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use std;
use std::error::Error;
use std::fmt;
use gfx;
use gfx_window_sdl;
use image;
use rodio::decoder::DecoderError;
use sdl2;
use app_dirs::AppDirsError;
use toml;
use zip;
#[derive(Debug)]
pub enum GameError {
FilesystemError(String),
ConfigError(String),
ResourceLoadError(String),
ResourceNotFound(String, Vec<std::path::PathBuf>),
RenderError(String),
AudioError(String),
WindowError(gfx_window_sdl::InitError),
IOError(std::io::Error),
FontError(String),
VideoError(String),
UnknownError(String),
}
impl fmt::Display for GameError {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
match *self {
GameError::ResourceNotFound(ref s, ref paths) => {
write!(f,
"Resource not found: {}, searched in paths {:?}",
s,
paths)
}
GameError::ConfigError(ref s) => write!(f, "Config error: {}", s),
GameError::ResourceLoadError(ref s) => write!(f, "Error loading resource: {}", s),
_ => write!(f, "GameError {:?}", self),
}
}
}
pub type GameResult<T> = Result<T, GameError>;
impl From<String> for GameError {
fn from(s: String) -> GameError {
GameError::UnknownError(s)
}
}
impl From<gfx_window_sdl::InitError> for GameError {
fn from(s: gfx_window_sdl::InitError) -> GameError {
GameError::WindowError(s)
}
}
impl From<sdl2::IntegerOrSdlError> for GameError {
fn from(e: sdl2::IntegerOrSdlError) -> GameError {
match e {
sdl2::IntegerOrSdlError::IntegerOverflows(s, i) => {
let message = format!("Integer overflow: {}, str {}", i, s);
GameError::UnknownError(message)
}
sdl2::IntegerOrSdlError::SdlError(s) => GameError::UnknownError(s),
}
}
}
impl From<sdl2::filesystem::PrefPathError> for GameError {
fn from(e: sdl2::filesystem::PrefPathError) -> GameError {
let msg = match e {
sdl2::filesystem::PrefPathError::InvalidOrganizationName(e) => {
format!("Invalid organization name, {}", e)
}
sdl2::filesystem::PrefPathError::InvalidApplicationName(e) => {
format!("Invalid application name, {}", e)
}
sdl2::filesystem::PrefPathError::SdlError(e) => e,
};
GameError::ConfigError(msg)
}
}
impl From<sdl2::render::TextureValueError> for GameError {
fn from(e: sdl2::render::TextureValueError) -> GameError {
let msg = e.description();
GameError::ResourceLoadError(msg.to_owned())
}
}
impl From<AppDirsError> for GameError {
fn from(e: AppDirsError) -> GameError {
let errmessage = format!("{}", e);
GameError::FilesystemError(errmessage)
}
}
impl From<std::io::Error> for GameError {
fn from(e: std::io::Error) -> GameError {
GameError::IOError(e)
}
}
impl From<toml::de::Error> for GameError {
fn from(e: toml::de::Error) -> GameError {
let errstr = format!("TOML decode error: {}", e.description());
GameError::ConfigError(errstr)
}
}
impl From<toml::ser::Error> for GameError {
fn from(e: toml::ser::Error) -> GameError {
let errstr = format!("TOML error (possibly encoding?): {}", e.description());
GameError::ConfigError(errstr)
}
}
impl From<zip::result::ZipError> for GameError {
fn from(e: zip::result::ZipError) -> GameError {
let errstr = format!("Zip error: {}", e.description());
GameError::ResourceLoadError(errstr)
}
}
impl From<DecoderError> for GameError {
fn from(e: DecoderError) -> GameError {
let errstr = format!("Audio decoder error: {:?}", e);
GameError::AudioError(errstr)
}
}
impl From<image::ImageError> for GameError {
fn from(e: image::ImageError) -> GameError {
let errstr = format!("Image load error: {}", e.description());
GameError::ResourceLoadError(errstr)
}
}
impl From<gfx::PipelineStateError<std::string::String>> for GameError {
fn from(e: gfx::PipelineStateError<std::string::String>) -> GameError {
let errstr = format!("Error constructing pipeline!\nThis should probably not be \
happening; it probably means an error in a shader or \
something.\nError was: {:?}",
e);
GameError::VideoError(errstr)
}
}
impl From<gfx::CombinedError> for GameError {
fn from(e: gfx::CombinedError) -> GameError {
let errstr = format!("Texture+view load error: {}", e.description());
GameError::VideoError(errstr)
}
}
impl<T> From<gfx::UpdateError<T>> for GameError
where T: fmt::Debug + fmt::Display + 'static
{
fn from(e: gfx::UpdateError<T>) -> GameError {
let errstr = format!("Buffer update error: {}", e);
GameError::VideoError(errstr)
}
}