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
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
use crate::color::{BLACK, RGBA8, WHITE};
use crate::texture::PIXEL_SIZE;
use crate::utility::unordered_tracker::*;
use cgmath::*;

// ////////////////////////////////////////////////////////
// Window
// ////////////////////////////////////////////////////////

/// Configuration settings for the window.
#[derive(Debug, Clone)]
pub struct WindowSettings {
    /// The title of the window.
    pub title: String,
    /// The display mode of the window.
    pub display_mode: DisplayMode,
    /// Vsync mode for the window.
    pub vsync: Vsync,
}

impl Default for WindowSettings {
    fn default() -> WindowSettings {
        WindowSettings {
            title: String::from("Storm Engine"),
            display_mode: DisplayMode::Windowed {
                width: 500,
                height: 500,
                resizable: true,
            },
            vsync: Vsync::Disabled,
        }
    }
}

#[derive(Copy, Clone, Debug)]
pub enum DisplayMode {
    /// Normal windowed mode.
    Windowed {
        /// The height of the window.
        width: i32,
        /// The height of the window.
        height: i32,
        /// If the window is resizable.
        resizable: bool,
    },
    /// For "fake" fullscreen that takes the size of the desktop.
    WindowedFullscreen,
    /// For "real" fullscreen with a videomode change.
    Fullscreen,
}

/// Enumeration for all possible vsync settings.
#[derive(Copy, Clone, Debug)]
pub enum Vsync {
    /// Vsync will be disabled.
    Disabled,
    /// Vsync will be enabled.
    Enabled,
    /// Adaptive vsync works the same as vsync, but if you've already missed the vertical retrace
    /// for a given frame, it swaps buffers immediately, which might be less jarring for the user
    /// during occasional framerate drops.
    ///
    /// If adaptive vsync isn't supported, this defaults to normal vsync.
    Adaptive,
}

// ////////////////////////////////////////////////////////
// Audio
// ////////////////////////////////////////////////////////

// TODO: Audio

// ////////////////////////////////////////////////////////
// Batch
// ////////////////////////////////////////////////////////

/// Token to reference a batch with.
#[derive(Copy, Clone, Debug)]
pub struct BatchToken {
    key: Key<BatchToken>,
}

impl BatchToken {
    pub(crate) fn new(key: Key<BatchToken>) -> BatchToken {
        BatchToken {
            key: key,
        }
    }

    pub(crate) fn key(&self) -> Key<BatchToken> {
        self.key
    }
}

/// Configuration settings for a batch.
#[derive(Copy, Clone, Debug)]
pub struct BatchSettings {
    /// The translation of the batch.
    pub translation: Vector2<f32>,
    /// The zoom level of the batch. This is 1.0 by default, meaning 1 pixel takes up 1x1 pixels on
    /// screen.
    pub scale: f32,
    /// Rotation is measured in turns from [0, 1). Values outside of the range are wrapped into the
    /// range. For example, 1.75 is wrapped into 0.75, -0.4 is wrapped into 0.6.
    pub rotation: f32,
    /// If the renderer should render this batch or not.
    pub visible: bool,
}

impl Default for BatchSettings {
    fn default() -> BatchSettings {
        BatchSettings {
            translation: Vector2::new(0.0, 0.0),
            scale: 1.0,
            rotation: 0.0,
            visible: true,
        }
    }
}

// ////////////////////////////////////////////////////////
// Sprite
// ////////////////////////////////////////////////////////

/// Configuration settings for a sprite.
#[repr(C)]
#[derive(Debug, Copy, Clone)]
pub struct Sprite {
    /// Position of the sprite. The X and Y coordinates represent the bottom left corner of the
    /// sprite. The Z coordinate represents sprite depth. Units are measured in pixels.
    pub pos: Vector3<f32>,
    /// Units are measured in pixels.
    pub size: Vector2<u16>,
    /// Texture to apply to the sprite. The default is a plain white texture.
    pub texture: Texture,
    /// Color multiplier to apply to the sprite. The default is white.
    pub color: RGBA8,
    /// Rotation of the sprite. Units are 1/65536th of a turn.
    pub rotation: u16,
}

impl Default for Sprite {
    fn default() -> Sprite {
        Sprite {
            pos: Vector3::new(0.0, 0.0, 0.0),
            size: Vector2::new(100, 100),
            texture: Texture::default(),
            color: WHITE,
            rotation: 0,
        }
    }
}

impl Sprite {
    /// Creates aa new sprite. This converts the rotation and size from floats automatically. Size
    /// is measured in pixels, and is limited to 65535. Rotation is measured in turns from [0, 1).
    /// Values outside of the range are wrapped into the range. For example, 1.75 is wrapped into
    /// 0.75, -0.4 is wrapped into 0.6.
    pub fn new(
        pos: Vector3<f32>,
        size: Vector2<f32>,
        texture: Texture,
        color: RGBA8,
        rotation: f32,
    ) -> Sprite {
        Sprite {
            pos: pos,
            size: {
                let x = (size.x as u32) & 0xFFFF;
                let y = (size.y as u32) & 0xFFFF;
                Vector2::new(x as u16, y as u16)
            },
            texture: texture,
            color: color,
            rotation: (rotation.fract() * 65536.0) as u16,
        }
    }

    /// Creates a new sprite. This does not conversions and represents exactly the members of the
    /// sprite type.
    pub fn new_raw(
        pos: Vector3<f32>,
        size: Vector2<u16>,
        texture: Texture,
        color: RGBA8,
        rotation: u16,
    ) -> Sprite {
        Sprite {
            pos: pos,
            size: size,
            texture: texture,
            color: color,
            rotation: rotation,
        }
    }
}

// ////////////////////////////////////////////////////////
// Text
// ////////////////////////////////////////////////////////

/// Token to reference a font with.
#[derive(Copy, Clone, Debug)]
pub struct FontToken {
    key: usize,
}

impl FontToken {
    pub(crate) fn new(key: usize) -> FontToken {
        FontToken {
            key: key,
        }
    }

    pub(crate) fn key(&self) -> usize {
        self.key
    }
}

impl Default for FontToken {
    // The engine default font.
    fn default() -> FontToken {
        FontToken {
            key: 0,
        }
    }
}

/// Configuration settings for text.
#[derive(Clone, Debug)]
pub struct Text {
    /// Text that's being drawn.
    pub string: String,
    /// Position of the text. The X and Y coordinates represent the bottom left corner of the text.
    /// The Z coordinate represents sprite depth. Units are measured in pixels.
    pub pos: Vector3<f32>,
    /// Max width of the text before it's pushed to a new line. If this is set to None, it will
    /// not wrap text to a new line. Units are measured in pixels. The default is None.
    pub max_width: Option<f32>,
    /// Amount to scale the text by as defined by the font. The default is 24.
    pub scale: u32,
    /// Color to use for the text. The default is black.
    pub color: RGBA8,
    /// Font to use for the text. This is the engine font by default.
    pub font: FontToken,
}

impl Default for Text {
    fn default() -> Text {
        Text {
            string: String::new(),
            pos: Vector3::new(0f32, 0f32, 0f32),
            max_width: None,
            scale: 24,
            color: BLACK,
            font: FontToken::default(),
        }
    }
}

impl Text {
    pub fn new(
        string: String,
        pos: Vector3<f32>,
        max_width: Option<f32>,
        scale: u32,
        color: RGBA8,
        font: FontToken,
    ) -> Text {
        Text {
            string: string,
            pos: pos,
            max_width: max_width,
            scale: scale,
            color: color,
            font: font,
        }
    }

    pub fn set_string(&mut self, string: &str) {
        self.string.clear();
        self.string.push_str(&string);
    }
}

// ////////////////////////////////////////////////////////
// Texture
// ////////////////////////////////////////////////////////

/// Enumeration for all the loadable texture formats. Currently only PNG is supported.
#[derive(Copy, Clone, Debug)]
pub enum TextureFormat {
    PNG,
}

/// Token to reference a texture with. Has basic configuration settings.
#[derive(Copy, Clone, Debug)]
#[repr(transparent)]
pub struct Texture(pub(crate) Vector4<u16>);

impl Default for Texture {
    /// A default texture reference for a basic white square.
    fn default() -> Texture {
        Texture(Vector4::new(0, PIXEL_SIZE as u16, 0, PIXEL_SIZE as u16))
    }
}

impl Texture {
    /// Mirrors the texture along the Y axis. Creates a new texture.
    pub fn mirror_y(&self) -> Texture {
        Texture(Vector4::new(self.0.y, self.0.x, self.0.z, self.0.w))
    }

    /// Mirrors the texture along the X axis. Creates a new texture.
    pub fn mirror_x(&self) -> Texture {
        Texture(Vector4::new(self.0.x, self.0.y, self.0.w, self.0.z))
    }

    /// Returns a sub texture from the given texture. Values are in pixels. The top left of the
    /// texture has the coordinates of 0, 0. This ignore any mirroring on the underlying texture.
    ///
    /// Returns an error if the size is 0, or the bounds of the sub texture are outside of the
    /// original texture.
    pub fn sub_texture(
        &self,
        minx: u16,
        miny: u16,
        width: u16,
        height: u16,
    ) -> Result<Texture, &'static str> {
        if width == 0 || height == 0 {
            Err("Size must be greater than 0")?
        }

        // UV Layout: xmin xmax ymin ymax
        let bounds = Vector4::new(
            std::cmp::min(self.0.x, self.0.y), // Left
            std::cmp::max(self.0.x, self.0.y), // Right
            std::cmp::min(self.0.z, self.0.w), // Top
            std::cmp::max(self.0.z, self.0.w), // Bottom
        );
        let subset = Vector4::new(
            bounds.x + (minx) * (PIXEL_SIZE as u16),          // Left
            bounds.x + (minx + width) * (PIXEL_SIZE as u16),  // Right
            bounds.z + (miny) * (PIXEL_SIZE as u16),          // Top
            bounds.z + (miny + height) * (PIXEL_SIZE as u16), // Bottom
        );

        if subset.x > bounds.y || subset.y > bounds.y || subset.z > bounds.w || subset.w > bounds.w {
            Err("Requested subtexture is outside the bounds of the source texture.")?
        }

        Ok(Texture(subset))
    }
}