1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259
#[macro_use] extern crate glium; extern crate rusttype; #[macro_use] extern crate serde_derive; extern crate serde; pub mod ui; pub mod math; pub mod text; pub mod mesh; pub mod context; pub mod color; mod transform; mod frame; use std::rc::Rc; use std::collections::HashSet; use std::time; use glium::glutin::{ElementState, Event as GliumEvent}; pub use glium::glutin::VirtualKeyCode as Key; pub use context::{Shader, Texture}; pub use transform::Transform; pub use math::{Vec2, Vec3}; pub struct State<Action> { ui: ui::Ui<Action>, context: Rc<context::Context>, transform_system: transform::TransformSystem, render_system: RenderSystem, pressed: HashSet<Key>, } impl<Action> State<Action> { pub fn ui(&mut self) -> &mut ui::Ui<Action> { &mut self.ui } pub fn context(&self) -> Rc<context::Context> { self.context.clone() } pub fn graph(&mut self) -> &mut transform::TransformSystem { &mut self.transform_system } pub fn renderer(&mut self) -> &mut RenderSystem { &mut self.render_system } pub fn is_pressed(&self, key: Key) -> bool { self.pressed.contains(&key) } pub fn none(&self) -> Transition { Transition(TransitionKind::None) } pub fn quit(&self) -> Transition { Transition(TransitionKind::Quit) } pub fn pop(&self) -> Transition { Transition(TransitionKind::Pop) } pub fn push<S: Scene + 'static>(&self) -> Transition { Transition(TransitionKind::Push(Box::new(GenericScene::<S>::new(self.context.clone())))) } pub fn switch<S: Scene + 'static>(&self) -> Transition { Transition(TransitionKind::Switch(Box::new(GenericScene::<S>::new(self.context.clone())))) } } pub trait Scene { type Action; fn new(state: &mut State<Self::Action>) -> Self where Self: Sized; fn event(&mut self, _event: Event) -> Option<Self::Action> { None } fn action(&mut self, _action: Self::Action, _state: &mut State<Self::Action>) -> Transition { Transition(TransitionKind::None) } fn update(&mut self, _state: &mut State<Self::Action>) -> Transition { Transition(TransitionKind::None) } } struct GenericScene<S: Scene> { scene: S, state: State<S::Action>, } impl<S: Scene> GenericScene<S> { fn new(context: Rc<context::Context>) -> Self { let ui = ui::Ui::new(context.clone()); let mut state = State { ui, context: context.clone(), transform_system: transform::TransformSystem::new(), render_system: RenderSystem::new(context.clone()), pressed: HashSet::new(), }; let scene = S::new(&mut state); Self { scene: scene, state: state, } } } trait ErasedScene { fn event(&mut self, event: Event) -> Transition; fn update(&mut self) -> Transition; fn draw(&self, frame: &mut frame::Frame); } impl<S: Scene> ErasedScene for GenericScene<S> { fn event(&mut self, event: Event) -> Transition { match self.state.ui.event(event) { Ok(action) => self.scene.action(action, &mut self.state), Err(event) => { match event { Event::KeyPressed(key) => { if self.state.pressed.contains(&key) { return Transition(TransitionKind::None); } else { self.state.pressed.insert(key); } }, Event::KeyReleased(key) => { self.state.pressed.remove(&key); }, _ => {}, } if let Some(action) = self.scene.event(event) { self.scene.action(action, &mut self.state) } else { Transition(TransitionKind::None) } } } } fn update(&mut self) -> Transition { self.state.transform_system.update(); self.state.ui.update(); self.scene.update(&mut self.state) } fn draw(&self, frame: &mut frame::Frame) { self.state.render_system.draw(&self.state.transform_system, frame); self.state.ui.draw(frame); } } #[derive(Copy, Clone, Debug)] pub enum Event { None, KeyPressed(Key), KeyReleased(Key), MouseMoved(math::Vec2), Resized(math::Vec2), MousePressed, MouseReleased, } pub fn run<S: Scene + 'static>(title: &str, size: (u32, u32)) { let context = Rc::new(context::Context::new(title, size)); let mut scenes: Vec<Box<ErasedScene>> = vec![Box::new(GenericScene::<S>::new(context.clone()))]; let mut prev_time = time::Instant::now(); 'run: loop { for event in context.display.poll_events() { let event = match event { GliumEvent::KeyboardInput(ElementState::Pressed, _, Some(key)) => Event::KeyPressed(key), GliumEvent::KeyboardInput(ElementState::Released, _, Some(key)) => Event::KeyReleased(key), GliumEvent::MouseMoved(x, y) => { let mouse = math::Vec2::new(x as f32, y as f32); context.mouse.set(mouse); Event::MouseMoved(mouse) }, GliumEvent::Resized(w, h) => { let size = math::Vec2::new(w as f32, h as f32); context.size.set(size); Event::Resized(size) } GliumEvent::MouseInput(ElementState::Pressed, ..) => Event::MousePressed, GliumEvent::MouseInput(ElementState::Released, ..) => Event::MouseReleased, GliumEvent::Closed => break 'run, _ => Event::None, }; let transition = { let scene = scenes.last_mut().unwrap(); scene.event(event).0 }; match transition { TransitionKind::None => {}, TransitionKind::Quit => break 'run, TransitionKind::Pop => { scenes.pop(); }, TransitionKind::Push(scene) => { scenes.push(scene); } TransitionKind::Switch(scene) => { scenes.pop(); scenes.push(scene); }, } } let time = time::Instant::now(); context.dt.set(time.duration_since(prev_time)); prev_time = time; let scene = scenes.last_mut().unwrap(); scene.update(); let mut frame = frame::Frame::new(context.clone()); scene.draw(&mut frame); frame.finish(); } } struct Item { transform: Transform, } pub struct RenderSystem { context: Rc<context::Context>, items: Vec<Item>, } impl RenderSystem { fn new(context: Rc<context::Context>) -> Self { Self { context, items: Vec::new() } } fn draw(&self, transform_system: &transform::TransformSystem, frame: &mut frame::Frame) { for item in self.items.iter() { frame.draw_mesh(&self.context.quad, transform_system.global(item.transform), &self.context.default_shader, &self.context.white); } } pub fn add(&mut self, transform: Transform) { self.items.push(Item { transform }); } } enum TransitionKind { None, Quit, Pop, Push(Box<ErasedScene>), Switch(Box<ErasedScene>), } pub struct Transition(TransitionKind);