88f8e88c2a5a66388d3035c80ba30fb16b3db2bf
[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
20 pub type Nanoseconds = u64;
21
22 const FPS: u32 = 60;
23 const NS_PER_FRAME: u32 = 1_000_000_000 / FPS;
24
25 #[derive(Default)]
26 pub struct AppBuilder {
27     resolution: Rect<u16>,
28     state: Option<Box<dyn AppState>>,
29     title: Option<String>,
30 }
31
32 impl AppBuilder {
33     pub fn with_resolution(mut self, width: u16, height: u16) -> Self {
34         self.resolution = Rect { width, height };
35         self
36     }
37
38     pub fn with_state(mut self, state: Box<dyn AppState>) -> Self {
39         self.state = Some(state);
40         self
41     }
42
43     pub fn with_title(mut self, title: &str) -> Self {
44         self.title = Some(title.to_string());
45         self
46     }
47
48     pub fn build(self) -> Result<App, String> {
49         let context = sdl2::init().unwrap();
50         sdl2::image::init(sdl2::image::InitFlag::PNG)?;
51         let video = context.video()?;
52
53         self.print_video_display_modes(&video);
54
55         let window = video
56             .window(
57                 &self.title.unwrap(),
58                 self.resolution.width.into(),
59                 self.resolution.height.into(),
60             )
61             .position_centered()
62             // .fullscreen()
63             // .fullscreen_desktop()
64             .opengl()
65             .build()
66             .unwrap();
67         context.mouse().show_cursor(false);
68
69         let mut canvas = window.into_canvas().build().unwrap();
70         canvas.set_blend_mode(BlendMode::Add);
71         canvas.set_draw_color(Color::RGB(0, 0, 0));
72         canvas.clear();
73         canvas.present();
74
75         video.gl_set_swap_interval(SwapInterval::VSync)?;
76
77         let event_pump = context.event_pump()?;
78         let sprites = SpriteManager::new(canvas.texture_creator());
79         let screen = canvas.output_size().unwrap();
80
81         Ok(App {
82             canvas,
83             event_pump,
84             sprites,
85             state: self.state.unwrap_or_else(|| Box::new(ActiveState::new(screen))),
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             let current = video.current_display_mode(display).unwrap();
111             println!(
112                 " current_display_mode: {:?}",
113                 current
114             );
115             for idx in 0..video.num_display_modes(display).unwrap() {
116                 let mode = video.display_mode(display, idx).unwrap();
117                 println!(
118                     " {}{:2}: {:?}",
119                     if mode == current { "*" } else { " " },
120                     idx,
121                     mode
122                 );
123             }
124         }
125         println!("swap interval: {:?}", video.gl_get_swap_interval());
126     }
127 }
128
129 pub struct App {
130     pub canvas: Canvas<Window>,
131     pub event_pump: EventPump,
132     pub sprites: SpriteManager,
133     pub state: Box<dyn AppState>,
134 }
135
136 impl App {
137     #[allow(clippy::new_ret_no_self)]
138     pub fn new() -> AppBuilder {
139         Default::default()
140     }
141
142     pub fn load_sprites(&mut self, sprites: &[(&str, &str)]) {
143         for (name, file) in sprites {
144             self.sprites.load(name, file);
145         }
146     }
147
148     pub fn start(&mut self) {
149         let mut frame_count: u64 = 0;
150         let mut fps_time = PreciseTime::now();
151         let mut last_time = PreciseTime::now();
152         let screen = self.canvas.output_size().unwrap();
153         let screen = Rect::from((screen.0 as i32, screen.1 as i32));
154
155         let mut mario_angle = 0.0;
156
157         'running: loop {
158             self.canvas.set_draw_color(Color::RGB(0, 0, 0));
159             self.canvas.clear();
160             {
161                 let blocks = 20;
162                 let size = 32;
163                 let offset = point!(
164                     (screen.width - (blocks + 1) * size) / 2,
165                     (screen.height - (blocks + 1) * size) / 2
166                 );
167                 let block = self.sprites.get("block");
168                 for i in 0..blocks {
169                     self.canvas
170                         .copy(
171                             block,
172                             None,
173                             SDLRect::new((i) * size + offset.x, offset.y, size as u32, size as u32),
174                         )
175                         .unwrap();
176                     self.canvas
177                         .copy(
178                             block,
179                             None,
180                             SDLRect::new(
181                                 (blocks - i) * size + offset.x,
182                                 (blocks) * size + offset.y,
183                                 size as u32,
184                                 size as u32,
185                             ),
186                         )
187                         .unwrap();
188                     self.canvas
189                         .copy(
190                             block,
191                             None,
192                             SDLRect::new(
193                                 offset.x,
194                                 (blocks - i) * size + offset.y,
195                                 size as u32,
196                                 size as u32,
197                             ),
198                         )
199                         .unwrap();
200                     self.canvas
201                         .copy(
202                             block,
203                             None,
204                             SDLRect::new(
205                                 (blocks) * size + offset.x,
206                                 (i) * size + offset.y,
207                                 size as u32,
208                                 size as u32,
209                             ),
210                         )
211                         .unwrap();
212                 }
213             }
214             {
215                 let size = 64;
216                 let offset = point!(
217                     (screen.width - size) / 2,
218                     (screen.height - size) / 2
219                 );
220                 let radius = 110.0 + size as f32 * 0.5;
221                 let angle = (mario_angle as f32 - 90.0) * PI / 180.0;
222                 let offset2 = point!((angle.cos() * radius) as i32, (angle.sin() * radius) as i32);
223                 self.canvas
224                     .copy_ex(
225                         self.sprites.get("mario"),
226                         None,
227                         SDLRect::new(
228                             offset.x + offset2.x,
229                             offset.y + offset2.y,
230                             size as u32,
231                             size as u32,
232                         ),
233                         mario_angle,
234                         sdl2::rect::Point::new(size / 2, size / 2),
235                         false,
236                         false,
237                     )
238                     .unwrap();
239                 mario_angle += 1.0;
240                 if mario_angle >= 360.0 {
241                     mario_angle -= 360.0
242                 }
243             }
244             {
245                 let p = point!((screen.width / 2) as i16, (screen.height / 2) as i16);
246                 self.canvas
247                     .circle(p.x, p.y, 100, Color::RGB(255, 255, 255))
248                     .unwrap();
249                 self.canvas
250                     .aa_circle(p.x, p.y, 110, Color::RGB(255, 255, 255))
251                     .unwrap();
252                 self.canvas
253                     .ellipse(p.x, p.y, 50, 100, Color::RGB(255, 255, 255))
254                     .unwrap();
255                 self.canvas
256                     .aa_ellipse(p.x, p.y, 110, 55, Color::RGB(255, 255, 255))
257                     .unwrap();
258             }
259
260             //        window.gl_swap_window();
261             for event in self.event_pump.poll_iter() {
262                 match event {
263                     Event::Quit { .. }
264                     | Event::KeyDown {
265                         keycode: Some(Keycode::Escape),
266                         ..
267                     } => {
268                         break 'running;
269                     }
270                     Event::KeyDown {
271                         keycode: Some(Keycode::F11),
272                         ..
273                     } => {
274                         match self.canvas.window().fullscreen_state() {
275                             FullscreenType::Off => self
276                                 .canvas
277                                 .window_mut()
278                                 .set_fullscreen(FullscreenType::Desktop),
279                             _ => self.canvas.window_mut().set_fullscreen(FullscreenType::Off),
280                         }
281                         .unwrap();
282                     }
283                     Event::Window {
284                         win_event: WindowEvent::Resized(x, y),
285                         ..
286                     } => {
287                         println!("window resized({}, {})", x, y)
288                     }
289                     Event::Window {
290                         win_event: WindowEvent::Maximized,
291                         ..
292                     } => {
293                         println!("window maximized")
294                     }
295                     Event::Window {
296                         win_event: WindowEvent::Restored,
297                         ..
298                     } => {
299                         println!("window restored")
300                     }
301                     Event::Window {
302                         win_event: WindowEvent::Enter,
303                         ..
304                     } => {
305                         println!("window enter")
306                     }
307                     Event::Window {
308                         win_event: WindowEvent::Leave,
309                         ..
310                     } => {
311                         println!("window leave")
312                     }
313                     Event::Window {
314                         win_event: WindowEvent::FocusGained,
315                         ..
316                     } => {
317                         println!("window focus gained")
318                     }
319                     Event::Window {
320                         win_event: WindowEvent::FocusLost,
321                         ..
322                     } => {
323                         println!("window focus lost")
324                     }
325                     _ => self.state.on_event(event),
326                 }
327             }
328
329             let duration =
330                 last_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as Nanoseconds;
331             last_time = PreciseTime::now();
332             self.state.update(duration);
333             self.state.render(&mut self.canvas);
334             self.canvas.present();
335
336             frame_count += 1;
337             if frame_count == FPS as u64 {
338                 let duration = fps_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as f64
339                     / 1_000_000_000.0;
340                 println!("fps: {}", frame_count as f64 / duration);
341                 frame_count = 0;
342                 fps_time = PreciseTime::now();
343             }
344         }
345
346         self.state.leave();
347     }
348 }
349
350 pub trait AppState {
351     fn update(&mut self, dt: Nanoseconds);
352     fn render(&self, canvas: &mut Canvas<Window>);
353     fn leave(&self);
354     fn on_event(&mut self, event: Event);
355 }
356
357 type Bollar = Vec<Box<dyn Boll>>;
358
359 pub struct ActiveState {
360     screen: Rect<u32>,
361     bolls: Bollar,
362     boll_size: u32,
363 }
364
365 impl ActiveState {
366     pub fn new(screen: (u32, u32)) -> ActiveState {
367         ActiveState {
368             bolls: Bollar::new(),
369             boll_size: 1,
370             screen: Rect::from(screen),
371         }
372     }
373
374     fn change_boll_count(&mut self, delta: i32) {
375         #[allow(clippy::comparison_chain)]
376         if delta > 0 {
377             for _i in 0..delta {
378                 self.add_boll();
379             }
380         } else if delta < 0 {
381             for _i in 0..(-delta) {
382                 self.bolls.pop();
383             }
384         }
385     }
386
387     fn add_boll(&mut self) {
388         let mut rng = rand::thread_rng();
389         self.bolls.push(Box::new(SquareBoll {
390             pos: point!(
391                 rng.gen_range(0, self.screen.width) as f64,
392                 rng.gen_range(0, self.screen.height) as f64
393             ),
394             vel: point!(rng.gen_range(-2.0, 2.0), rng.gen_range(-2.0, 2.0)),
395         }));
396     }
397 }
398
399 impl AppState for ActiveState {
400     fn update(&mut self, dt: Nanoseconds) {
401         for b in &mut self.bolls {
402             b.update();
403         }
404
405         match dt {
406             ns if ns < (NS_PER_FRAME - 90_0000) as u64 => self.change_boll_count(100),
407             ns if ns > (NS_PER_FRAME + 90_0000) as u64 => self.change_boll_count(-100),
408             _ => {}
409         }
410     }
411
412     fn render(&self, canvas: &mut Canvas<Window>) {
413         for b in &self.bolls {
414             b.draw(canvas, self.boll_size);
415         }
416     }
417
418     fn leave(&self) {
419         println!("number of bolls: {}", self.bolls.len());
420     }
421
422     fn on_event(&mut self, event: Event) {
423         match event {
424             Event::KeyDown {
425                 keycode: Some(Keycode::KpPlus),
426                 ..
427             } => self.boll_size = std::cmp::min(self.boll_size + 1, 32),
428             Event::KeyDown {
429                 keycode: Some(Keycode::KpMinus),
430                 ..
431             } => self.boll_size = std::cmp::max(self.boll_size - 1, 1),
432             Event::MouseMotion { x, y, .. } => self.bolls.push(Box::new(CircleBoll::new(
433                 point!(x as f64, y as f64),
434                 point!(0.0, 0.0),
435             ))),
436             _ => {}
437         }
438     }
439 }