sdl3 0.4.0

Cross-platform multimedia
Documentation
extern crate sdl2;

use crate::game_of_life::{PLAYGROUND_HEIGHT, PLAYGROUND_WIDTH, SQUARE_SIZE};
use sdl2::event::Event;
use sdl2::keyboard::Keycode;
use sdl2::mouse::MouseButton;
use sdl2::pixels::Color;
use sdl2::rect::{Point, Rect};
use sdl2::render::{Canvas, Texture, TextureCreator};
use sdl2::video::{Window, WindowContext};

mod game_of_life {
    pub const SQUARE_SIZE: u32 = 16;
    pub const PLAYGROUND_WIDTH: u32 = 49;
    pub const PLAYGROUND_HEIGHT: u32 = 40;

    #[derive(Copy, Clone)]
    pub enum State {
        Paused,
        Playing,
    }

    pub struct GameOfLife {
        playground: [bool; (PLAYGROUND_WIDTH * PLAYGROUND_HEIGHT) as usize],
        state: State,
    }

    impl GameOfLife {
        pub fn new() -> GameOfLife {
            let mut playground = [false; (PLAYGROUND_WIDTH * PLAYGROUND_HEIGHT) as usize];

            // let's make a nice default pattern !
            for i in 1..(PLAYGROUND_HEIGHT - 1) {
                playground[(1 + i * PLAYGROUND_WIDTH) as usize] = true;
                playground[((PLAYGROUND_WIDTH - 2) + i * PLAYGROUND_WIDTH) as usize] = true;
            }
            for j in 2..(PLAYGROUND_WIDTH - 2) {
                playground[(PLAYGROUND_WIDTH + j) as usize] = true;
                playground[((PLAYGROUND_HEIGHT - 2) * PLAYGROUND_WIDTH + j) as usize] = true;
            }

            GameOfLife {
                playground: playground,
                state: State::Paused,
            }
        }

        pub fn get(&self, x: i32, y: i32) -> Option<bool> {
            if x >= 0 && y >= 0 && (x as u32) < PLAYGROUND_WIDTH && (y as u32) < PLAYGROUND_HEIGHT {
                Some(self.playground[(x as u32 + (y as u32) * PLAYGROUND_WIDTH) as usize])
            } else {
                None
            }
        }

        pub fn get_mut(&mut self, x: i32, y: i32) -> Option<&mut bool> {
            if x >= 0 && y >= 0 && (x as u32) < PLAYGROUND_WIDTH && (y as u32) < PLAYGROUND_HEIGHT {
                Some(&mut self.playground[(x as u32 + (y as u32) * PLAYGROUND_WIDTH) as usize])
            } else {
                None
            }
        }

        pub fn toggle_state(&mut self) {
            self.state = match self.state {
                State::Paused => State::Playing,
                State::Playing => State::Paused,
            }
        }

        pub fn state(&self) -> State {
            self.state
        }

        pub fn update(&mut self) {
            let mut new_playground = self.playground;
            for (u, square) in new_playground.iter_mut().enumerate() {
                let u = u as u32;
                let x = u % PLAYGROUND_WIDTH;
                let y = u / PLAYGROUND_WIDTH;
                let mut count: u32 = 0;
                for i in -1..2 {
                    for j in -1..2 {
                        if !(i == 0 && j == 0) {
                            let peek_x: i32 = (x as i32) + i;
                            let peek_y: i32 = (y as i32) + j;
                            if let Some(true) = self.get(peek_x, peek_y) {
                                count += 1;
                            }
                        }
                    }
                }
                if count > 3 || count < 2 {
                    *square = false;
                } else if count == 3 {
                    *square = true;
                } else if count == 2 {
                    *square = *square;
                }
            }
            self.playground = new_playground;
        }
    }

    impl<'a> IntoIterator for &'a GameOfLife {
        type Item = &'a bool;
        type IntoIter = ::std::slice::Iter<'a, bool>;
        fn into_iter(self) -> ::std::slice::Iter<'a, bool> {
            self.playground.iter()
        }
    }
}

fn dummy_texture<'a>(
    canvas: &mut Canvas<Window>,
    texture_creator: &'a TextureCreator<WindowContext>,
) -> Result<(Texture<'a>, Texture<'a>), String> {
    enum TextureColor {
        Yellow,
        White,
    }
    let mut square_texture1 = texture_creator
        .create_texture_target(None, SQUARE_SIZE, SQUARE_SIZE)
        .map_err(|e| e.to_string())?;
    let mut square_texture2 = texture_creator
        .create_texture_target(None, SQUARE_SIZE, SQUARE_SIZE)
        .map_err(|e| e.to_string())?;
    // let's change the textures we just created
    {
        let textures = vec![
            (&mut square_texture1, TextureColor::Yellow),
            (&mut square_texture2, TextureColor::White),
        ];
        canvas
            .with_multiple_texture_canvas(textures.iter(), |texture_canvas, user_context| {
                texture_canvas.set_draw_color(Color::RGB(0, 0, 0));
                texture_canvas.clear();
                match *user_context {
                    TextureColor::Yellow => {
                        for i in 0..SQUARE_SIZE {
                            for j in 0..SQUARE_SIZE {
                                if (i + j) % 4 == 0 {
                                    texture_canvas.set_draw_color(Color::RGB(255, 255, 0));
                                    texture_canvas
                                        .draw_point(Point::new(i as i32, j as i32))
                                        .expect("could not draw point");
                                }
                                if (i + j * 2) % 9 == 0 {
                                    texture_canvas.set_draw_color(Color::RGB(200, 200, 0));
                                    texture_canvas
                                        .draw_point(Point::new(i as i32, j as i32))
                                        .expect("could not draw point");
                                }
                            }
                        }
                    }
                    TextureColor::White => {
                        for i in 0..SQUARE_SIZE {
                            for j in 0..SQUARE_SIZE {
                                // drawing pixel by pixel isn't very effective, but we only do it once and store
                                // the texture afterwards so it's still alright!
                                if (i + j) % 7 == 0 {
                                    // this doesn't mean anything, there was some trial and error to find
                                    // something that wasn't too ugly
                                    texture_canvas.set_draw_color(Color::RGB(192, 192, 192));
                                    texture_canvas
                                        .draw_point(Point::new(i as i32, j as i32))
                                        .expect("could not draw point");
                                }
                                if (i + j * 2) % 5 == 0 {
                                    texture_canvas.set_draw_color(Color::RGB(64, 64, 64));
                                    texture_canvas
                                        .draw_point(Point::new(i as i32, j as i32))
                                        .expect("could not draw point");
                                }
                            }
                        }
                    }
                };
                for i in 0..SQUARE_SIZE {
                    for j in 0..SQUARE_SIZE {
                        // drawing pixel by pixel isn't very effective, but we only do it once and store
                        // the texture afterwards so it's still alright!
                        if (i + j) % 7 == 0 {
                            // this doesn't mean anything, there was some trial and serror to find
                            // something that wasn't too ugly
                            texture_canvas.set_draw_color(Color::RGB(192, 192, 192));
                            texture_canvas
                                .draw_point(Point::new(i as i32, j as i32))
                                .expect("could not draw point");
                        }
                        if (i + j * 2) % 5 == 0 {
                            texture_canvas.set_draw_color(Color::RGB(64, 64, 64));
                            texture_canvas
                                .draw_point(Point::new(i as i32, j as i32))
                                .expect("could not draw point");
                        }
                    }
                }
            })
            .map_err(|e| e.to_string())?;
    }
    Ok((square_texture1, square_texture2))
}

pub fn main() -> Result<(), String> {
    let sdl_context = sdl2::init()?;
    let video_subsystem = sdl_context.video()?;

    // the window is the representation of a window in your operating system,
    // however you can only manipulate properties of that window, like its size, whether it's
    // fullscreen, ... but you cannot change its content without using a Canvas or using the
    // `surface()` method.
    let window = video_subsystem
        .window(
            "rust-sdl2 demo: Game of Life",
            SQUARE_SIZE * PLAYGROUND_WIDTH,
            SQUARE_SIZE * PLAYGROUND_HEIGHT,
        )
        .position_centered()
        .build()
        .map_err(|e| e.to_string())?;

    // the canvas allows us to both manipulate the property of the window and to change its content
    // via hardware or software rendering. See CanvasBuilder for more info.
    let mut canvas = window
        .into_canvas()
        .target_texture()
        .present_vsync()
        .build()
        .map_err(|e| e.to_string())?;

    println!("Using SDL_Renderer \"{}\"", canvas.info().name);
    canvas.set_draw_color(Color::RGB(0, 0, 0));
    // clears the canvas with the color we set in `set_draw_color`.
    canvas.clear();
    // However the canvas has not been updated to the window yet, everything has been processed to
    // an internal buffer, but if we want our buffer to be displayed on the window, we need to call
    // `present`. We need to call this everytime we want to render a new frame on the window.
    canvas.present();

    // this struct manages textures. For lifetime reasons, the canvas cannot directly create
    // textures, you have to create a `TextureCreator` instead.
    let texture_creator: TextureCreator<_> = canvas.texture_creator();

    // Create a "target" texture so that we can use our Renderer with it later
    let (square_texture1, square_texture2) = dummy_texture(&mut canvas, &texture_creator)?;
    let mut game = game_of_life::GameOfLife::new();

    let mut event_pump = sdl_context.event_pump()?;
    let mut frame: u32 = 0;
    'running: loop {
        // get the inputs here
        for event in event_pump.poll_iter() {
            match event {
                Event::Quit { .. }
                | Event::KeyDown {
                    keycode: Some(Keycode::Escape),
                    ..
                } => break 'running,
                Event::KeyDown {
                    keycode: Some(Keycode::Space),
                    repeat: false,
                    ..
                } => {
                    game.toggle_state();
                }
                Event::MouseButtonDown {
                    x,
                    y,
                    mouse_btn: MouseButton::Left,
                    ..
                } => {
                    let x = (x as u32) / SQUARE_SIZE;
                    let y = (y as u32) / SQUARE_SIZE;
                    match game.get_mut(x as i32, y as i32) {
                        Some(square) => {
                            *square = !(*square);
                        }
                        None => unreachable!(),
                    };
                }
                _ => {}
            }
        }

        // update the game loop here
        if frame >= 30 {
            game.update();
            frame = 0;
        }

        canvas.set_draw_color(Color::RGB(0, 0, 0));
        canvas.clear();
        for (i, unit) in (&game).into_iter().enumerate() {
            let i = i as u32;
            let square_texture = if frame >= 15 {
                &square_texture1
            } else {
                &square_texture2
            };
            if *unit {
                canvas.copy(
                    square_texture,
                    None,
                    Rect::new(
                        ((i % PLAYGROUND_WIDTH) * SQUARE_SIZE) as i32,
                        ((i / PLAYGROUND_WIDTH) * SQUARE_SIZE) as i32,
                        SQUARE_SIZE,
                        SQUARE_SIZE,
                    ),
                )?;
            }
        }
        canvas.present();
        if let game_of_life::State::Playing = game.state() {
            frame += 1;
        };
    }

    Ok(())
}