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//! Trait for allowing [`PixEngine`] to drive your application.
//!
//! # Example
//!
//! ```no_run
//! use pix_engine::prelude::*;
//!
//! struct MyApp;
//!
//! impl AppState for MyApp {
//! fn on_start(&mut self, s: &mut PixState) -> PixResult<()> {
//! // Setup App state. `PixState` contains engine specific state and
//! // utility functions for things like getting mouse coordinates,
//! // drawing shapes, etc.
//! s.background(220);
//! s.font_family(Font::NOTO)?;
//! s.font_size(16);
//! Ok(())
//! }
//!
//! fn on_update(&mut self, s: &mut PixState) -> PixResult<()> {
//! // Main render loop. Called as often as possible, or based on `target frame rate`.
//! if s.mouse_pressed() {
//! s.fill(color!(0));
//! } else {
//! s.fill(color!(255));
//! }
//! let m = s.mouse_pos();
//! s.circle([m.x(), m.y(), 80])?;
//! Ok(())
//! }
//!
//! fn on_stop(&mut self, s: &mut PixState) -> PixResult<()> {
//! // Teardown any state or resources before exiting.
//! Ok(())
//! }
//! }
//!
//! fn main() -> PixResult<()> {
//! let mut engine = PixEngine::builder()
//! .with_dimensions(800, 600)
//! .with_title("MyApp")
//! .build()?;
//! let mut app = MyApp;
//! engine.run(&mut app)
//! }
//! ```
use crate::prelude::*;
/// Trait for allowing the [`PixEngine`] to drive your application and send notification of events,
/// passing along a [`&mut PixState`](PixState) to allow interacting with the [`PixEngine`].
///
/// Please see the [module-level documentation] for more examples.
///
/// [module-level documentation]: crate::appstate
#[allow(unused_variables)]
pub trait AppState {
/// Called once upon engine start when [`PixEngine::run`] is called.
///
/// This can be used to set up initial state like creating objects, loading files or [Image]s, or
/// any additional application state that's either dynamic or relies on runtime values from
/// [`PixState`].
///
/// # Errors
///
/// Returning an error will immediately exit the application and call [`AppState::on_stop`].
/// [`PixEngine::run`] will return the original error or any error returned from
/// [`AppState::on_stop`]. Calling [`PixState::abort_quit`] during [`AppState::on_stop`] has no
/// effect.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App;
/// # impl AppState for App {
/// # fn on_update(&mut self, s: &mut PixState) -> PixResult<()> { Ok(()) }
/// fn on_start(&mut self, s: &mut PixState) -> PixResult<()> {
/// s.background(220);
/// s.font_family(Font::NOTO)?;
/// s.font_size(16);
/// Ok(())
/// }
/// # }
/// ```
fn on_start(&mut self, s: &mut PixState) -> PixResult<()> {
Ok(())
}
/// Called after [`AppState::on_start`], every frame based on the [target frame rate].
///
/// By default, this is called as often as possible but can be controlled by changing the
/// [target frame rate]. It will continue to be executed until the application is terminated,
/// or [`PixState::run(false)`] is called.
///
/// After [`PixState::run(false)`] is called, you can call [`PixState::redraw`] or
/// [`PixState::run_times`] to control the execution.
///
/// [target frame rate]: PixState::frame_rate
///
/// # Errors
///
/// Returning an error will start exiting the application and call [`AppState::on_stop`].
/// [`PixEngine::run`] will return the original error or any error returned from
/// [`AppState::on_stop`]. Calling [`PixState::abort_quit`] during [`AppState::on_stop`] will
/// allow program execution to resume. Care should be taken as this could result in a loop if
/// the cause of the original error is not resolved.
///
/// Any errors encountered from methods on [`PixState`] can either be handled by the
/// implementor, or propagated with the [?] operator.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App;
/// # impl AppState for App {
/// fn on_update(&mut self, s: &mut PixState) -> PixResult<()> {
/// if s.mouse_pressed() {
/// s.fill(color!(0));
/// } else {
/// s.fill(color!(255));
/// }
/// let m = s.mouse_pos();
/// s.circle([m.x(), m.y(), 80])?;
/// Ok(())
/// }
/// # }
/// ```
fn on_update(&mut self, s: &mut PixState) -> PixResult<()>;
/// Called when the engine detects a close/exit event such as calling [`PixState::quit`] or if an
/// error is returned during program execution by any [`AppState`] methods.
///
/// This can be used to clean up files or resources on appliation quit.
///
/// # Errors
///
/// Returning an error will immediately exit the application by propagating the error and returning from
/// [`PixEngine::run`]. Calling [`PixState::abort_quit`] will allow program execution to
/// resume. Care should be taken as this could result in a loop if the cause of the original
/// error is not resolved.
///
/// Any errors encountered from methods on [`PixState`] can either be handled by the
/// implementor, or propagated with the [?] operator.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App { resources: std::path::PathBuf }
/// # impl AppState for App {
/// # fn on_update(&mut self, s: &mut PixState) -> PixResult<()> { Ok(()) }
/// fn on_stop(&mut self, s: &mut PixState) -> PixResult<()> {
/// std::fs::remove_file(&self.resources)?;
/// Ok(())
/// }
/// # }
/// ```
fn on_stop(&mut self, s: &mut PixState) -> PixResult<()> {
Ok(())
}
/// Called each time a [`Key`] is pressed with the [`KeyEvent`] indicating which key and modifiers
/// are pressed as well as whether this is a repeat event where the key is being held down.
///
/// Returning `true` consumes this event, preventing any further event triggering.
///
/// # Errors
///
/// Returning an error will start exiting the application and call [`AppState::on_stop`]. See
/// the `Errors` section in [`AppState::on_update`] for more details.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App;
/// # impl AppState for App {
/// # fn on_update(&mut self, s: &mut PixState) -> PixResult<()> { Ok(()) }
/// fn on_key_pressed(&mut self, s: &mut PixState, event: KeyEvent) -> PixResult<bool> {
/// match event.key {
/// Key::Return if event.keymod == KeyMod::CTRL => {
/// s.fullscreen(true);
/// Ok(true)
/// },
/// _ => Ok(false),
/// }
/// }
/// # }
/// ```
fn on_key_pressed(&mut self, s: &mut PixState, event: KeyEvent) -> PixResult<bool> {
Ok(false)
}
/// Called each time a [`Key`] is pressed with the [`KeyEvent`] indicating which key and modifiers
/// are released.
///
/// Returning `true` consumes this event, preventing any further event triggering.
///
/// # Errors
///
/// Returning an error will start exiting the application and call [`AppState::on_stop`]. See
/// the `Errors` section in [`AppState::on_update`] for more details.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App;
/// # impl App { fn fire_bullet(&mut self, s: &mut PixState) {} }
/// # impl AppState for App {
/// # fn on_update(&mut self, s: &mut PixState) -> PixResult<()> { Ok(()) }
/// fn on_key_released(&mut self, s: &mut PixState, event: KeyEvent) -> PixResult<bool> {
/// match event.key {
/// Key::Space => {
/// self.fire_bullet(s);
/// Ok(true)
/// }
/// _ => Ok(false),
/// }
/// }
/// # }
/// ```
fn on_key_released(&mut self, s: &mut PixState, event: KeyEvent) -> PixResult<bool> {
Ok(false)
}
/// Called each time text input is received.
///
/// Returning `true` consumes this event, preventing any further event triggering.
///
/// # Errors
///
/// Returning an error will start exiting the application and call [`AppState::on_stop`]. See
/// the `Errors` section in [`AppState::on_update`] for more details.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App { text: String };
/// # impl AppState for App {
/// # fn on_update(&mut self, s: &mut PixState) -> PixResult<()> { Ok(()) }
/// fn on_key_typed(&mut self, s: &mut PixState, text: &str) -> PixResult<bool> {
/// self.text.push_str(text);
/// Ok(true)
/// }
/// # }
/// ```
fn on_key_typed(&mut self, s: &mut PixState, text: &str) -> PixResult<bool> {
Ok(false)
}
/// Called each time the [`Mouse`] is moved while any mouse button is being held.
///
/// You can inspect which button is being held by calling [`PixState::mouse_down`] with the desired
/// [Mouse] button. See also: [`AppState::on_mouse_motion`].
///
/// Returning `true` consumes this event, preventing any further event triggering.
///
/// # Errors
///
/// Returning an error will start exiting the application and call [`AppState::on_stop`]. See
/// the `Errors` section in [`AppState::on_update`] for more details.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App { pos: Point<i32> };
/// # impl AppState for App {
/// # fn on_update(&mut self, s: &mut PixState) -> PixResult<()> { Ok(()) }
/// fn on_mouse_dragged(
/// &mut self,
/// s: &mut PixState,
/// pos: Point<i32>,
/// rel_pos: Point<i32>,
/// ) -> PixResult<bool> {
/// self.pos = pos;
/// Ok(true)
/// }
/// # }
/// ```
fn on_mouse_dragged(
&mut self,
s: &mut PixState,
pos: Point<i32>,
rel_pos: Point<i32>,
) -> PixResult<bool> {
Ok(false)
}
/// Called each time a [`ControllerButton`] is pressed with the [`ControllerEvent`] indicating
/// which button is pressed.
///
/// Returning `true` consumes this event, preventing any further event triggering.
///
/// # Errors
///
/// Returning an error will start exiting the application and call [`AppState::on_stop`]. See
/// the `Errors` section in [`AppState::on_update`] for more details.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App;
/// # impl App { fn pause(&mut self) {} }
/// # impl AppState for App {
/// # fn on_update(&mut self, s: &mut PixState) -> PixResult<()> { Ok(()) }
/// fn on_controller_pressed(&mut self, s: &mut PixState, event: ControllerEvent) -> PixResult<bool> {
/// match event.button {
/// ControllerButton::Start => {
/// self.pause();
/// Ok(true)
/// },
/// _ => Ok(false),
/// }
/// }
/// # }
/// ```
fn on_controller_pressed(
&mut self,
s: &mut PixState,
event: ControllerEvent,
) -> PixResult<bool> {
Ok(false)
}
/// Called each time a [`ControllerButton`] is pressed with the [`ControllerEvent`] indicating
/// which key and modifiers are released.
///
/// Returning `true` consumes this event, preventing any further event triggering.
///
/// # Errors
///
/// Returning an error will start exiting the application and call [`AppState::on_stop`]. See
/// the `Errors` section in [`AppState::on_update`] for more details.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App;
/// # impl App { fn fire_bullet(&mut self, s: &mut PixState) {} }
/// # impl AppState for App {
/// # fn on_update(&mut self, s: &mut PixState) -> PixResult<()> { Ok(()) }
/// fn on_controller_released(&mut self, s: &mut PixState, event: ControllerEvent) -> PixResult<bool> {
/// match event.button {
/// ControllerButton::X => {
/// self.fire_bullet(s);
/// Ok(true)
/// }
/// _ => Ok(false),
/// }
/// }
/// # }
/// ```
fn on_controller_released(
&mut self,
s: &mut PixState,
event: ControllerEvent,
) -> PixResult<bool> {
Ok(false)
}
/// Called each time a `Controller` `Axis` is moved with the delta since last frame.
///
/// Returning `true` consumes this event, preventing any further event triggering.
///
/// # Errors
///
/// Returning an error will start exiting the application and call [`AppState::on_stop`]. See
/// the `Errors` section in [`AppState::on_update`] for more details.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App { player1: ControllerId }
/// # impl App {
/// # fn move_right(&self) {}
/// # fn move_left(&self) {}
/// # fn move_up(&self) {}
/// # fn move_down(&self) {}
/// # }
/// # impl AppState for App {
/// # fn on_update(&mut self, s: &mut PixState) -> PixResult<()> { Ok(()) }
/// fn on_controller_axis_motion(
/// &mut self,
/// s: &mut PixState,
/// controller_id: ControllerId,
/// axis: Axis,
/// value: i32,
/// ) -> PixResult<bool> {
/// if controller_id == self.player1 {
/// match axis {
/// Axis::LeftX => {
/// if value > 0 {
/// self.move_right();
/// } else if value < 0 {
/// self.move_left();
/// }
/// Ok(true)
/// }
/// Axis::LeftY => {
/// if value > 0 {
/// self.move_up();
/// } else if value < 0 {
/// self.move_down();
/// }
/// Ok(true)
/// }
/// _ => Ok(false)
/// }
/// } else {
/// Ok(false)
/// }
/// }
/// # }
/// ```
fn on_controller_axis_motion(
&mut self,
s: &mut PixState,
controller_id: ControllerId,
axis: Axis,
value: i32,
) -> PixResult<bool> {
Ok(false)
}
/// Called each time a `Controller` is added, removed, or remapped.
///
/// Returning `true` consumes this event, preventing any further event triggering.
///
/// # Errors
///
/// Returning an error will start exiting the application and call [`AppState::on_stop`]. See
/// the `Errors` section in [`AppState::on_update`] for more details.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App;
/// # impl App {
/// # fn add_gamepad(&mut self, _: ControllerId) {}
/// # fn remove_gamepad(&mut self, _: ControllerId) {}
/// # }
/// # impl AppState for App {
/// # fn on_update(&mut self, s: &mut PixState) -> PixResult<()> { Ok(()) }
/// fn on_controller_update(
/// &mut self,
/// s: &mut PixState,
/// controller_id: ControllerId,
/// update: ControllerUpdate,
/// ) -> PixResult<bool> {
/// match update {
/// ControllerUpdate::Added => {
/// self.add_gamepad(controller_id);
/// Ok(true)
/// }
/// ControllerUpdate::Removed => {
/// self.remove_gamepad(controller_id);
/// Ok(true)
/// }
/// _ => Ok(false),
/// }
/// }
/// # }
/// ```
fn on_controller_update(
&mut self,
s: &mut PixState,
controller_id: ControllerId,
update: ControllerUpdate,
) -> PixResult<bool> {
Ok(false)
}
/// Called each time a [`Mouse`] button is pressed.
///
/// Returning `true` consumes this event, preventing any further event triggering.
///
/// # Errors
///
/// Returning an error will start exiting the application and call [`AppState::on_stop`]. See
/// the `Errors` section in [`AppState::on_update`] for more details.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App { canvas: Rect<i32>, drawing: bool };
/// # impl AppState for App {
/// # fn on_update(&mut self, s: &mut PixState) -> PixResult<()> { Ok(()) }
/// fn on_mouse_pressed(
/// &mut self,
/// s: &mut PixState,
/// btn: Mouse,
/// pos: Point<i32>,
/// ) -> PixResult<bool> {
/// if let Mouse::Left = btn {
/// if self.canvas.contains(pos) {
/// self.drawing = true;
/// }
/// }
/// Ok(true)
/// }
/// # }
/// ```
fn on_mouse_pressed(
&mut self,
s: &mut PixState,
btn: Mouse,
pos: Point<i32>,
) -> PixResult<bool> {
Ok(false)
}
/// Called each time a [`Mouse`] button is released.
///
/// Returning `true` consumes this event, preventing any further event triggering.
///
/// # Errors
///
/// Returning an error will start exiting the application and call [`AppState::on_stop`]. See
/// the `Errors` section in [`AppState::on_update`] for more details.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App { drawing: bool, canvas: Rect<i32> };
/// # impl AppState for App {
/// # fn on_update(&mut self, s: &mut PixState) -> PixResult<()> { Ok(()) }
/// fn on_mouse_released(
/// &mut self,
/// s: &mut PixState,
/// btn: Mouse,
/// pos: Point<i32>,
/// ) -> PixResult<bool> {
/// if let Mouse::Left = btn {
/// if self.canvas.contains(pos) {
/// self.drawing = false;
/// }
/// }
/// Ok(true)
/// }
/// # }
/// ```
fn on_mouse_released(
&mut self,
s: &mut PixState,
btn: Mouse,
pos: Point<i32>,
) -> PixResult<bool> {
Ok(false)
}
/// Called each time a [`Mouse`] button is clicked (a press followed by a release).
///
/// Returning `true` consumes this event, preventing any further event triggering.
///
/// # Errors
///
/// Returning an error will start exiting the application and call [`AppState::on_stop`]. See
/// the `Errors` section in [`AppState::on_update`] for more details.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App { item: Rect<i32>, selected: bool };
/// # impl AppState for App {
/// # fn on_update(&mut self, s: &mut PixState) -> PixResult<()> { Ok(()) }
/// fn on_mouse_clicked(
/// &mut self,
/// s: &mut PixState,
/// btn: Mouse,
/// pos: Point<i32>,
/// ) -> PixResult<bool> {
/// if let Mouse::Left = btn {
/// if self.item.contains(pos) {
/// self.selected = true;
/// }
/// }
/// Ok(true)
/// }
/// # }
/// ```
fn on_mouse_clicked(
&mut self,
s: &mut PixState,
btn: Mouse,
pos: Point<i32>,
) -> PixResult<bool> {
Ok(false)
}
/// Called each time a [`Mouse`] button is clicked twice within 500ms.
///
/// Returning `true` consumes this event, preventing any further event triggering.
///
/// # Errors
///
/// Returning an error will start exiting the application and call [`AppState::on_stop`]. See
/// the `Errors` section in [`AppState::on_update`] for more details.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App { item: Rect<i32> };
/// # impl App { fn execute_item(&mut self) {} }
/// # impl AppState for App {
/// # fn on_update(&mut self, s: &mut PixState) -> PixResult<()> { Ok(()) }
/// fn on_mouse_dbl_clicked(
/// &mut self,
/// s: &mut PixState,
/// btn: Mouse,
/// pos: Point<i32>,
/// ) -> PixResult<bool> {
/// if let Mouse::Left = btn {
/// if self.item.contains(pos) {
/// self.execute_item()
/// }
/// }
/// Ok(true)
/// }
/// # }
/// ```
fn on_mouse_dbl_clicked(
&mut self,
s: &mut PixState,
btn: Mouse,
pos: Point<i32>,
) -> PixResult<bool> {
Ok(false)
}
/// Called each time the [`Mouse`] is moved with the `(x, y)` screen coordinates and relative
/// `(xrel, yrel)` positions since last frame.
///
/// Returning `true` consumes this event, preventing any further event triggering.
///
/// # Errors
///
/// Returning an error will start exiting the application and call [`AppState::on_stop`]. See
/// the `Errors` section in [`AppState::on_update`] for more details.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App { pos: Point<i32> };
/// # impl AppState for App {
/// # fn on_update(&mut self, s: &mut PixState) -> PixResult<()> { Ok(()) }
/// fn on_mouse_motion(
/// &mut self,
/// s: &mut PixState,
/// pos: Point<i32>,
/// rel_pos: Point<i32>,
/// ) -> PixResult<bool> {
/// self.pos = pos;
/// Ok(true)
/// }
/// # }
/// ```
fn on_mouse_motion(
&mut self,
s: &mut PixState,
pos: Point<i32>,
rel_pos: Point<i32>,
) -> PixResult<bool> {
Ok(false)
}
/// Called each time the [`Mouse`] wheel is scrolled with the `(x, y)` delta since last frame.
///
/// Returning `true` consumes this event, preventing any further event triggering.
///
/// # Errors
///
/// Returning an error will start exiting the application and call [`AppState::on_stop`]. See
/// the `Errors` section in [`AppState::on_update`] for more details.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App { scroll: Point<i32> };
/// # impl AppState for App {
/// # fn on_update(&mut self, s: &mut PixState) -> PixResult<()> { Ok(()) }
/// fn on_mouse_wheel(&mut self, s: &mut PixState, pos: Point<i32>) -> PixResult<bool> {
/// self.scroll += pos;
/// Ok(true)
/// }
/// # }
/// ```
fn on_mouse_wheel(&mut self, s: &mut PixState, pos: Point<i32>) -> PixResult<bool> {
Ok(false)
}
/// Called each time a window event occurs.
///
/// # Errors
///
/// Returning an error will start exiting the application and call [`AppState::on_stop`]. See
/// the `Errors` section in [`AppState::on_update`] for more details.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App { window_id: WindowId };
/// # impl App { fn pause(&mut self) {} fn unpause(&mut self) {} }
/// # impl AppState for App {
/// # fn on_update(&mut self, s: &mut PixState) -> PixResult<()> { Ok(()) }
/// fn on_window_event(
/// &mut self,
/// s: &mut PixState,
/// window_id: WindowId,
/// event: WindowEvent,
/// ) -> PixResult<()> {
/// if window_id == self.window_id {
/// match event {
/// WindowEvent::Minimized => self.pause(),
/// WindowEvent::Restored => self.unpause(),
/// _ => (),
/// }
/// }
/// Ok(())
/// }
/// # }
/// ```
fn on_window_event(
&mut self,
s: &mut PixState,
window_id: WindowId,
event: WindowEvent,
) -> PixResult<()> {
Ok(())
}
/// Called for any system or user event. This is a catch-all for handling any events not
/// covered by other [`AppState`] methods. Prefer using the more specialized methods where
/// possible, as it allows you to consume them, preventing the engine from encountering
/// event-handling collisions.
///
/// # Errors
///
/// Returning an error will start exiting the application and call [`AppState::on_stop`]. See
/// the `Errors` section in [`AppState::on_update`] for more details.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App;
/// # impl AppState for App {
/// # fn on_update(&mut self, s: &mut PixState) -> PixResult<()> { Ok(()) }
/// fn on_event(
/// &mut self,
/// s: &mut PixState,
/// event: &Event,
/// ) -> PixResult<()> {
/// match event {
/// Event::ControllerDown { controller_id, button } => {
/// // Handle controller down event
/// }
/// Event::ControllerUp { controller_id, button } => {
/// // Handle controller up event
/// }
/// _ => (),
/// }
/// Ok(())
/// }
/// # }
/// ```
fn on_event(&mut self, s: &mut PixState, event: &Event) -> PixResult<()> {
Ok(())
}
}