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//! In order to get the crate running, you have to copy `msvc` folder and `build.rs` from crates //! [repository](https://github.com/jakubDoka/rustbatch) //! and place it into root of your project. //! # RustBatch //! This crate provides some performant tools for building big 2D games that deals with huge amount of entities. //! So far crate contains: //! - OpenGl abstraction based around batching. //! - Collision scanner that provides fast collision detection for couple thousand entities //! - Multithreaded pathfinder that has no problems ewen with 1000 X 1000 tile-maps //! - Math module that contains structs like Matrix, Vector or Rectangle //! - Custom per-batch vertex and fragment shader also supported //! - Sprite packing so you can take advantage of batching as match as you can //! # Warming //! Important thing to note is that some functions from render module are calling functions and //! using enums from gl crate. Functions has to be loaded first witch you achieve by creating //! window. //! # Example //! ``` //!extern crate rustbatch; //! //!use rustbatch::{sdl2, image, gl}; //!use rustbatch::debug::FPS; //!use rustbatch::{Window, Texture, Sprite, Batch}; //!use rustbatch::{Mat, Vect}; //!use rustbatch::render::texture::TextureConfig; //!use rustbatch::rgba::WHITE; //! //!fn main() { //! // creating window to draw to and event pump to read input. Ignore //! // gl var, it cannot be dropped otherwise rendering will not work so just leave it be //! //! //! let (mut window, mut event_pump, _gl, _sdl, _video_subsystem) = Window::new(|sys| { //! sys.window("rusty batch", 400, 400) //! .opengl() //! .resizable() //! .build() //! .unwrap() //! }); //! //! window.set_background_color(&[0.5f32, 0.5f32, 0.5f32, 1f32]); //gray background //! //! // This is wrapped opengl texture object //! let texture = Texture::new( //! "C:/Users/jakub/Documents/programming/rust/src/rustbatch/assets/logo.png", //! TextureConfig::DEFAULT, //! ).unwrap(); //! //! // Creating sprite. Notice that sprite is just collection of points and it cannot be directly //! // drawn to window //! let mut sprite = Sprite::new(texture.frame()); //! //! // On the other hand batch owns texture witch can be drawn to window //! let mut batch = Batch::new(texture); //! //! // this is just a little helper //! let mut fps = FPS::new(1f32); //! //! 'main: loop { //! //polling events //! for event in event_pump.poll_iter() { //! match event { //! // break loop if X button on window is pressed //! sdl2::event::Event::Quit { .. } => break 'main, //! _ => {} //! } //! } //! //! // i hope you know how to get delta on your own but fps returns is as bonus if you supply //! // 0f32 as delta //! let _delta = fps.increase(0f32); //! //! window.clear(); //! //! // drawing sprite to batch //! // texture color is multiplied by inputted color //! sprite.draw(&mut batch, Vect::ZERO, Vect::mirror(1f32), 0f32, &WHITE); //! //! // drawing batch to window //! batch.draw(&mut window.canvas); //! //! // Don't forget to clear batch if you not planning to use it as canvas, //! // after all drawing sprites to batch takes some time //! batch.clear(); //! //! // finishing with window update so you can se it changing //! window.update(); //! } //!} //! ``` /// math::vect::vect constructor that works on any type of number #[macro_export] macro_rules! vect { ($x: expr, $y: expr) => { Vect { x: $x as f32, y: $y as f32} } } /// math::rect::Rect constructor that works on any type of number #[macro_export] macro_rules! rect { ($x: expr, $y: expr, $x1: expr, $y1: expr) => { Rect{ min: Vect { x: $x as f32, y: $y as f32, }, max: Vect { x: $x1 as f32, y: $y1 as f32, }, } } } /// math::circle::Circ constructor that works on any type of number #[macro_export] macro_rules! circ { ($x: expr, $y: expr; $r: expr) => { Circ{ c: Vect { x: $x as f32, y: $y as f32, }, r: $r as f32, } }; } /// math::raycast::Ray constructor that works on any type of number #[macro_export] macro_rules! ray { ($ox: expr, $oy: expr, $vx: expr, $vy: expr) => { Ray { o: Vect { x: $ox as f32, y: $oy as f32, }, v: Vect { x: $vx as f32, y: $vy as f32, }, } } } /// math::curve::Curve constructor that works on any type of number #[macro_export] macro_rules! curve { ($ax: expr, $ay: expr; $ahx: expr, $ahy: expr; $bx: expr, $by: expr; $bhx: expr, $bhy: expr) => { Curve { a: Vect {x: $ax as f32, y: $ay as f32}, a_handle: Vect {x: $ahx as f32, y: $ahy as f32}, b: Vect {x: $bx as f32, y: $by as f32}, b_handle: Vect {x: $bhx as f32, y: $bhy as f32}, placeholder: false, } } } /// clamp clamps any types that can be compared #[macro_export] macro_rules! clamp { ($a: expr, $min: expr, $max: expr) => { if $a < $min { $min } else if $a > $max { $max } else { $a } }; } pub mod images; pub mod render; pub mod debug; pub mod math; pub mod entities; pub use sdl2; pub use image; pub use gl; pub use rand; pub use debug::FPS; pub use render::{window::Window, texture::{ Texture, TextureConfig, TextureSize}, sprite::Sprite, batch::Batch, canvas::Canvas, buffer::Buffer, program::Program, shader::Shader}; pub use entities::{pathfinder::PathFinder, predict, storage::ComponentArray, timer::Timer, detection::{quadmap::QuadMap, spatial_hash::SpatialHasher}}; pub use images::Sheet; pub use math::{mat::Mat, rgba, vect::Vect, rect::Rect, curve::Curve, base::Base, angle, circle::Circ, raycast::Ray, Intersection, IntersectionPoints};