extern crate libc;
extern crate sdl2;
extern crate sdl2_image;
extern crate sdl2_ttf;
#[macro_use]
pub mod block;
pub mod actor_manager;
pub mod cache;
pub mod collision;
pub mod context;
pub mod event_loop;
pub mod events;
pub mod font;
pub mod level;
pub mod quadtree;
pub mod raycast;
pub mod score;
pub mod sprite;
pub mod vector;
pub mod viewport;
pub use actor_manager::{ActorFromToken, ActorManager};
pub use collision::{BoundingBox, Collision, CollisionSide};
pub use context::{Context, Window};
pub use events::Events;
pub use quadtree::Quadtree;
pub use raycast::{Polygon, Segment};
pub use score::Score;
pub use sprite::{AnimatedSprite, Animations, Direction, Renderable, Sprite, Spritesheet,
SpritesheetConfig, SpriteRectangle};
pub use vector::{PositionChange, Vector2D};
pub use viewport::Viewport;
use sdl2::rect::Rect;
pub type MessageHandler<Type, Message> = Box<Fn(&mut Box<Actor<Type, Message>>,
&mut ActorManager<Type, Message>,
&mut Viewport,
&mut Context,
&Message)>;
pub enum ViewAction {
Quit,
ChangeView(Box<View>),
}
pub trait View {
fn render(&mut self, context: &mut Context, elapsed: f64);
fn update(&mut self, context: &mut Context, elapsed: f64) -> Option<ViewAction>;
}
#[derive(Clone, PartialEq)]
pub struct ActorData<Type> {
pub id: i32,
pub state: u32,
pub damage: i32,
pub collision_filter: u8,
pub resolves_collisions: bool,
pub rect: Rect,
pub bounding_box: Option<BoundingBox>,
pub actor_type: Type,
}
pub trait Actor<Type, Message> {
fn render(&mut self, context: &mut Context, viewport: &mut Viewport, elapsed: f64);
fn handle_message(&mut self, message: &Message) -> Message;
fn collides_with(&mut self, other_actor: &ActorData<Type>) -> Option<CollisionSide>;
fn update(&mut self, context: &mut Context, elapsed: f64) -> PositionChange;
fn data(&mut self) -> ActorData<Type>;
}