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
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
//!
//! `macroquad` is a simple and easy to use game library for Rust programming language.
//!  
//! `macroquad` attempts to avoid any rust-specific programming concepts like lifetimes/borrowing, making it very friendly for rust beginners.
//!  
//! ## Supported platforms
//!  
//! * PC: Windows/Linux/MacOS
//! * HTML5
//! * Android
//! * IOS
//!  
//! ## Features
//!  
//! * Same code for all supported platforms, no platform dependent defines required
//! * Efficient 2D rendering with automatic geometry batching
//! * Minimal amount of dependencies: build after `cargo clean` takes only 16s on x230(~6years old laptop)
//! * Immidiate mode UI library included
//! * Single command deploy for both WASM and Android [build instructions](https://github.com/not-fl3/miniquad/#building-examples)
//! # Example
//! ```no_run
//! use macroquad::prelude::*;
//!
//! #[macroquad::main("BasicShapes")]
//! async fn main() {
//!     loop {
//!         clear_background(RED);
//!  
//!         draw_line(40.0, 40.0, 100.0, 200.0, 15.0, BLUE);
//!         draw_rectangle(screen_width() / 2.0 - 60.0, 100.0, 120.0, 60.0, GREEN);
//!         draw_circle(screen_width() - 30.0, screen_height() - 30.0, 15.0, YELLOW);
//!         draw_text("HELLO", 20.0, 20.0, 20.0, DARKGRAY);
//!  
//!         next_frame().await
//!     }
//! }
//!```

use miniquad::Context as QuadContext;
use miniquad::*;

use std::collections::{HashMap, HashSet};
use std::future::Future;
use std::pin::Pin;

mod drawing;
mod exec;
mod quad_gl;

pub mod camera;
pub mod color;
pub mod file;
pub mod input;
pub mod material;
pub mod math;
pub mod models;
pub mod shapes;
pub mod text;
pub mod texture;
pub mod time;
pub mod ui;
pub mod window;

pub mod experimental;

pub mod prelude;

pub mod telemetry;

// TODO: write something about macroquad entrypoint
#[doc(hidden)]
pub use macroquad_macro::main;

/// Cross platform random generator.
pub mod rand {
    pub use quad_rand::*;
}

#[cfg(feature = "log-impl")]
/// Logging macros, available with "log-impl" feature.
pub mod logging {
    pub use miniquad::{debug, error, info, warn};
}
pub use miniquad;

use drawing::DrawContext;
use glam::{vec2, Vec2};
use quad_gl::{colors::*, Color};
use ui::ui_context::UiContext;

struct Context {
    quad_context: QuadContext,

    screen_width: f32,
    screen_height: f32,

    simulate_mouse_with_touch: bool,

    keys_down: HashSet<KeyCode>,
    keys_pressed: HashSet<KeyCode>,
    mouse_down: HashSet<MouseButton>,
    mouse_pressed: HashSet<MouseButton>,
    mouse_released: HashSet<MouseButton>,
    touches: HashMap<u64, input::Touch>,
    chars_pressed_queue: Vec<char>,
    mouse_position: Vec2,
    mouse_wheel: Vec2,

    input_events: Vec<Vec<MiniquadInputEvent>>,

    draw_context: DrawContext,
    ui_context: UiContext,
    coroutines_context: experimental::coroutines::CoroutinesContext,
    fonts_storage: text::FontsStorage,

    start_time: f64,
    last_frame_time: f64,
    frame_time: f64,
}

#[derive(Clone)]
enum MiniquadInputEvent {
    MouseMotion {
        x: f32,
        y: f32,
    },
    MouseWheel {
        x: f32,
        y: f32,
    },
    MouseButtonDown {
        x: f32,
        y: f32,
        btn: MouseButton,
    },
    MouseButtonUp {
        x: f32,
        y: f32,
        btn: MouseButton,
    },
    Char {
        character: char,
        modifiers: KeyMods,
        repeat: bool,
    },
    KeyDown {
        keycode: KeyCode,
        modifiers: KeyMods,
        repeat: bool,
    },
    KeyUp {
        keycode: KeyCode,
        modifiers: KeyMods,
    },
    Touch {
        phase: TouchPhase,
        id: u64,
        x: f32,
        y: f32,
    },
}

impl MiniquadInputEvent {
    fn repeat<T: miniquad::EventHandler>(&self, ctx: &mut QuadContext, t: &mut T) {
        use crate::MiniquadInputEvent::*;
        match self {
            MouseMotion { x, y } => t.mouse_motion_event(ctx, *x, *y),
            MouseWheel { x, y } => t.mouse_wheel_event(ctx, *x, *y),
            MouseButtonDown { x, y, btn } => t.mouse_button_down_event(ctx, *btn, *x, *y),
            MouseButtonUp { x, y, btn } => t.mouse_button_up_event(ctx, *btn, *x, *y),
            Char {
                character,
                modifiers,
                repeat,
            } => t.char_event(ctx, *character, *modifiers, *repeat),
            KeyDown {
                keycode,
                modifiers,
                repeat,
            } => t.key_down_event(ctx, *keycode, *modifiers, *repeat),
            KeyUp { keycode, modifiers } => t.key_up_event(ctx, *keycode, *modifiers),
            Touch { phase, id, x, y } => t.touch_event(ctx, *phase, *id, *x, *y),
        }
    }
}

impl Context {
    const DEFAULT_BG_COLOR: Color = BLACK;

    fn new(mut ctx: QuadContext) -> Context {
        let (screen_width, screen_height) = ctx.screen_size();

        Context {
            screen_width,
            screen_height,

            simulate_mouse_with_touch: true,

            keys_down: HashSet::new(),
            keys_pressed: HashSet::new(),
            chars_pressed_queue: Vec::new(),
            mouse_down: HashSet::new(),
            mouse_pressed: HashSet::new(),
            mouse_released: HashSet::new(),
            touches: HashMap::new(),
            mouse_position: vec2(0., 0.),
            mouse_wheel: vec2(0., 0.),

            input_events: Vec::new(),

            draw_context: DrawContext::new(&mut ctx),
            ui_context: UiContext::new(&mut ctx),
            fonts_storage: text::FontsStorage::new(&mut ctx),

            quad_context: ctx,
            coroutines_context: experimental::coroutines::CoroutinesContext::new(),

            start_time: miniquad::date::now(),
            last_frame_time: miniquad::date::now(),
            frame_time: 1. / 60.,
        }
    }

    fn begin_frame(&mut self) {
        telemetry::begin_gpu_query("GPU");

        self.ui_context.process_input();
        self.clear(Self::DEFAULT_BG_COLOR);
        self.draw_context
            .update_projection_matrix(&mut self.quad_context);
    }

    fn end_frame(&mut self) {
        self.ui_context.draw();

        self.draw_context
            .perform_render_passes(&mut self.quad_context);

        self.quad_context.commit_frame();

        telemetry::end_gpu_query();

        self.mouse_wheel = Vec2::new(0., 0.);
        self.keys_pressed.clear();
        self.mouse_pressed.clear();
        self.mouse_released.clear();

        // remove all touches that were Ended or Cancelled
        self.touches.retain(|_, touch| {
            touch.phase != input::TouchPhase::Ended && touch.phase != input::TouchPhase::Cancelled
        });

        // change all Started or Moved touches to Stationary
        for touch in self.touches.values_mut() {
            if touch.phase == input::TouchPhase::Started || touch.phase == input::TouchPhase::Moved
            {
                touch.phase = input::TouchPhase::Stationary;
            }
        }
    }

    fn clear(&mut self, color: Color) {
        self.quad_context
            .clear(Some((color.r, color.g, color.b, color.a)), None, None);
        self.draw_context.gl.reset();
        self.draw_context
            .update_projection_matrix(&mut self.quad_context);
    }
}

#[no_mangle]
static mut CONTEXT: Option<Context> = None;

fn get_context() -> &'static mut Context {
    unsafe { CONTEXT.as_mut().unwrap_or_else(|| panic!()) }
}

static mut MAIN_FUTURE: Option<Pin<Box<dyn Future<Output = ()>>>> = None;

struct Stage {}

impl EventHandlerFree for Stage {
    fn resize_event(&mut self, width: f32, height: f32) {
        get_context().screen_width = width;
        get_context().screen_height = height;
    }

    fn mouse_motion_event(&mut self, x: f32, y: f32) {
        let context = get_context();

        context.mouse_position = Vec2::new(x, y);

        context
            .input_events
            .iter_mut()
            .for_each(|arr| arr.push(MiniquadInputEvent::MouseMotion { x, y }));
    }
    fn mouse_wheel_event(&mut self, x: f32, y: f32) {
        let context = get_context();

        context.mouse_wheel.x = x;
        context.mouse_wheel.y = y;

        context
            .input_events
            .iter_mut()
            .for_each(|arr| arr.push(MiniquadInputEvent::MouseWheel { x, y }));
    }
    fn mouse_button_down_event(&mut self, btn: MouseButton, x: f32, y: f32) {
        let context = get_context();

        context.mouse_position = Vec2::new(x, y);
        context.mouse_down.insert(btn);
        context.mouse_pressed.insert(btn);

        context
            .input_events
            .iter_mut()
            .for_each(|arr| arr.push(MiniquadInputEvent::MouseButtonDown { x, y, btn }));
    }

    fn mouse_button_up_event(&mut self, btn: MouseButton, x: f32, y: f32) {
        let context = get_context();

        context.mouse_position = Vec2::new(x, y);
        context.mouse_down.remove(&btn);
        context.mouse_released.insert(btn);

        context
            .input_events
            .iter_mut()
            .for_each(|arr| arr.push(MiniquadInputEvent::MouseButtonUp { x, y, btn }));
    }

    fn touch_event(&mut self, phase: TouchPhase, id: u64, x: f32, y: f32) {
        let context = get_context();

        context.touches.insert(
            id,
            input::Touch {
                id,
                phase: phase.into(),
                position: Vec2::new(x, y),
            },
        );

        if context.simulate_mouse_with_touch {
            if phase == TouchPhase::Started {
                self.mouse_button_down_event(MouseButton::Left, x, y);
            }

            if phase == TouchPhase::Ended {
                self.mouse_button_up_event(MouseButton::Left, x, y);
            }

            if phase == TouchPhase::Moved {
                self.mouse_motion_event(x, y);
            }
        };

        context
            .input_events
            .iter_mut()
            .for_each(|arr| arr.push(MiniquadInputEvent::Touch { phase, id, x, y }));
    }

    fn char_event(&mut self, character: char, modifiers: KeyMods, repeat: bool) {
        let context = get_context();

        context.chars_pressed_queue.push(character);

        context.input_events.iter_mut().for_each(|arr| {
            arr.push(MiniquadInputEvent::Char {
                character,
                modifiers,
                repeat,
            })
        });
    }

    fn key_down_event(&mut self, keycode: KeyCode, modifiers: KeyMods, repeat: bool) {
        let context = get_context();
        context.keys_down.insert(keycode);
        if repeat == false {
            context.keys_pressed.insert(keycode);
        }

        context.input_events.iter_mut().for_each(|arr| {
            arr.push(MiniquadInputEvent::KeyDown {
                keycode,
                modifiers,
                repeat,
            })
        });
    }

    fn key_up_event(&mut self, keycode: KeyCode, modifiers: KeyMods) {
        let context = get_context();
        context.keys_down.remove(&keycode);

        context
            .input_events
            .iter_mut()
            .for_each(|arr| arr.push(MiniquadInputEvent::KeyUp { keycode, modifiers }));
    }

    fn update(&mut self) {
        #[cfg(not(target_arch = "wasm32"))]
        {
            // TODO: consider making it a part of miniquad?
            std::thread::yield_now();
        }
    }

    fn draw(&mut self) {
        {
            let _z = telemetry::ZoneGuard::new("Event::draw");

            if let Some(future) = unsafe { MAIN_FUTURE.as_mut() } {
                let _z = telemetry::ZoneGuard::new("Main loop");

                get_context().begin_frame();

                if exec::resume(future) {
                    unsafe {
                        MAIN_FUTURE = None;
                    }
                    get_context().quad_context.quit();
                    return;
                }
                get_context().coroutines_context.update();
            }

            get_context().end_frame();

            get_context().frame_time = date::now() - get_context().last_frame_time;
            get_context().last_frame_time = date::now();

            #[cfg(any(target_arch = "wasm32", target_os = "linux"))]
            {
                let _z = telemetry::ZoneGuard::new("glFinish/glFLush");

                unsafe {
                    miniquad::gl::glFlush();
                    miniquad::gl::glFinish();
                }
            }
        }

        telemetry::reset();
    }
}

/// Not meant to be used directly, only from the macro.
#[doc(hidden)]
pub struct Window {}

impl Window {
    pub fn new(label: &str, future: impl Future<Output = ()> + 'static) {
        Window::from_config(
            conf::Conf {
                sample_count: 4,
                window_title: label.to_string(),
                ..Default::default()
            },
            future,
        );
    }

    pub fn from_config(config: conf::Conf, future: impl Future<Output = ()> + 'static) {
        miniquad::start(
            conf::Conf {
                sample_count: 4,
                ..config
            },
            |ctx| {
                unsafe {
                    MAIN_FUTURE = Some(Box::pin(future));
                }
                unsafe {
                    CONTEXT = Some(Context::new(ctx))
                };
                UserData::free(Stage {})
            },
        );
    }
}