roast2d_internal 0.3.0-alpha.1

Roast2D internal crate
Documentation
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use std::{path::Path, rc::Rc, sync::OnceLock};

use anyhow::Result;
use glam::{UVec2, Vec2};
use image::RgbaImage;

use crate::{
    asset::{Asset, AssetManager, AssetType, FetchedTask},
    camera::Camera,
    color::Color,
    font::{Font, Text},
    handle::Handle,
    input::InputState,
    prelude::Transform,
    render::{
        BackendState, Command, CreateTextureCommand, DrawCommand, RemoveTextureCommand, Render,
        ScaleMode,
    },
    renderer::{
        default::DefaultRenderer,
        screen::ScreenRenderer,
        traits::{PostRenderer, SpriteRenderer},
    },
    sprite::Sprite,
    text_cache::TextCache,
};

/// Default texture
static DEFAULT_TEXTURE: OnceLock<Handle> = OnceLock::new();
/// Max tick
const ENGINE_MAX_TICK: f32 = 100.0;
/// Default font
const DEFAULT_FONT_BYTES: &[u8; 59164] = include_bytes!("../assets/Pixel Square 10.ttf");

/// get default texture
fn default_texture(g: &mut Engine) -> Handle {
    DEFAULT_TEXTURE
        .get_or_init(|| {
            let data = RgbaImage::from_vec(1, 1, vec![255, 255, 255, 255])
                .expect("Invalid RGBA image")
                .into();
            let handle = g.assets.insert(Asset {
                asset_type: AssetType::Texture,
                bytes: None,
            });
            g.render
                .push_cmd(Command::CreateTexture(CreateTextureCommand {
                    handle: handle.clone(),
                    data,
                }));
            handle
        })
        .clone()
}

// Scene trait
pub trait Scene {
    // Init the scene, use it to load assets and setup entities.
    fn init(&mut self, _g: &mut Engine) {}

    // Update scene per frame, you probably want to call scene_base_update if you override this function.
    fn update(&mut self, _g: &mut Engine) {}

    // Draw scene per frame, use it to draw entities or Hud, you probably want to call scene_base_draw if you override this function.
    fn draw(&mut self, _g: &mut Engine) {}

    // Called when cleanup scene, release assets and resources.
    fn cleanup(&mut self, _g: &mut Engine) {}
}

/// Font config
pub struct FontConfig {
    pub scale: f32,
    pub offset: Vec2,
}

impl Default for FontConfig {
    fn default() -> Self {
        Self {
            scale: 1.0,
            offset: Vec2::ZERO,
        }
    }
}

#[derive(Default, Debug)]
pub struct Perf {
    pub entities: usize,
    pub update: f32,
    pub draw: f32,
    pub total: f32,
}

pub trait Clock {
    fn now(&mut self) -> f32;
}

#[derive(Debug, Default, PartialEq, Eq, Clone, Copy)]
pub enum CameraMode {
    #[default]
    Game,
    Ui,
}

pub struct Engine {
    // Clock
    pub clock: Box<dyn Clock>,

    // The real time in seconds since program start
    pub time_real: f32,

    // The game time in seconds since scene start
    pub time: f32,

    // A global multiplier for how fast game time should advance. Default: 1.0
    pub time_scale: f32,

    // The time difference in seconds from the last frame to the current.
    // Typically 0.01666 (assuming 60hz)
    pub tick: f32,

    // The frame number in this current scene. Increases by 1 for every frame.
    pub frame: f32,

    // Various infos about the last frame
    pub perf: Perf,

    // Input
    pub input: InputState,

    // Font config
    pub font_config: FontConfig,

    // CameraMode
    pub camera_mode: CameraMode,

    // states
    pub(crate) exit: bool,
    is_running: bool,
    is_window_resized: bool,
    scene: Option<Box<dyn Scene>>,
    scene_next: Option<Box<dyn Scene>>,
    text_cache: TextCache,

    // camera
    pub(crate) camera: Camera,
    // Ui camera
    pub(crate) ui_camera: Camera,
    // render
    pub(crate) render: Render,
    // AssetsManager
    pub assets: AssetManager,
}

impl Engine {
    pub fn new<C: Clock + 'static>(clock: C, backend_state: BackendState) -> Self {
        Self {
            clock: Box::new(clock),
            time_real: 0.0,
            time: 0.0,
            time_scale: 1.0,
            tick: 0.0,
            frame: 0.0,
            camera: Camera::default(),
            ui_camera: Camera::default(),
            camera_mode: CameraMode::default(),
            perf: Perf::default(),
            is_running: false,
            is_window_resized: false,
            scene: None,
            scene_next: None,
            text_cache: TextCache::default(),
            render: Render::new(backend_state),
            input: InputState::default(),
            font_config: FontConfig::default(),
            assets: AssetManager::new("assets"),
            exit: false,
        }
    }

    pub fn exit(&mut self) {
        self.exit = true;
    }

    /// Load default font
    pub fn load_default_font<P: AsRef<Path>>(&mut self, path: P) {
        let handle = self.assets.load_font(path);
        self.set_default_font(handle);
    }

    /// Set snap to px
    pub fn set_snap_to_px(&mut self, snap_to_px: bool) {
        self.camera.set_snap_to_px(snap_to_px);
        self.ui_camera.set_snap_to_px(snap_to_px);
    }

    /// Set default font
    pub fn set_default_font(&mut self, handle: Handle) {
        self.render.set_default_font(handle);
    }

    /// Render text
    pub fn render_text(&mut self, mut text: Text) -> Result<(Handle, UVec2)> {
        text.scale *= self.font_config.scale;
        let (handle, size) = match self.text_cache.get(&text) {
            Some((handle, size)) => (handle.clone(), *size),
            None => {
                log::trace!("Missing text cache {:?}", &text);
                // render text texture
                let (handle, size) = self.create_text_texture(&text)?;
                self.text_cache.add(text, (handle.clone(), size));
                (handle, size)
            }
        };
        Ok((handle, size))
    }

    /// Draw text
    ///
    /// # Arguments
    ///
    /// * `text` - Text
    /// * `anchor` - Anchor, center is (0.5, 0.5), min value (0.0, 0.0), max value (1.0, 1.0)
    /// * `transform` - Transform, the size will be multiplied by text size
    ///
    /// # Examples
    ///
    /// ```
    /// # use roast2d_internal::prelude::*;
    /// // draw a text with left-top anchor (0, 0)
    /// # fn draw(g: &mut Engine, id: Ent, viewport: Vec2) {
    ///    g.draw_text(
    ///        Text::new(format!("Hello"), 20.0, BLUE),
    ///        None,
    ///        Transform::new(Vec3::new(0.0, 20.0, 1.0), Vec2::ONE)
    ///    );
    /// # }
    /// ```
    pub fn draw_text(&mut self, text: Text, anchor: Option<Vec2>, mut transform: Transform) {
        if let Ok((handle, size)) = self.render_text(text) {
            let mut sprite = Sprite::new(handle, size);
            if let Some(anchor) = anchor {
                sprite.anchor = anchor;
            }
            transform.size *= size.as_vec2();
            transform.pos.x += self.font_config.offset.x;
            transform.pos.y += self.font_config.offset.y;

            self.draw(&sprite, transform);
        }
    }

    /// Create text texture
    pub fn create_text_texture(&mut self, text: &Text) -> Result<(Handle, UVec2)> {
        let handle = self.assets.insert(Asset {
            asset_type: AssetType::Texture,
            bytes: None,
        });
        let size = self
            .render
            .create_text_texture(&mut self.text_cache, handle.clone(), text)?;
        Ok((handle, size))
    }

    /// Draw within Ui context
    pub fn with_ui<R, F: FnOnce(&mut Engine) -> R>(&mut self, f: F) -> R {
        let mode = self.camera_mode;
        self.camera_mode = CameraMode::Ui;
        let ret = f(self);
        self.camera_mode = mode;
        ret
    }

    /// Draw rectangle
    ///
    /// # Arguments
    ///
    /// * `color` - Color, color of the rectangle
    /// * `anchor` - Anchor, default is (0.5, 0.5), min value (0.0, 0.0), max value (1.0, 1.0)
    /// * `transform` - Transform
    ///
    /// # Examples
    ///
    /// ```
    /// # use roast2d_internal::prelude::*;
    /// // draw a blue rectangle
    /// # fn draw(g: &mut Engine, id: Ent, viewport: Vec2) {
    ///   g.draw_rect(
    ///       BLUE,
    ///       None,
    ///       Transform::new(Vec3::new(50.0, 100.0, 1.0), Vec2::splat(40.0))
    ///   );
    /// # }
    /// ```
    pub fn draw_rect(&mut self, color: Color, anchor: Option<Vec2>, transform: Transform) {
        let texture = default_texture(self);
        let mut image = Sprite::new(texture, transform.size.as_uvec2());
        image.color = color;
        if let Some(anchor) = anchor {
            image.anchor = anchor;
        }
        self.draw(&image, transform);
    }

    /// Draw image
    ///
    /// # Arguments
    ///
    /// * `image` - Sprite to draw
    /// * `transform` - Position
    ///
    /// # Examples
    ///
    /// ```
    /// # use roast2d_internal::prelude::*;
    /// // draw entity's sprite
    /// # fn draw(g: &mut Engine, sprite: Sprite) {
    ///   let transform = Transform::new(Vec2::ZERO.extend(1.0), Vec2::new(50.0, 100.0));
    ///   g.draw(
    ///       &sprite,
    ///       transform
    ///   );
    /// # }
    /// ```
    pub fn draw(&mut self, sprite: &Sprite, transform: Transform) {
        let camera = match self.camera_mode {
            CameraMode::Game => self.camera(),
            CameraMode::Ui => self.ui_camera(),
        };
        let b = transform.bounds_with_anchor(sprite.anchor);
        let view = camera.viewport();
        if b.min.x > view.max.x
            || b.min.y > view.max.y
            || b.max.x < view.min.x
            || b.max.y < view.min.y
        {
            return;
        }
        let renderer = self.render.renderer.clone();
        let renderer_args = self.render.send_renderer_data.take();
        let cmd = DrawCommand::new(sprite, transform, renderer, renderer_args);
        match self.camera_mode {
            CameraMode::Game => {
                self.render.draw(cmd);
            }
            CameraMode::Ui => {
                self.render.draw_ui(cmd);
            }
        }
    }

    /// View size
    pub fn view_size(&self) -> Vec2 {
        self.render.logical_size()
    }

    /// Screen size
    pub fn screen_size(&self) -> Vec2 {
        self.render.screen_size()
    }

    pub fn is_window_resized(&self) -> bool {
        self.is_window_resized
    }

    pub fn scale_mode(&self) -> ScaleMode {
        self.render.scale_mode()
    }

    /// Set scale mode
    pub fn set_scale_mode(&mut self, mode: ScaleMode) {
        self.render.set_scale_mode(mode)
    }

    // Return seconds since game start
    pub fn now(&mut self) -> f32 {
        self.clock.now()
    }

    // Camera
    pub fn camera(&self) -> &Camera {
        &self.camera
    }

    // Camera mut
    pub fn camera_mut(&mut self) -> &mut Camera {
        &mut self.camera
    }

    // Ui camera
    pub fn ui_camera(&self) -> &Camera {
        &self.ui_camera
    }

    // Ui camera
    pub fn ui_camera_mut(&mut self) -> &mut Camera {
        &mut self.ui_camera
    }

    // Input
    pub fn input(&self) -> &InputState {
        &self.input
    }

    // Input mut
    pub fn input_mut(&mut self) -> &mut InputState {
        &mut self.input
    }

    pub(crate) fn init<Setup: FnOnce(&mut Engine)>(&mut self, setup: Setup) {
        self.time_real = self.now();
        self.init_default_font();

        setup(self);
    }

    pub(crate) fn init_default_font(&mut self) {
        // set default font
        let handle = self.assets.insert(Asset {
            asset_type: AssetType::Font,
            bytes: None,
        });
        let font =
            Font::from_bytes(DEFAULT_FONT_BYTES.into()).expect("Failed to load default font");
        self.text_cache.add_font(handle.id(), font);
        self.set_default_font(handle);
    }

    pub(crate) fn on_resize(&mut self, physical_size: UVec2, dpi_scale_factor: f64) {
        self.render.resize(physical_size, dpi_scale_factor);
        self.camera.resize(self.render.logical_size());
        self.ui_camera.resize(self.render.logical_size());
        self.is_window_resized = true;

        // resize post shader
        self.render.post_renderer.resize(self);
    }

    /// Called per frame, the main update logic of engine
    pub(crate) fn update(&mut self) {
        let time_frame_start = self.now();

        if self.scene_next.is_some() {
            self.is_running = false;
            if let Some(mut scene) = self.scene.take() {
                scene.cleanup(self);
            }

            self.time = 0.;
            self.frame = 0.;

            if let Some(mut scene) = self.scene_next.take() {
                scene.init(self);
                self.scene = Some(scene);
            }
        }
        self.is_running = true;

        let time_real_now = self.now();
        let real_delta = time_real_now - self.time_real;
        let tick = (real_delta * self.time_scale).min(ENGINE_MAX_TICK);
        if tick == 0.0 {
            // skip frame
            return;
        }
        log::debug!("now {time_real_now} tick {tick}");
        self.time_real = time_real_now;
        self.tick = tick;
        self.time += self.tick;
        self.frame += 1.;

        if let Some(mut scene) = self.scene.take() {
            scene.update(self);
            self.scene = Some(scene);
        }

        self.perf.update = self.now() - time_real_now;

        if let Some(mut scene) = self.scene.take() {
            scene.draw(self);
            self.scene = Some(scene);
        }

        self.perf.draw = (self.now() - time_real_now) - self.perf.update;
        self.input.clear();
        self.is_window_resized = false;
        self.perf.total = self.now() - time_frame_start;
        log::trace!("Perf {:?}", &self.perf);
    }

    pub(crate) async fn handle_assets(&mut self) -> Result<()> {
        let tasks = self.assets.fetch().await?;
        for task in tasks {
            match task {
                FetchedTask::CreateTexture { handle, data } => {
                    self.render
                        .push_cmd(Command::CreateTexture(CreateTextureCommand {
                            handle,
                            data,
                        }))
                }
                FetchedTask::RemoveTexture { handle } => self
                    .render
                    .push_cmd(Command::RemoveTexture(RemoveTextureCommand(handle))),
                FetchedTask::CreateFont { handle, font } => {
                    self.text_cache.add_font(handle.id(), font);
                }
                FetchedTask::RemoveFont { handle } => {
                    self.text_cache.remove_font(handle);
                }
            }
        }
        Ok(())
    }

    /// Set a scene, the scene swap do not happend instantly, it is happend in engine update
    pub fn set_scene(&mut self, scene: impl Scene + 'static) {
        self.scene_next.replace(Box::new(scene));
    }

    /// Wether the engine is running
    pub fn is_running(&self) -> bool {
        self.is_running
    }

    /// Get wgpu state
    pub fn backend_state(&self) -> &BackendState {
        &self.render.backend_state
    }

    /// With shader
    pub fn with_renderer<Ret, F: FnOnce(&mut Engine) -> Ret>(
        &mut self,
        renderer: Rc<dyn SpriteRenderer + 'static>,
        f: F,
    ) -> Ret {
        let old_renderer = self.render.set_renderer(renderer);
        let ret = f(self);
        self.render.set_renderer(old_renderer);
        ret
    }

    /// Set shader
    pub fn set_renderer(&mut self, renderer: Option<Rc<dyn SpriteRenderer + 'static>>) {
        match renderer {
            Some(renderer) => {
                self.render.set_renderer(renderer);
            }
            None => {
                let renderer: Rc<dyn SpriteRenderer> =
                    Rc::new(DefaultRenderer::new(&self.render.backend_state));
                self.render.set_renderer(renderer);
            }
        }
    }

    /// Send args to renderer
    /// The args only used for next draw call
    pub fn send_renderer_data<T: bytemuck::NoUninit>(&mut self, data: T) {
        let data = bytemuck::bytes_of(&data);
        self.render.send_renderer_data(data.to_vec());
    }

    /// Setup post renderer
    pub fn set_post_renderer<R: PostRenderer + 'static>(&mut self, post_renderer: Option<R>) {
        let renderer: Box<dyn PostRenderer> = if let Some(post_renderer) = post_renderer {
            Box::new(post_renderer)
        } else {
            Box::new(ScreenRenderer::setup(&self.render.backend_state))
        };
        renderer.resize(self);
        self.render.set_post_renderer(renderer);
    }

    pub fn text_cache(&mut self) -> &mut TextCache {
        &mut self.text_cache
    }
}