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#[cfg(target_arch="wasm32")]
use geom::Vector;
use graphics::{Window, WindowBuilder};
use input::Event;
pub trait State {
fn new() -> Self where Self: Sized;
fn update(&mut self, &mut Window) {}
fn event(&mut self, &Event, &mut Window) {}
fn draw(&mut self, window: &mut Window) {
use graphics::Color;
window.clear(Color::black());
window.present();
}
}
pub fn run<T: 'static + State>(window: WindowBuilder) {
run_impl::<T>(window)
}
#[doc(hidden)]
pub struct Application {
state: Box<State>,
window: Window,
event_buffer: Vec<Event>
}
impl Application {
fn update(&mut self) {
self.state.update(&mut self.window);
}
fn draw(&mut self) {
self.state.draw(&mut self.window);
}
#[cfg(target_arch="wasm32")]
fn event(&mut self, event: &Event) {
self.window.process_event(event);
self.state.event(event, &mut self.window);
}
fn process_events(&mut self) {
self.window.update_gamepads(&mut self.event_buffer);
for i in 0..self.event_buffer.len() {
self.window.process_event(&self.event_buffer[i]);
self.state.event(&self.event_buffer[i], &mut self.window);
}
self.event_buffer.clear();
}
}
#[cfg(not(target_arch="wasm32"))]
fn run_impl<T: 'static + State>(window: WindowBuilder) {
use input::EventProvider;
let (window, events_loop) = window.build();
let mut events = EventProvider::new(events_loop);
let event_buffer = Vec::new();
let state = Box::new(T::new());
let mut app = Application { window, state, event_buffer };
use std::time::Duration;
#[cfg(feature="sounds")] {
use sound::Sound;
Sound::initialize();
}
let mut timer = ::Timer::new();
let mut running = true;
while running {
running = events.generate_events(&mut app.window, &mut app.event_buffer);
app.process_events();
timer.tick(|| {
app.update();
Duration::from_millis(16)
});
app.draw();
app.window.clear_temporary_states();
}
}
#[cfg(target_arch="wasm32")]
fn run_impl<T: 'static + State>(window: WindowBuilder) {
use ffi::wasm;
use std::os::raw::c_void;
let window = window.build();
let app = Box::new(Application {
window,
state: Box::new(T::new()),
event_buffer: Vec::new()
});
unsafe { wasm::set_app(Box::into_raw(app) as *mut c_void) };
}
#[doc(hidden)]
#[no_mangle]
#[cfg(target_arch="wasm32")]
pub extern "C" fn update(app: *mut Application) {
let mut app = unsafe { Box::from_raw(app) };
app.process_events();
app.update();
app.window.clear_temporary_states();
Box::into_raw(app);
}
#[doc(hidden)]
#[no_mangle]
#[cfg(target_arch="wasm32")]
pub extern "C" fn draw(app: *mut Application) {
let mut app = unsafe { Box::from_raw(app) };
app.draw();
Box::into_raw(app);
}
#[doc(hidden)]
#[no_mangle]
#[cfg(target_arch="wasm32")]
pub unsafe extern "C" fn event(app: *mut Application, event_tag: u32) {
use ffi::wasm;
let mut app = Box::from_raw(app);
use input::{BUTTON_STATE_LIST, GAMEPAD_AXIS_LIST, GAMEPAD_BUTTON_LIST, KEY_LIST, MOUSE_BUTTON_LIST};
let event = match event_tag {
0 => Event::Closed,
1 => Event::Focused,
2 => Event::Unfocused,
3 => Event::Key(KEY_LIST[wasm::event_data_button() as usize], BUTTON_STATE_LIST[wasm::event_data_state() as usize]),
4 => Event::MouseMoved(Vector::new(wasm::event_data_f1(), wasm::event_data_f2())),
5 => Event::MouseEntered,
6 => Event::MouseExited,
7 => Event::MouseWheel(Vector::new(wasm::event_data_f1(), wasm::event_data_f2())),
8 => Event::MouseButton(MOUSE_BUTTON_LIST[wasm::event_data_button() as usize], BUTTON_STATE_LIST[wasm::event_data_state() as usize]),
9 => Event::GamepadAxis(wasm::event_data_id(), GAMEPAD_AXIS_LIST[wasm::event_data_button() as usize], wasm::event_data_f1()),
10 => Event::GamepadButton(wasm::event_data_id(), GAMEPAD_BUTTON_LIST[wasm::event_data_button() as usize], BUTTON_STATE_LIST[wasm::event_data_state() as usize]),
11 => Event::GamepadConnected(wasm::event_data_id()),
12 => Event::GamepadDisconnected(wasm::event_data_id()),
_ => {
Box::into_raw(app);
return;
}
};
app.event(&event);
Box::into_raw(app);
}