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extern crate sdl2;
use sdl2::render::Canvas;
use sdl2::video::Window;
use drawable::{DrawSettings, Drawable, Position, State};
#[allow(missing_docs)]
pub trait Layerable: Drawable {
fn as_drawable(&self) -> &dyn Drawable;
fn as_drawable_mut(&mut self) -> &mut dyn Drawable;
}
impl<T: Drawable> Layerable for T {
fn as_drawable(&self) -> &dyn Drawable {
self
}
fn as_drawable_mut(&mut self) -> &mut dyn Drawable {
self
}
}
pub struct Layered {
update_seq: bool,
content: Vec<Box<dyn Layerable>>,
}
impl Layered {
pub fn new(update_seq: bool, content: Vec<Box<dyn Layerable>>) -> Layered {
Layered {
content,
update_seq,
}
}
}
impl Drawable for Layered {
fn content(&self) -> Vec<&dyn Drawable> {
self.content.iter().map(|x| x.as_drawable()).collect()
}
fn content_mut(&mut self) -> Vec<&mut dyn Drawable> {
self.content
.iter_mut()
.map(|x| x.as_drawable_mut())
.collect()
}
fn draw(&self, canvas: &mut Canvas<Window>, pos: &Position, settings: DrawSettings) {
for obj in &self.content {
obj.draw(canvas, pos, settings);
}
}
fn step(&mut self) {
let mut any_stepped = false;
for item in &mut self.content {
if item.state() == State::Working {
item.step();
any_stepped = true;
if self.update_seq {
return;
}
}
}
if !any_stepped {
for item in &mut self.content {
if item.state() == State::Final {
item.step();
}
}
}
}
fn state(&self) -> State {
self.content
.iter()
.map(|x| x.state())
.min()
.unwrap_or(State::Hidden)
}
}