         false,
231                     )
232                     .unwrap();
233                 mario_angle += 1.0;
234                 if mario_angle >= 360.0 {
235                     mario_angle -= 360.0
236                 }
237             }
238             {
239                 let p = point!((SCREEN_WIDTH / 2) as i16, (SCREEN_HEIGHT / 2) as i16);
240                 self.canvas
241                     .circle(p.x, p.y, 100, Color::RGB(255, 255, 255))
242                     .unwrap();
243                 self.canvas
244                     .aa_circle(p.x, p.y, 110, Color::RGB(255, 255, 255))
245                     .unwrap();
246                 self.canvas
247                     .ellipse(p.x, p.y, 50, 100, Color::RGB(255, 255, 255))
248                     .unwrap();
249                 self.canvas
250                     .aa_ellipse(p.x, p.y, 110, 55, Color::RGB(255, 255, 255))
251                     .unwrap();
252             }
253
254             //        window.gl_swap_window();
255             for event in self.event_pump.poll_iter() {
256                 match event {
257                     Event::Quit { .. }
258                     | Event::KeyDown {
259                         keycode: Some(Keycode::Escape),
260                         ..
261                     } => {
262                         break 'running;
263                     }
264                     Event::KeyDown {
265                         keycode: Some(Keycode::F11),
266                         ..
267                     } => {
268                         match self.canvas.window().fullscreen_state() {
269                             FullscreenType::Off => self
270                                 .canvas
271                                 .window_mut()
272                                 .set_fullscreen(FullscreenType::Desktop),
273                             _ => self.canvas.window_mut().set_fullscreen(FullscreenType::Off),
274                         }
275                         .unwrap();
276                     }
277                     Event::Window {
278                         win_event: WindowEvent::Resized(x, y),
279                         ..
280                     } => {
281                         println!("window resized({}, {})", x, y)
282                     }
283                     Event::Window {
284                         win_event: WindowEvent::Maximized,
285                         ..
286                     } => {
287                         println!("window maximized")
288                     }
289                     Event::Window {
290                         win_event: WindowEvent::Restored,
291                         ..
292                     } => {
293                         println!("window restored")
294                     }
295                     Event::Window {
296                         win_event: WindowEvent::Enter,
297                         ..
298                     } => {
299                         println!("window enter")
300                     }
301                     Event::Window {
302                         win_event: WindowEvent::Leave,
303                         ..
304                     } => {
305                         println!("window leave")
306                     }
307                     Event::Window {
308                         win_event: WindowEvent::FocusGained,
309                         ..
310                     } => {
311                         println!("window focus gained")
312                     }
313                     Event::Window {
314                         win_event: WindowEvent::FocusLost,
315                         ..
316                     } => {
317                         println!("window focus lost")
318                     }
319                     _ => self.state.on_event(event),
320                 }
321             }
322
323             let duration =
324                 last_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as Nanoseconds;
325             last_time = PreciseTime::now();
326             self.state.update(duration);
327             self.state.render(&mut self.canvas);
328             self.canvas.present();
329
330             frame_count += 1;
331             if frame_count == FPS as u64 {
332                 let duration = fps_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as f64
333                     / 1_000_000_000.0;
334                 println!("fps: {}", frame_count as f64 / duration);
335                 frame_count = 0;
336                 fps_time = PreciseTime::now();
337             }
338         }
339
340         self.state.leave();
341     }
342 }
343
344 pub trait AppState {
345     fn update(&mut self, dt: Nanoseconds);
346     fn render(&self, canvas: &mut Canvas<Window>);
347     fn leave(&self);
348     fn on_event(&mut self, event: Event);
349 }
350
351 type Bollar = Vec<Box<dyn Boll>>;
352
353 pub struct ActiveState {
354     bolls: Bollar,
355     boll_size: u32,
356 }
357
358 impl ActiveState {
359     pub fn new() -> ActiveState {
360         ActiveState {
361             bolls: Bollar::new(),
362             boll_size: 1,
363         }
364     }
365
366     fn change_boll_count(&mut self, delta: i32) {
367         if delta > 0 {
368             for _i in 0..delta {
369                 self.add_boll();
370             }
371         } else if delta < 0 {
372             for _i in 0..(-delta) {
373                 self.bolls.pop();
374             }
375         }
376     }
377
378     fn add_boll(&mut self) {
379         let mut rng = rand::thread_rng();
380         self.bolls.push(Box::new(SquareBoll {
381             pos: point!(
382                 rng.gen_range(0, SCREEN_WIDTH) as f64,
383                 rng.gen_range(0, SCREEN_HEIGHT) as f64
384             ),
385             vel: point!(rng.gen_range(-2.0, 2.0), rng.gen_range(-2.0, 2.0)),
386         }));
387     }
388 }
389
390 impl AppState for ActiveState {
391     fn update(&mut self, dt: Nanoseconds) {
392         for b in &mut self.bolls {
393             b.update();
394         }
395
396         match dt {
397             ns if ns < (NS_PER_FRAME - 90_0000) as u64 => self.change_boll_count(100),
398             ns if ns > (NS_PER_FRAME + 90_0000) as u64 => self.change_boll_count(-100),
399             _ => {}
400         }
401     }
402
403     fn render(&self, canvas: &mut Canvas<Window>) {
404         for b in &self.bolls {
405             b.draw(canvas, self.boll_size);
406         }
407     }
408
409     fn leave(&self) {
410         println!("number of bolls: {}", self.bolls.len());
411     }
412
413     fn on_event(&mut self, event: Event) {
414         match event {
415             Event::KeyDown {
416                 keycode: Some(Keycode::KpPlus),
417                 ..
418             } => self.boll_size = std::cmp::min(self.boll_size + 1, 32),
419             Event::KeyDown {
420                 keycode: Some(Keycode::KpMinus),
421                 ..
422             } => self.boll_size = std::cmp::max(self.boll_size - 1, 1),
423             Event::MouseMotion { x, y, .. } => self.bolls.push(Box::new(CircleBoll::new(
424                 point!(x as f64, y as f64),
425                 point!(0.0, 0.0),
426             ))),
427             _ => {}
428         }
429     }
430 }