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use sdl2;
use sdl2::render::TextureCreator;
use sdl2::pixels::Color;
use sdl2::video::WindowContext;
use std::time::{Duration, Instant};
use std::thread::sleep;
use std::rc::Rc;
use graphic::TextureManager;
pub struct Core {
_sdl_context: sdl2::Sdl,
_video_subsystem: sdl2::VideoSubsystem,
canvas: sdl2::render::WindowCanvas,
event_pump: sdl2::EventPump,
texture_creator: Rc<TextureCreator<WindowContext>>,
game_h: u32,
game_w: u32,
_scale: u32,
fps: u32,
frame_count: u32,
}
impl Core {
pub fn new(game_w: u32, game_h: u32, scale: u32, window_title: &str, fps: u32) -> Self {
let sdl_context = sdl2::init().unwrap();
let video_subsystem = sdl_context.video().unwrap();
let mut canvas = video_subsystem
.window(window_title,game_w*scale,game_h*scale)
.build().unwrap()
.into_canvas()
.target_texture()
.build().unwrap();
canvas.set_draw_color(Color::RGB(0, 0, 0));
let texture_creator = Rc::new(canvas.texture_creator());
let event_pump = sdl_context.event_pump().unwrap();
Core {
_sdl_context: sdl_context,
_video_subsystem: video_subsystem,
canvas: canvas,
event_pump: event_pump,
texture_creator: texture_creator,
game_w: game_w,
game_h: game_h,
_scale: scale,
fps: fps,
frame_count: 0,
}
}
pub fn texture_manager(&self)-> TextureManager {
TextureManager::new(self.texture_creator.clone())
}
pub fn game_loop<T: GameLoop>(&mut self,item: &mut T) {
let mut running: bool = true;
let mut render_texture = self.texture_creator.create_texture_target(None, self.game_w, self.game_h).unwrap();
let time_per_frame = Duration::new(0,1_000_000_000/self.fps);
let mut now = Instant::now();
while running {
item.manage_input(&mut self.event_pump);
self.canvas.with_texture_canvas(&mut render_texture, |texture_canvas| {
running = item.frame(texture_canvas);
}).unwrap();
self.canvas.copy_ex(&render_texture,
None,
None,
0.0,
None,
false,
true).unwrap();
self.canvas.present();
self.frame_count += 1;
let elapsed_time = now.elapsed();
if elapsed_time < time_per_frame*self.frame_count {
sleep(time_per_frame* self.frame_count - elapsed_time);
}
else {
now = Instant::now();
self.frame_count = 0;
println!("Could not catch up, dropped a frame!");
}
}
}
}
pub trait GameLoop {
fn frame<T: sdl2::render::RenderTarget>(&mut self,texture_canvas:&mut sdl2::render::Canvas<T>) -> bool;
fn manage_input(&mut self, event_pump: &mut sdl2::EventPump);
}