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use crate::prelude::*;
use crate::ui::styles::UiStyle;
use crate::GraphicsError;
use buffer_graphics_lib::prelude::*;
use fnv::FnvHashSet;
use std::fmt::Debug;
/// Convenience method for programs built using [Scene]s
///
/// If you're not using scenes consider [run]
///
/// # Arguments
/// * `width` - Width of the whole window canvas in pixels
/// * `height` - Height of the whole window canvas in pixels
/// * `title` - Window title
/// * `window_prefs` - Optionally program info, if passed the window position and size will be persisted
/// * `scene_switcher` - [SceneSwitcher] Adds new scenes to the stack
/// * `init_scene` - The initial [Scene] to use
/// * `options` - [Options] controls how fast the program can update, [UiElement] styling, etc
pub fn run_scenes<
SR: Clone + PartialEq + Debug + 'static,
SN: Clone + PartialEq + Debug + 'static,
>(
width: usize,
height: usize,
title: &str,
window_prefs: Option<WindowPreferences>,
scene_switcher: SceneSwitcher<SR, SN>,
init_scene: Box<dyn Scene<SR, SN>>,
options: Options,
) -> Result<(), GraphicsError> {
let system = Box::new(SceneHost::new(
init_scene,
window_prefs,
scene_switcher,
options.style.clone(),
)?);
run(width, height, title, system, options)?;
Ok(())
}
/// Creates new scenes.
///
/// # Important
/// This method must add the new scene to `scenes`
///
/// # Arguments
/// * `style` - Style data for [UiElement]s, can be ignored if UI is custom
/// * `scenes` - The current scene stack
/// * `new_scene` - The name and data for a new scene
pub type SceneSwitcher<SR, SN> =
fn(style: &UiStyle, scenes: &mut Vec<Box<dyn Scene<SR, SN>>>, new_scene: SN);
/// When a scene wants to add or remove a scene from the stack it should return [Push][SceneUpdateResult::Push] or [Pop][SceneUpdateResult::Pop] from `Scene.update`
#[derive(Debug, Clone, PartialEq)]
pub enum SceneUpdateResult<SR: Clone + PartialEq + Debug, SN: Clone + PartialEq + Debug> {
/// Do nothing, the current scene remains the foreground scene
Nothing,
/// Open a child scene
/// # Arguments
/// * `0` `bool` - If true this scene will be closed as well as opening the new scene
/// * `1` `SN` - Data for [SceneSwitcher] so it can create the new scene
Push(bool, SN),
/// Close this scene, data may be included to be returned to the parent scene
Pop(Option<SR>),
}
/// Scenes represent a mode/feature of a programs UI
/// For example in an image editor you could have the main menu, editor, and save dialog as scenes
/// and in an RPG you could have the field, battle and menu screens as scenes
///
/// Scenes can be fullscreen or smaller, such as a dialog
///
/// # Common mistakes
///
/// * If you use a field to store the [SceneUpdateResult] and return in [update()][Scene::update]
/// and then forget to clear it in [resuming][Scene::resuming] after a child returns then the child
/// will immediately reopen
pub trait Scene<SR: Clone + PartialEq + Debug, SN: Clone + PartialEq + Debug> {
/// Render scene contents using `graphics`
///
/// If this is a fullscreen scene it should draw a color over the whole screen otherwise
/// you may see rendering issues (use `graphics.clear(Color)`).
/// # Note
/// mouse_xy will be -1,-1 if this screen is in the background and a non full screen scene is active
#[cfg(any(feature = "controller", feature = "controller_xinput"))]
#[allow(unused_variables)]
fn render(
&self,
graphics: &mut Graphics,
mouse_xy: Coord,
held_keys: &[KeyCode],
controller: &GameController,
);
#[cfg(not(any(feature = "controller", feature = "controller_xinput")))]
#[allow(unused_variables)]
fn render(&self, graphics: &mut Graphics, mouse_xy: Coord, held_keys: &[KeyCode]) {}
/// Called when a keyboard key is being pressed down
///
/// # Arguments
/// * `key` - The latest pressed key
/// * `held_keys` - Any other keys that are being pressed down
#[allow(unused_variables)]
fn on_key_down(&mut self, key: KeyCode, mouse_xy: Coord, held_keys: &[KeyCode]) {}
/// Called when a keyboard key has been released
///
/// # Arguments
/// * `key` - The latest pressed key
/// * `held_keys` - Any other keys that are being pressed down
#[allow(unused_variables)]
fn on_key_up(&mut self, key: KeyCode, mouse_xy: Coord, held_keys: &[KeyCode]) {}
/// Called when a mouse button has been pressed down
///
/// # Arguments
/// * `xy` - The on screen coord of the cursor
/// * `button` - The pressed mouse button
/// * `held_keys` - Any keyboards keys that are being pressed down
#[allow(unused_variables)]
fn on_mouse_down(&mut self, xy: Coord, button: MouseButton, held_keys: &[KeyCode]) {}
/// Called when a mouse button has been released
///
/// # Arguments
/// * `xy` - The on screen coord of the cursor
/// * `button` - The pressed mouse button
/// * `held_keys` - Any keyboards keys that are being pressed down
#[allow(unused_variables)]
fn on_mouse_up(&mut self, xy: Coord, button: MouseButton, held_keys: &[KeyCode]) {}
/// Called when the mouse scroll function has been used
///
/// # Arguments
/// * `xy` - The on screen coord of the cursor
/// * `y_diff` - The distance scrolled vertically
/// * `x_diff` - The distance scrolled horizontally
/// * `held_keys` - Any keyboards keys that are being pressed down
#[allow(unused_variables)]
fn on_scroll(&mut self, xy: Coord, x_diff: isize, y_diff: isize, held_keys: &[KeyCode]) {}
/// During this method the scene should update animations and anything else that relies on time
/// or on held keys
///
/// # Arguments
/// * `timing` - Deltas and other timing info, generally you should use the `fixed_time_step` field
/// * `xy` - The on screen coord of the mouse cursor
/// * `held_keys` - Any keyboards keys that are being pressed down
///
/// # Returns
///
/// [SceneUpdateResult]
/// * In normal function this is will be [Nothing][SceneUpdateResult::Nothing]
/// * To close this scene return [Pop][SceneUpdateResult::Pop]
/// * To open a child scene return [Push][SceneUpdateResult::Push]
#[cfg(any(feature = "controller", feature = "controller_xinput"))]
fn update(
&mut self,
timing: &Timing,
mouse_xy: Coord,
held_keys: &[KeyCode],
controller: &GameController,
) -> SceneUpdateResult<SR, SN>;
#[cfg(not(any(feature = "controller", feature = "controller_xinput")))]
fn update(
&mut self,
timing: &Timing,
mouse_xy: Coord,
held_keys: &[KeyCode],
) -> SceneUpdateResult<SR, SN>;
/// Called when a child scene is closing
///
/// # Arguments
/// * `result` - Optional data from child scene
#[allow(unused_variables)]
fn resuming(&mut self, result: Option<SR>) {}
/// Return true if this scene doesn't fill the screen or is transparent
/// If this returns false the previous fullscreen scene will render as well
fn is_dialog(&self) -> bool {
false
}
}
struct SceneHost<SR: Clone + PartialEq + Debug, SN: Clone + PartialEq + Debug> {
should_exit: bool,
held_keys: FnvHashSet<KeyCode>,
mouse_coord: Coord,
scenes: Vec<Box<dyn Scene<SR, SN>>>,
window_prefs: Option<WindowPreferences>,
scene_switcher: SceneSwitcher<SR, SN>,
style: UiStyle,
#[cfg(any(feature = "controller", feature = "controller_xinput"))]
controller: GameController,
}
impl<SR: Clone + PartialEq + Debug, SN: Clone + PartialEq + Debug> SceneHost<SR, SN> {
pub fn new(
init_scene: Box<dyn Scene<SR, SN>>,
window_prefs: Option<WindowPreferences>,
scene_switcher: SceneSwitcher<SR, SN>,
style: UiStyle,
) -> Result<Self, GraphicsError> {
Ok(Self {
should_exit: false,
held_keys: FnvHashSet::default(),
mouse_coord: Coord::new(100, 100),
scenes: vec![init_scene],
window_prefs,
scene_switcher,
style,
#[cfg(any(feature = "controller", feature = "controller_xinput"))]
controller: GameController::new()
.map_err(|e| GraphicsError::ControllerInit(e.to_string()))?,
})
}
}
impl<SR: Clone + PartialEq + Debug, SN: Clone + PartialEq + Debug> System for SceneHost<SR, SN> {
fn window_prefs(&mut self) -> Option<WindowPreferences> {
self.window_prefs.clone()
}
fn update(&mut self, timing: &Timing) {
#[cfg(any(feature = "controller", feature = "controller_xinput"))]
self.controller.update();
if let Some(scene) = self.scenes.last_mut() {
#[cfg(any(feature = "controller", feature = "controller_xinput"))]
let result = scene.update(
timing,
self.mouse_coord,
self.held_keys
.iter()
.cloned()
.collect::<Vec<_>>()
.as_slice(),
&self.controller,
);
#[cfg(not(any(feature = "controller", feature = "controller_xinput")))]
let result = scene.update(
timing,
self.mouse_coord,
self.held_keys
.iter()
.cloned()
.collect::<Vec<_>>()
.as_slice(),
);
match result {
SceneUpdateResult::Nothing => {}
SceneUpdateResult::Push(pop_current, name) => {
if pop_current {
self.scenes.remove(self.scenes.len() - 1);
}
(self.scene_switcher)(&self.style, &mut self.scenes, name);
}
SceneUpdateResult::Pop(result) => {
self.scenes.remove(self.scenes.len() - 1);
if let Some(previous) = self.scenes.last_mut() {
previous.resuming(result);
}
}
}
}
if self.scenes.is_empty() {
self.should_exit = true;
}
}
fn render(&mut self, graphics: &mut Graphics) {
if let Some(active) = self.scenes.last() {
if active.is_dialog() {
match self.scenes.iter().rposition(|scn| !scn.is_dialog()) {
None => graphics.clear(BLACK),
Some(i) => {
#[cfg(any(feature = "controller", feature = "controller_xinput"))]
self.scenes[i].render(
graphics,
Coord::new(-1, -1),
self.held_keys
.iter()
.cloned()
.collect::<Vec<_>>()
.as_slice(),
&self.controller,
);
#[cfg(not(any(feature = "controller", feature = "controller_xinput")))]
self.scenes[i].render(
graphics,
Coord::new(-1, -1),
self.held_keys
.iter()
.cloned()
.collect::<Vec<_>>()
.as_slice(),
);
}
}
#[cfg(any(feature = "controller", feature = "controller_xinput"))]
active.render(
graphics,
self.mouse_coord,
self.held_keys
.iter()
.cloned()
.collect::<Vec<_>>()
.as_slice(),
&self.controller,
);
#[cfg(not(any(feature = "controller", feature = "controller_xinput")))]
active.render(
graphics,
self.mouse_coord,
self.held_keys
.iter()
.cloned()
.collect::<Vec<_>>()
.as_slice(),
);
} else {
#[cfg(any(feature = "controller", feature = "controller_xinput"))]
active.render(
graphics,
self.mouse_coord,
self.held_keys
.iter()
.cloned()
.collect::<Vec<_>>()
.as_slice(),
&self.controller,
);
#[cfg(not(any(feature = "controller", feature = "controller_xinput")))]
active.render(
graphics,
self.mouse_coord,
self.held_keys
.iter()
.cloned()
.collect::<Vec<_>>()
.as_slice(),
);
}
}
}
fn on_mouse_move(&mut self, x: usize, y: usize) {
self.mouse_coord = Coord::from((x, y));
}
fn on_mouse_down(&mut self, x: usize, y: usize, button: MouseButton) {
self.mouse_coord = Coord::from((x, y));
if let Some(active) = self.scenes.last_mut() {
active.on_mouse_down(
self.mouse_coord,
button,
self.held_keys
.iter()
.cloned()
.collect::<Vec<_>>()
.as_slice(),
);
}
}
fn on_mouse_up(&mut self, x: usize, y: usize, button: MouseButton) {
self.mouse_coord = Coord::from((x, y));
if let Some(active) = self.scenes.last_mut() {
active.on_mouse_up(
self.mouse_coord,
button,
self.held_keys
.iter()
.cloned()
.collect::<Vec<_>>()
.as_slice(),
);
}
}
fn on_scroll(&mut self, x: usize, y: usize, x_diff: isize, y_diff: isize) {
self.mouse_coord = Coord::from((x, y));
if let Some(active) = self.scenes.last_mut() {
active.on_scroll(
self.mouse_coord,
x_diff,
y_diff,
self.held_keys
.iter()
.cloned()
.collect::<Vec<_>>()
.as_slice(),
);
}
}
fn on_key_down(&mut self, keys: Vec<KeyCode>) {
for key in keys {
self.held_keys.insert(key);
if let Some(active) = self.scenes.last_mut() {
active.on_key_down(
key,
self.mouse_coord,
self.held_keys
.iter()
.cloned()
.collect::<Vec<_>>()
.as_slice(),
);
}
}
}
fn on_key_up(&mut self, keys: Vec<KeyCode>) {
for key in keys {
self.held_keys.remove(&key);
if let Some(active) = self.scenes.last_mut() {
active.on_key_up(
key,
self.mouse_coord,
self.held_keys
.iter()
.cloned()
.collect::<Vec<_>>()
.as_slice(),
);
}
}
}
fn should_exit(&mut self) -> bool {
self.should_exit
}
}