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use crate::color::*; use crate::texture::PIXEL_SIZE; use crate::utility::unordered_tracker::*; use cgmath::*; // //////////////////////////////////////////////////////// // Window // //////////////////////////////////////////////////////// /// Configuration settings for the window. #[derive(Debug, Clone)] pub struct WindowSettings { /// The title of the window. pub title: String, /// The size of the window. pub size: Vector2<i32>, /// Flag for if the window is resizable. pub resizable: bool, } // //////////////////////////////////////////////////////// // Audio // //////////////////////////////////////////////////////// // TODO: Audio // //////////////////////////////////////////////////////// // Batch // //////////////////////////////////////////////////////// /// Token to reference a batch with. #[derive(Copy, Clone, Debug)] pub struct BatchToken { key: Key<BatchToken>, } impl BatchToken { pub(crate) fn new(key: Key<BatchToken>) -> BatchToken { BatchToken { key: key, } } pub(crate) fn key(&self) -> Key<BatchToken> { self.key } } /// Configuration settings for a batch. #[derive(Copy, Clone, Debug)] pub struct BatchSettings { /// The translation of the batch. pub translation: Vector2<f32>, /// The zoom level of the batch. This is 1.0 by default, meaning 1 pixel takes up 1x1 pixels on /// screen. pub scale: f32, /// Rotation is measured in turns from [0, 1). Values outside of the range are wrapped into the /// range. For example, 1.75 is wrapped into 0.75, -0.4 is wrapped into 0.6. pub rotation: f32, /// If the renderer should render this batch or not. pub visible: bool, } impl Default for BatchSettings { fn default() -> BatchSettings { BatchSettings { translation: Vector2::new(0.0, 0.0), scale: 1.0, rotation: 0.0, visible: true, } } } // //////////////////////////////////////////////////////// // Sprite // //////////////////////////////////////////////////////// /// Configuration settings for a sprite. #[repr(C)] #[derive(Debug, Copy, Clone)] pub struct Sprite { /// Position of the sprite. The X and Y coordinates represent the bottom left corner of the /// sprite. The Z coordinate represents sprite depth. Units are measured in pixels. pub pos: Vector3<f32>, /// Units are measured in pixels. pub size: Vector2<u16>, /// Texture to apply to the sprite. The default is a plain white texture. pub texture: Texture, /// Color multiplier to apply to the sprite. The default is white. pub color: RGBA8, /// Rotation of the sprite. Units are 1/65536th of a turn. pub rotation: u16, } impl Default for Sprite { fn default() -> Sprite { Sprite { pos: Vector3::new(0.0, 0.0, 0.0), size: Vector2::new(100, 100), texture: Texture::default(), color: WHITE, rotation: 0, } } } impl Sprite { pub fn new( pos: Vector3<f32>, size: Vector2<f32>, texture: Texture, color: RGBA8, rotation: f32, ) -> Sprite { Sprite { pos: pos, size: { let x = (size.x as u32) & 0xFFFF; let y = (size.y as u32) & 0xFFFF; Vector2::new(x as u16, y as u16) }, texture: texture, color: color, rotation: (rotation.fract() * 65536.0) as u16, } } } // //////////////////////////////////////////////////////// // Text // //////////////////////////////////////////////////////// /// Token to reference a font with. #[derive(Copy, Clone, Debug)] pub struct FontToken { key: usize, } impl FontToken { pub(crate) fn new(key: usize) -> FontToken { FontToken { key: key, } } pub(crate) fn key(&self) -> usize { self.key } } impl Default for FontToken { // The engine default font. fn default() -> FontToken { FontToken { key: 0, } } } /// Configuration settings for text. #[derive(Clone, Debug)] pub struct Text { /// Text that's being drawn. pub string: String, /// Position of the text. The X and Y coordinates represent the bottom left corner of the text. /// The Z coordinate represents sprite depth. Units are measured in pixels. pub pos: Vector3<f32>, /// Max width of the text before it's pushed to a new line. If this is set to None, it will /// not wrap text to a new line. Units are measured in pixels. The default is None. pub max_width: Option<f32>, /// Amount to scale the text by as defined by the font. The default is 24. pub scale: u32, /// Color to use for the text. The default is black. pub color: RGBA8, /// Font to use for the text. This is the engine font by default. pub font: FontToken, } impl Default for Text { fn default() -> Text { Text { string: String::new(), pos: Vector3::new(0f32, 0f32, 0f32), max_width: None, scale: 24, color: BLACK, font: FontToken::default(), } } } impl Text { pub fn new( string: String, pos: Vector3<f32>, max_width: Option<f32>, scale: u32, color: RGBA8, font: FontToken, ) -> Text { Text { string: string, pos: pos, max_width: max_width, scale: scale, color: color, font: font, } } pub fn set_string(&mut self, string: &str) { self.string.clear(); self.string.push_str(&string); } } // //////////////////////////////////////////////////////// // Texture // //////////////////////////////////////////////////////// /// Token to reference a texture with. Has basic configuration settings. #[derive(Copy, Clone, Debug)] #[repr(transparent)] pub struct Texture(pub(crate) Vector4<u16>); impl Default for Texture { /// A default texture reference for a basic white square. fn default() -> Texture { Texture(Vector4::new(0, PIXEL_SIZE as u16, 0, PIXEL_SIZE as u16)) } } impl Texture { /// Mirrors the texture along the Y axis. Creates a new texture. pub fn mirror_y(&self) -> Texture { Texture(Vector4::new(self.0.y, self.0.x, self.0.z, self.0.w)) } /// Mirrors the texture along the X axis. Creates a new texture. pub fn mirror_x(&self) -> Texture { Texture(Vector4::new(self.0.x, self.0.y, self.0.w, self.0.z)) } /// Returns a sub texture from the given texture. Values are in pixels. The top left of the /// texture has the coordinates of 0, 0. /// /// Returns an error if the size is 0, or the bounds of the sub texture are outside of the /// original texture. pub fn sub_texture( &self, minx: u16, miny: u16, width: u16, height: u16, ) -> Result<Texture, &'static str> { if width == 0 || height == 0 { Err("Size must be greater than 0")? } // UV Layout: xmin xmax ymin ymax let bounds = Vector4::new( std::cmp::min(self.0.x, self.0.y), // Left std::cmp::max(self.0.x, self.0.y), // Right std::cmp::min(self.0.z, self.0.w), // Top std::cmp::max(self.0.z, self.0.w), // Bottom ); let subset = Vector4::new( bounds.x + (minx) * (PIXEL_SIZE as u16), // Left bounds.x + (minx + width) * (PIXEL_SIZE as u16), // Right bounds.z + (miny) * (PIXEL_SIZE as u16), // Top bounds.z + (miny + height) * (PIXEL_SIZE as u16), // Bottom ); if subset.x > bounds.y || subset.y > bounds.y || subset.z > bounds.w || subset.w > bounds.w { Err("Requested subtexture is outside the bounds of the source texture.")? } Ok(Texture(subset)) } }