forked from karx/catbox
555 lines
15 KiB
Rust
555 lines
15 KiB
Rust
//! Work in progress game engine, inspired by [arcade](https://arcade.academy/).
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//!
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//! ```no_run
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//! use cat_box::{draw_text, Game, Sprite, SpriteCollection, get_mouse_state, get_keyboard_state};
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//! use sdl2::keyboard::Scancode;
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//!
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//! fn main() {
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//! let game = Game::new("catbox demo", 1000, 800);
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//!
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//! let mut i = 0u8;
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//! let mut s = Sprite::new("duck.png", 500, 400).unwrap();
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//! let mut s2 = Sprite::new("duck.png", 400, 500).unwrap();
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//!
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//! let mut coll = SpriteCollection::new();
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//! for n in 0..10 {
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//! for o in 0..8 {
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//! let x = Sprite::new("duck.png", n * 100, o * 100).unwrap();
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//! coll.push(x);
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//! }
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//! }
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//! game.run(|ctx| {
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//! i = (i + 1) % 255;
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//! ctx.set_background_colour(i as u8, 64, 255);
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//!
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//! draw_text(
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//! ctx,
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//! format!("i is {}", i),
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//! "MesloLGS NF Regular.ttf",
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//! 72,
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//! (300, 300),
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//! cat_box::TextMode::Shaded {
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//! foreground: (255, 255, 255),
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//! background: (0, 0, 0),
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//! },
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//! )
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//! .unwrap();
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//!
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//! let (start_x, start_y) = s.position().into();
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//! let m = get_mouse_state(ctx);
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//! let x_diff = m.x - start_x;
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//! let y_diff = m.y - start_y;
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//!
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//! let angle = (y_diff as f64).atan2(x_diff as f64);
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//! s.set_angle(angle.to_degrees());
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//!
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//! for spr in coll.iter() {
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//! let (start_x, start_y) = spr.position().into();
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//! let m = get_mouse_state(ctx);
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//! let x_diff = m.x - start_x;
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//! let y_diff = m.y - start_y;
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//!
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//! let angle = (y_diff as f64).atan2(x_diff as f64);
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//! spr.set_angle(angle.to_degrees());
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//! }
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//!
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//! let keys = get_keyboard_state(ctx).keys;
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//!
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//! for key in keys {
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//! let offset = match key {
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//! Scancode::Escape => {
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//! game.terminate();
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//! (0, 0)
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//! },
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//! Scancode::W | Scancode::Up => (0, 5),
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//! Scancode::S | Scancode::Down => (0, -5),
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//! Scancode::A | Scancode::Left => (-5, 0),
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//! Scancode::D | Scancode::Right => (5, 0),
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//! _ => (0, 0),
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//! };
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//!
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//! s.translate(offset);
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//!
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//! for spr in coll.iter() {
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//! spr.translate(offset);
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//! }
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//! }
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//!
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//! s2.draw(ctx).unwrap();
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//! s.draw(ctx).unwrap();
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//! coll.draw(ctx).unwrap();
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//! })
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//! .unwrap();
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//! }
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//! ```
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#![warn(clippy::pedantic)]
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#![allow(
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clippy::similar_names,
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clippy::needless_doctest_main,
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clippy::module_name_repetitions,
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clippy::missing_errors_doc
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)]
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#![cfg_attr(docsrs, feature(doc_cfg))]
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pub mod math;
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pub mod sprite;
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use sdl2::sys::SDL_Window;
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pub use sprite::physics::*;
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pub use sprite::sprite::{Sprite, SpriteCollection};
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#[cfg(feature = "audio")]
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use rodio::{self, source::Source, Decoder, OutputStream};
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use sdl2::{
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mouse::MouseButton,
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rect::Rect,
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render::{Canvas, TextureCreator, TextureValueError},
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ttf::{FontError, InitError, Sdl2TtfContext},
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video::{Window, WindowBuildError, WindowContext},
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EventPump, IntegerOrSdlError,
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};
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use std::{cell::Cell, path::Path, time::Instant};
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use math::vec2::Vec2Int;
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#[doc(no_inline)]
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pub use sdl2::{self, event::Event, keyboard::Scancode, pixels::Color};
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/// Utility macro for cloning things into closures.
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///
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/// Temporary workaround for [Rust RFC 2407](https://github.com/rust-lang/rfcs/issues/2407)
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#[macro_export]
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macro_rules! cloned {
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($thing:ident => $e:expr) => {
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let $thing = $thing.clone();
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$e
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};
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($($thing:ident),* => $e:expr) => {
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$( let $thing = $thing.clone(); )*
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$e
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}
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}
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macro_rules! error_from_format {
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($($t:ty),+) => {
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$(
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impl From<$t> for CatboxError {
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fn from(e: $t) -> Self {
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CatboxError(format!("{}", e))
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}
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}
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)+
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};
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}
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#[derive(Clone, Debug)]
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pub struct CatboxError(String);
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impl From<String> for CatboxError {
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fn from(e: String) -> Self {
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CatboxError(e)
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}
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}
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error_from_format! {
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WindowBuildError,
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IntegerOrSdlError,
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TextureValueError,
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FontError,
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InitError
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}
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#[cfg(feature = "audio")]
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error_from_format! {
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rodio::StreamError,
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std::io::Error,
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rodio::decoder::DecoderError,
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rodio::PlayError
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}
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impl std::fmt::Display for CatboxError {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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self.0.fmt(f)
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}
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}
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pub type Result<T> = std::result::Result<T, CatboxError>;
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/// Wrapper type around SDL's [`EventPump`](sdl2::EventPump). See those docs for more info.
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pub struct Events {
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pump: EventPump,
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}
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impl AsRef<EventPump> for Events {
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fn as_ref(&self) -> &EventPump {
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&self.pump
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}
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}
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impl AsMut<EventPump> for Events {
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fn as_mut(&mut self) -> &mut EventPump {
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&mut self.pump
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}
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}
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impl Iterator for Events {
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type Item = Event;
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fn next(&mut self) -> Option<Event> {
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self.pump.poll_event()
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}
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}
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/// Game context.
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///
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/// In most cases, this should never actually be used; instead, just pass it around to the various cat-box functions such as [`Sprite::draw()`].
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pub struct Context {
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canvas: Canvas<Window>,
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event_pump: EventPump,
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texture_creator: TextureCreator<WindowContext>,
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ttf_subsystem: Sdl2TtfContext,
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}
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impl Context {
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fn new(canvas: Canvas<Window>, pump: EventPump, ttf_subsystem: Sdl2TtfContext) -> Self {
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let creator = canvas.texture_creator();
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Self {
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canvas,
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event_pump: pump,
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texture_creator: creator,
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ttf_subsystem,
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}
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}
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/// Get the inner [`Canvas`](sdl2::render::Canvas) and [`TextureCreator`](sdl2::render::TextureCreator).
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///
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/// Only use this method if you know what you're doing.
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pub fn inner(
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&mut self,
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) -> (
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&TextureCreator<WindowContext>,
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&mut Canvas<Window>,
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&mut EventPump,
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) {
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(
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&self.texture_creator,
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&mut self.canvas,
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&mut self.event_pump,
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)
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}
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fn update(&mut self) {
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self.canvas.present();
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}
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fn clear(&mut self) {
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self.canvas.clear();
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}
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fn check_for_quit(&mut self) -> bool {
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let (_, _, pump) = self.inner();
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for event in pump.poll_iter() {
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if let Event::Quit { .. } = event {
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return true;
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}
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}
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false
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}
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/// Set the background colour. See [`Canvas::set_draw_color()`](sdl2::render::Canvas::set_draw_color()) for more info.
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pub fn set_background_colour(&mut self, r: u8, g: u8, b: u8) {
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self.canvas.set_draw_color(Color::RGB(r, g, b));
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}
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}
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/// Set the mode for drawing text.
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#[derive(Clone, Copy, Debug)]
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pub enum TextMode {
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/// Render the text transparently.
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Transparent { colour: (u8, u8, u8) },
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/// Render the text with a foreground and a background colour.
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///
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/// This creates a box around the text.
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Shaded {
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foreground: (u8, u8, u8),
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background: (u8, u8, u8),
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},
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}
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/// Draw text to the screen.
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///
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/// This loads a font from the current directory, case sensitive.
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///
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/// `pos` refers to the *center* of the rendered text.
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///
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/// Refer to [`TextMode`] for information about colouring.
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///
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/// ``` no_run
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/// # use cat_box::*;
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/// # let game = Game::new("", 100, 100);
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/// # game.run(|ctx| {
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/// let mode = TextMode::Shaded {
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/// foreground: (255, 255, 255),
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/// background: (0, 0, 0)
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/// };
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/// draw_text(ctx, "text to draw", "arial.ttf", 72, (300, 300), mode);
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/// # });
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pub fn draw_text<S: AsRef<str>, I: Into<Vec2Int>>(
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ctx: &mut Context,
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text: S,
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font: &str,
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size: u16,
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pos: I,
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mode: TextMode,
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) -> Result<()> {
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let font = ctx.ttf_subsystem.load_font(font, size)?;
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let renderer = font.render(text.as_ref());
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let surf = match mode {
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TextMode::Transparent { colour: (r, g, b) } => renderer.solid(Color::RGB(r, g, b)),
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TextMode::Shaded {
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foreground: (fr, fg, fb),
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background: (br, bg, bb),
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} => renderer.shaded(Color::RGB(fr, fg, fb), Color::RGB(br, bg, bb)),
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}?;
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drop(font);
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let (creator, canvas, _) = ctx.inner();
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let texture = creator.create_texture_from_surface(&surf)?;
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let pos = pos.into();
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let srect = surf.rect();
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let dest_rect: Rect = Rect::from_center((pos.x, pos.y), srect.width(), srect.height());
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canvas.copy_ex(&texture, None, dest_rect, 0.0, None, false, false)?;
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Ok(())
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}
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/// Representation of the mouse state.
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pub struct MouseRepr {
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pub buttons: Vec<MouseButton>,
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pub pos: (i32,i32),
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}
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/// Representation of the keyboard state.
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pub struct KeyboardRepr {
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pub keys: Vec<Scancode>,
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}
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/// Get the mouse state.
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/// ```no_run
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/// # use cat_box::*;
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/// # let game = Game::new("catbox-demo", 10, 10);
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/// # game.run(|ctx| {
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/// let m = get_mouse_state(ctx);
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/// println!("({}, {})", m.x, m.y);
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/// # });
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pub fn get_mouse_state(ctx: &mut Context) -> MouseRepr {
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let (_, _, pump) = ctx.inner();
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let mouse = pump.mouse_state();
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MouseRepr {
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buttons: mouse.pressed_mouse_buttons().collect(),
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pos: (mouse.x(),mouse.y()),
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}
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}
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/// Get the keyboard state.
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/// ```no_run
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/// # use cat_box::*;
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/// # let game = Game::new("catbox-demo", 10, 10);
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/// # game.run(|ctx| {
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/// let k = get_keyboard_state(ctx);
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/// for code in k.keys {
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/// println!("{}", code);
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/// }
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/// # });
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pub fn get_keyboard_state(ctx: &mut Context) -> KeyboardRepr {
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let (_, _, pump) = ctx.inner();
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let keyboard = pump.keyboard_state();
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KeyboardRepr {
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keys: keyboard.pressed_scancodes().collect(),
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}
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}
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/// Representation of the game.
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pub struct Game {
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/// The title that the window displays.
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pub title: String,
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/// The width of the opened window
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pub width: u32,
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/// The height of the opened window
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pub height: u32,
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pub time: Cell<Instant>,
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stopped: Cell<bool>,
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}
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impl Game {
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/// Creates a new Game struct.
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///
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/// Make sure to use [`Self::run()`] to actually begin the game logic.
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///
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/// ```
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/// # use cat_box::Game;
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/// Game::new("cool game", 1000, 1000);
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/// ```
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///
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#[must_use]
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pub fn new(title: &str, width: u32, height: u32) -> Self {
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Self {
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title: title.to_string(),
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width,
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height,
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time: Instant::now().into(),
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stopped: Cell::new(false),
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}
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}
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///Gets time elapsed since last timer reset in milliseconds
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///
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///Run this within the game loop
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///```
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///# use cat_box::Game;
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///# let game = Game::new("wacky game", 1000, 1000);
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///# game.run(|ctx| {
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/// if game.step() >= 1000
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/// {
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/// println!("A second has passed approx!");
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/// game.t_reset();
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/// }
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///}).unwrap();
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///```
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pub fn step(&self) -> u128 {
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self.time.get().elapsed().as_millis()
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}
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///Resets in-game timer
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pub fn t_reset(&self) {
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self.time.set(Instant::now());
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}
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/// Runs the game. Note: this method blocks, as it uses an infinite loop.
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///
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/// ```no_run
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/// # use cat_box::Game;
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/// # let game = Game::new("Cool game", 1000, 1000);
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/// game.run(|ctx| {
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/// // Game logic goes here
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/// });
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/// ```
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pub fn run<F: FnMut(&mut Context)>(&self, mut func: F) -> Result<()> {
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let sdl_context = sdl2::init()?;
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let video_subsystem = sdl_context.video()?;
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let mut window_build = video_subsystem.window(&self.title, self.width, self.height);
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//init window
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let window = if cfg!(feature = "opengl") {
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window_build.opengl().build()?
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} else if cfg!(feature = "vulkan") {
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window_build.vulkan().build()?
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} else {
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window_build.build()?
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};
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let canvas = window.into_canvas().build()?;
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let s = sdl2::ttf::init()?;
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let event_pump = sdl_context.event_pump()?;
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let mut ctx = Context::new(canvas, event_pump, s);
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loop {
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if self.stopped.get() || ctx.check_for_quit() {
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break;
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}
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ctx.clear();
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func(&mut ctx);
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ctx.update();
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}
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Ok(())
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}
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/// Runs the game from a raw pointer to a Window (blocks)
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pub unsafe fn run_from_ll<F: FnMut(&mut Context)>(
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&self,
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win: *mut SDL_Window,
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mut func: F,
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) -> Result<()> {
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unsafe {
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let sdl_context = sdl2::init()?;
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let video_subsystem = sdl_context.video()?;
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let window = Window::from_ll(video_subsystem, win);
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let canvas = window.into_canvas().build()?;
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let s = sdl2::ttf::init()?;
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let event_pump = sdl_context.event_pump()?;
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let mut ctx = Context::new(canvas, event_pump, s);
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loop {
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if self.stopped.get() || ctx.check_for_quit() {
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break;
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}
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ctx.clear();
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func(&mut ctx);
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ctx.update();
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}
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Ok(())
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}
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}
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/// Stops the game loop. This method should be called inside the closure that you passed to [`Self::run()`].
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/// ```
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/// # use cat_box::Game;
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/// # let game = Game::new("asjdhfkajlsdh", 0, 0);
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/// // ... in the game loop:
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/// game.terminate();
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/// ```
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pub fn terminate(&self) {
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self.stopped.set(true);
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}
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}
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#[cfg(feature = "audio")]
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#[cfg_attr(docsrs, doc(cfg(feature = "audio")))]
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/// Plays an audio file given the path of file and plays it for y seconds
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/// ```no_run
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/// # use cat_box::play;
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/// play("/path/to/song.mp71", 15);
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/// ```
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pub fn play<P: AsRef<Path> + Send + 'static>(
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path: P,
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time: u64,
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) -> std::thread::JoinHandle<Result<()>> {
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use std::fs::File;
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use std::io::BufReader;
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use std::thread;
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thread::spawn(move || {
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let (_stream, stream_handle) = OutputStream::try_default()?;
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// Load a sound from a file, using a path relative to Cargo.toml
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let file = BufReader::new(File::open(path)?);
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|
// Decode that sound file into a source
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|
let source = Decoder::new(file)?;
|
|
// Play the sound directly on the device
|
|
stream_handle.play_raw(source.convert_samples())?;
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|
|
|
// The sound plays in a separate audio thread,
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|
// so we need to keep the main thread alive while it's playing.
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|
std::thread::sleep(std::time::Duration::from_secs(time));
|
|
|
|
Ok(())
|
|
})
|
|
}
|