Made pathing AsRef but with more bounds due to thread shenanigans, locked behind audio feature
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b8ddcdb423
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@ -15,8 +15,9 @@ version = "0.35.2"
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features = ["image", "ttf"]
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[dependencies]
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rodio = "0.15.0"
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rodio = { version = "0.11.1", optional = true}
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[features]
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default = []
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static = ["sdl2/static-link", "sdl2/bundled"]
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audio = ["dep:rodio"]
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13
src/lib.rs
13
src/lib.rs
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@ -100,7 +100,7 @@ use std::{
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path::Path,
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slice::IterMut,
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};
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use std::{thread, time, process::Command};
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use std::{thread};
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use sdl2::{
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image::ImageRWops,
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mouse::MouseButton,
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@ -776,20 +776,19 @@ impl Game {
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/// ```
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/// play(String::from("/path/to/song.mp3", 15));
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/// ```
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pub fn play(x: String, y: u64) -> thread::JoinHandle<()> {
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let wack = thread::spawn(move || {
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#[cfg(feature = "audio")]
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pub fn play<P: AsRef<Path> + std::marker::Send + 'static>(x: P, y: u64) -> thread::JoinHandle<()> {
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thread::spawn(move || {
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let (_stream, stream_handle) = OutputStream::try_default().unwrap();
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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(x).unwrap());
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// Decode that sound file into a source
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let source = Decoder::new(file).unwrap();
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// Play the sound directly on the device
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stream_handle.play_raw(source.convert_samples());
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stream_handle.play_raw(source.convert_samples()).unwrap();
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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(y));
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});
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wack
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})
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}
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@ -1,6 +1,6 @@
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#![warn(clippy::pedantic)]
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use cat_box::{draw_text, get_keyboard_state, get_mouse_state, Game, Sprite, SpriteCollection};
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use cat_box::{draw_text, get_keyboard_state, get_mouse_state, Game, Sprite, SpriteCollection, play};
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use sdl2::keyboard::Scancode;
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fn main() {
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@ -19,6 +19,7 @@ fn main() {
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coll.push(x);
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}
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}
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play(String::from("output.mp3"), 120);
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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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