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#[macro_use]
extern crate lazy_static;
mod codepage437;
mod color;
pub mod console;
mod fastnoise;
mod fieldofview;
mod geometry;
mod gui_helpers;
mod hal;
mod pathfinding;
mod random;
pub mod rex;
mod rltk;
mod simple_console;
mod sparse_console;
pub mod textblock;
pub use hal::*;
#[cfg(feature = "parsing")]
mod parsing;
mod rect;
pub use rect::Rect;
pub use self::codepage437::{string_to_cp437, to_char, to_cp437};
pub use self::color::*;
pub use self::console::*;
pub use self::fastnoise::*;
pub use self::fieldofview::{field_of_view, field_of_view_set};
pub use self::font::Font;
pub use self::geometry::{
line2d, project_angle, Bresenham, BresenhamCircle, DistanceAlg, LineAlg, Point, Point3,
VectorLine,
};
pub use self::pathfinding::astar::{a_star_search, NavigationPath};
pub use self::pathfinding::dijkstra::DijkstraMap;
pub use self::random::RandomNumberGenerator;
pub use self::rltk::{letter_to_option, main_loop, Rltk};
pub use self::simple_console::SimpleConsole;
pub use self::sparse_console::SparseConsole;
pub use self::textblock::{TextBlock, TextBuilder};
#[cfg(feature = "parsing")]
pub use parsing::{parse_dice_string, DiceParseError, DiceType};
pub mod embedding;
#[macro_export]
macro_rules! add_wasm_support {
() => {
#[cfg(target_arch = "wasm32")]
use wasm_bindgen::prelude::*;
#[cfg(target_arch = "wasm32")]
#[cfg_attr(target_arch = "wasm32", wasm_bindgen(start))]
pub fn wasm_main() {
main();
}
};
}
#[macro_export]
macro_rules! embedded_resource {
($resource_name : ident, $filename : expr) => {
const $resource_name: &'static [u8] = include_bytes!($filename);
};
}
#[macro_export]
macro_rules! link_resource {
($resource_name : ident, $filename : expr) => {
rltk::embedding::EMBED
.lock()
.unwrap()
.add_resource($filename.to_string(), $resource_name);
};
}
#[cfg(all(feature = "opengl", not(target_arch = "wasm32")))]
pub use glutin::event::VirtualKeyCode;
#[cfg(all(
not(feature = "opengl"),
any(feature = "amethyst_engine_vulkan", feature = "amethyst_engine_metal")
))]
pub use amethyst::input::VirtualKeyCode;
#[cfg(target_arch = "wasm32")]
pub use hal::VirtualKeyCode;
pub trait GameState: 'static {
fn tick(&mut self, ctx: &mut Rltk);
}
pub trait BaseMap {
fn is_opaque(&self, idx: i32) -> bool;
fn get_available_exits(&self, idx: i32) -> Vec<(i32, f32)>;
fn get_pathing_distance(&self, idx1: i32, idx2: i32) -> f32;
}
pub trait Algorithm2D: BaseMap {
fn point2d_to_index(&self, pt: Point) -> i32;
fn index_to_point2d(&self, idx: i32) -> Point;
fn in_bounds(&self, _pos: Point) -> bool {
true
}
}
pub trait Algorithm3D: BaseMap {
fn point3d_to_index(&self, pt: Point3) -> i32;
fn index_to_point3d(&self, idx: i32) -> Point3;
}