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//! Coffee is an opinionated 2D game engine focused on simplicity, explicitness,
//! and type-safety.
//!
//! # Features
//!   * Declarative, type-safe asset loading
//!   * Loading screens with progress tracking
//!   * Built-in [debug view with performance metrics]
//!   * Fixed timestep
//!   * Explicit, easy to use, hardware-accelerated 2D graphics API
//!   * Multiplatform support leveraging OpenGL, Vulkan, Metal, D3D11, and D3D12
//!   * Texture array support
//!   * Explicit and efficient batched draws
//!   * Off-screen rendering
//!   * TrueType font rendering
//!
//! Check out the [repository] for more details!
//!
//! # Usage
//! To get started, simply implement the [`Game`] trait. Then, call
//! [`Game::run`] with some [`WindowSettings`] to run your game.
//!
//! Here is a minimal example that will open a window:
//!
//! ```no_run
//! use coffee::{Game, Result, Timer};
//! use coffee::graphics::{Color, Window, WindowSettings};
//!
//! fn main() -> Result<()> {
//!     MyGame::run(WindowSettings {
//!         title: String::from("A caffeinated game"),
//!         size: (1280, 1024),
//!         resizable: true,
//!     })
//! }
//!
//! struct MyGame {
//!     // Your game state goes here...
//! }
//!
//! impl Game for MyGame {
//!     type View = (); // No view data.
//!     type Input = (); // No input data.
//!
//!     const TICKS_PER_SECOND: u16 = 60; // Update rate
//!
//!     fn new(_window: &mut Window) -> Result<(MyGame, Self::View, Self::Input)> {
//!         // Load your game assets here. Check out the `load` module!
//!         Ok((MyGame { /* ... */ }, (), ()))
//!     }
//!
//!     fn update(&mut self, _view: &Self::View, _window: &Window) {
//!         // Update your game here
//!     }
//!
//!     fn draw(&self, _view: &mut Self::View, window: &mut Window, _timer: &Timer) {
//!         // Clear the current frame
//!         let mut frame = window.frame();
//!         frame.clear(Color::BLACK);
//!
//!         // Draw your game here. Check out the `graphics` module!
//!     }
//! }
//! ```
//!
//! [debug view with performance metrics]: struct.Debug.html
//! [repository]: https://github.com/hecrj/coffee
//! [`Game`]: trait.Game.html
//! [`Game::run`]: trait.Game.html#method.run
//! [`WindowSettings`]: graphics/struct.WindowSettings.html
#![deny(missing_docs)]
#![deny(missing_debug_implementations)]
#![deny(unused_results)]
#![deny(unsafe_code)]

mod debug;
mod result;
mod timer;

pub mod graphics;
pub mod input;
pub mod load;

pub use debug::Debug;
pub use result::{Error, Result};
pub use timer::Timer;

use graphics::window::{self, Window};

/// The entrypoint of the engine. It describes your game logic.
///
/// Implementors of this trait should hold the game state.
///
/// Coffee forces you to decouple your game state from your view and input
/// state. While this might seem limiting at first, it helps you to keep
/// mutability at bay and forces you to think about the architecture of your
/// game.
///
/// Ideally, your game state should be an opaque type with a meaningful API with
/// clear boundaries. External code (like draw code or input code) should rely
/// on this API to do its job.
pub trait Game {
    /// The view data of your game.
    ///
    /// This type should hold all the assets and state necessary to render your
    /// game and UI.
    type View;

    /// The input data of your game.
    ///
    /// For instance, you could start by simply using a `HashSet` here to track
    /// which keys are pressed at any given time.
    type Input;

    /// Defines how many times the [`update`] function should be called per
    /// second.
    ///
    /// A common value is `60`.
    ///
    /// [`update`]: #tymethod.update
    const TICKS_PER_SECOND: u16;

    /// Defines the key that will be used to toggle the [`debug`] view. Set it to
    /// `None` if you want to disable it.
    ///
    /// By default, it is set to `F12`.
    ///
    /// [`debug`]: #method.debug
    const DEBUG_KEY: Option<input::KeyCode> = Some(input::KeyCode::F12);

    /// Create your game here.
    ///
    /// You need to return your initial game state, view state, and input state.
    ///
    /// It is recommended to load your game assets right here. You can use
    /// the [`load`] module to declaratively describe how to load your
    /// assets and get a _consistent_ loading screen for free!
    ///
    /// [`load`]: load/index.html
    fn new(
        window: &mut graphics::Window,
    ) -> Result<(Self, Self::View, Self::Input)>
    where
        Self: Sized;

    /// Update your game state here.
    ///
    /// The [`TICKS_PER_SECOND`] constant defines how many times this function
    /// will be called per second. This function may be called multiple times
    /// per frame if it is necessary.
    ///
    /// Notice that you are also allowed to access view and window data. This
    /// can be useful if your game state needs to know how much of the world is
    /// visible.
    ///
    /// [`TICKS_PER_SECOND`]: #associatedconstant.TICKS_PER_SECOND
    /// [`View`]: #associatedtype.View
    fn update(&mut self, view: &Self::View, window: &Window);

    /// Draw your game here.
    ///
    /// Check out the [`graphics`] module to learn more about rendering in
    /// Coffee.
    ///
    /// This function will be called once per frame.
    ///
    /// [`graphics`]: graphics/index.html
    /// [`update`]: #tymethod.update
    fn draw(
        &self,
        view: &mut Self::View,
        window: &mut graphics::Window,
        timer: &Timer,
    );

    /// Process an input event and keep track of it in your [`Input`] type.
    ///
    /// This function may be called multiple times during event processing,
    /// before [`interact`].
    ///
    /// By default, it does nothing.
    ///
    /// [`Input`]: #associatedtype.Input
    /// [`interact`]: #method.interact
    fn on_input(&self, _input: &mut Self::Input, _event: input::Event) {}

    /// Handle a close request from the operating system to the game window.
    ///
    /// This function should return true to allow the game loop to end,
    /// otherwise false.
    ///
    /// By default, it does nothing and returns true.
    fn on_close_request(&self, _input: &mut Self::Input) -> bool {
        true
    }

    /// Consume your [`Input`] to let users interact with your game.
    ///
    /// Right before an [`update`], input events will be processed and this
    /// function will be called. This reduces latency when multiple updates need
    /// to happen during a single frame.
    ///
    /// If no [`update`] is needed during a frame, it will still be called once,
    /// right after processing input events and before drawing. This allows you
    /// to keep your view updated every frame in order to offer a smooth user
    /// experience independently of the [`TICKS_PER_SECOND`] setting.
    ///
    /// You can access the GPU if, as a consequence of the interaction, you need
    /// to prepare some assets before rendering.
    ///
    /// By default, it does nothing.
    ///
    /// [`Input`]: #associatedtype.Input
    /// [`update`]: #tymethod.update
    /// [`TICKS_PER_SECOND`]: #associatedconstant.TICKS_PER_SECOND
    fn interact(
        &mut self,
        _input: &mut Self::Input,
        _view: &mut Self::View,
        _gpu: &mut graphics::Gpu,
    ) {
    }

    /// Implement this function to display debug information.
    ///
    /// It is called after `draw` once per frame when debug has been toggled
    /// using the [`DEBUG_KEY`]. Anything you draw here will be on top. Debug
    /// code is only called when compiling with `debug_assertions` _or_ the
    /// `debug` feature enabled.
    ///
    /// By default, it shows [`Debug`], which displays a brief summary about
    /// game performance in the top left corner.
    ///
    /// [`DEBUG_KEY`]: #associatedconstant.DEBUG_KEY
    /// [`Debug`]: struct.Debug.html
    fn debug(
        &self,
        _input: &Self::Input,
        _view: &Self::View,
        window: &mut graphics::Window,
        debug: &mut Debug,
    ) {
        debug.draw(&mut window.frame())
    }

    /// Runs the [`Game`] with the given [`WindowSettings`].
    ///
    /// [`Game`]: trait.Game.html
    /// [`WindowSettings`]: graphics/struct.WindowSettings.html
    fn run(window_settings: graphics::WindowSettings) -> Result<()>
    where
        Self: Sized,
    {
        // Set up window
        let mut event_loop = window::EventLoop::new();
        let window = &mut Window::new(window_settings, &event_loop)?;
        let mut debug = Debug::new(window.gpu(), Self::TICKS_PER_SECOND);

        // Load game
        debug.loading_started();
        let (game, view, input) = &mut Self::new(window)?;
        debug.loading_finished();

        // Game loop
        let mut timer = Timer::new(Self::TICKS_PER_SECOND);
        let mut alive = true;

        fn process_events<G: Game>(
            game: &mut G,
            input: &mut G::Input,
            view: &mut G::View,
            debug: &mut Debug,
            window: &mut Window,
            event_loop: &mut window::EventLoop,
            alive: &mut bool,
        ) {
            debug.interact_started();
            event_loop.poll(|event| match event {
                window::Event::Input(input_event) => {
                    game.on_input(input, input_event);

                    if cfg!(any(debug_assertions, feature = "debug")) {
                        match input_event {
                            input::Event::KeyboardInput {
                                state: input::ButtonState::Released,
                                key_code,
                            } if Some(key_code) == G::DEBUG_KEY => {
                                debug.toggle();
                            }
                            _ => {}
                        }
                    }
                }
                window::Event::CursorMoved(logical_position) => {
                    let position = logical_position.to_physical(window.dpi());

                    game.on_input(
                        input,
                        input::Event::CursorMoved {
                            x: position.x as f32,
                            y: position.y as f32,
                        },
                    )
                }
                window::Event::Moved(logical_position) => {
                    let position = logical_position.to_physical(window.dpi());

                    game.on_input(
                        input,
                        input::Event::WindowMoved {
                            x: position.x as f32,
                            y: position.y as f32,
                        },
                    )
                }
                window::Event::CloseRequested => {
                    if game.on_close_request(input) {
                        *alive = false;
                    }
                }
                window::Event::Resized(new_size) => {
                    window.resize(new_size);
                }
            });
            game.interact(input, view, window.gpu());
            debug.interact_finished();
        }

        while alive {
            debug.frame_started();
            timer.update();

            while timer.tick() {
                process_events(
                    game,
                    input,
                    view,
                    &mut debug,
                    window,
                    &mut event_loop,
                    &mut alive,
                );

                debug.update_started();
                game.update(view, window);
                debug.update_finished();
            }

            if !timer.has_ticked() {
                process_events(
                    game,
                    input,
                    view,
                    &mut debug,
                    window,
                    &mut event_loop,
                    &mut alive,
                );
            }

            debug.draw_started();
            game.draw(view, window, &timer);
            debug.draw_finished();

            if debug.is_enabled() {
                game.debug(input, view, window, &mut debug);
            }

            window.swap_buffers();
            debug.frame_finished();
        }

        Ok(())
    }
}