Files
games/crates/engines/engine-v1-sdl/src/runtime.rs

183 lines
9.0 KiB
Rust

// file: crates/engines/engine-v1-sdl/src/runtime.rs
// version: 9
/// Minimal SDL3 runtime used by Desktop and Android POC runners.
pub struct SdlRuntime {
title: std::string::String,
width: u32,
height: u32,
frame_duration: std::time::Duration,
}
impl SdlRuntime {
/// Creates a minimal SDL3 runtime configuration.
#[must_use]
pub fn new(title: impl std::convert::Into<std::string::String>, width: u32, height: u32, frame_duration: std::time::Duration) -> Self {
return Self { title: title.into(), width, height, frame_duration };
}
/// Runs a game until the user closes the window or presses Escape.
pub fn run<G>(&self, game: &mut G) -> std::result::Result<(), std::string::String>
where
G: engine_v1_common::EngineGame,
{
let sdl = match sdl3::init() {
std::result::Result::Ok(value) => value,
std::result::Result::Err(error) => return std::result::Result::Err(error.to_string()),
};
let video = match sdl.video() {
std::result::Result::Ok(value) => value,
std::result::Result::Err(error) => return std::result::Result::Err(error.to_string()),
};
let window = match video.window(&self.title, self.width, self.height).position_centered().resizable().build() {
std::result::Result::Ok(value) => value,
std::result::Result::Err(error) => return std::result::Result::Err(error.to_string()),
};
let mut canvas = window.into_canvas();
let mut events = match sdl.event_pump() {
std::result::Result::Ok(value) => value,
std::result::Result::Err(error) => return std::result::Result::Err(error.to_string()),
};
let mut runner = engine_v1_common::FixedStepRunner::new(self.frame_duration);
let mut gesture_start: Option<engine_v1_common::PointerState> = None;
let mut pointer = engine_v1_common::PointerState::inactive();
tracing::info!(title = %self.title, width = self.width, height = self.height, "SDL3 runtime started");
'running: loop {
let mut input = engine_v1_common::InputState::none().with_pointer(pointer);
for event in events.poll_iter() {
match event {
sdl3::event::Event::Quit { .. } => break 'running,
sdl3::event::Event::KeyDown { keycode: Some(sdl3::keyboard::Keycode::Escape), .. } => break 'running,
sdl3::event::Event::KeyDown { keycode: Some(sdl3::keyboard::Keycode::Left), repeat: false, .. } => {
input = input.with_action(engine_v1_common::GameAction::Left, true);
},
sdl3::event::Event::KeyDown { keycode: Some(sdl3::keyboard::Keycode::Right), repeat: false, .. } => {
input = input.with_action(engine_v1_common::GameAction::Right, true);
},
sdl3::event::Event::KeyDown { keycode: Some(sdl3::keyboard::Keycode::Up), repeat: false, .. } => {
input = input.with_action(engine_v1_common::GameAction::Up, true);
},
sdl3::event::Event::KeyDown { keycode: Some(sdl3::keyboard::Keycode::Down), repeat: false, .. } => {
input = input.with_action(engine_v1_common::GameAction::Down, true);
},
sdl3::event::Event::MouseButtonDown { mouse_btn: sdl3::mouse::MouseButton::Left, x, y, .. } => {
pointer = normalize_mouse_pointer(&canvas, true, x, y);
gesture_start = Some(pointer);
input = input.with_pointer(pointer).with_action(engine_v1_common::GameAction::Primary, true);
},
sdl3::event::Event::MouseButtonUp { mouse_btn: sdl3::mouse::MouseButton::Left, x, y, .. } => {
let released = normalize_mouse_pointer(&canvas, false, x, y);
input = apply_swipe_direction(input, gesture_start, released);
gesture_start = None;
pointer = released;
input = input.with_pointer(pointer);
},
sdl3::event::Event::MouseMotion { x, y, .. } if pointer.active() => {
pointer = normalize_mouse_pointer(&canvas, true, x, y);
input = input.with_pointer(pointer);
},
sdl3::event::Event::FingerDown { x, y, .. } => {
pointer = engine_v1_common::PointerState::normalized(true, x, y);
gesture_start = Some(pointer);
input = input.with_pointer(pointer).with_action(engine_v1_common::GameAction::Primary, true);
},
sdl3::event::Event::FingerMotion { x, y, .. } => {
pointer = engine_v1_common::PointerState::normalized(true, x, y);
input = input.with_pointer(pointer);
},
sdl3::event::Event::FingerUp { x, y, .. } => {
let released = engine_v1_common::PointerState::normalized(false, x, y);
input = apply_swipe_direction(input, gesture_start, released);
gesture_start = None;
pointer = released;
input = input.with_pointer(pointer);
},
sdl3::event::Event::FingerCanceled { x, y, .. } => {
gesture_start = None;
pointer = engine_v1_common::PointerState::normalized(false, x, y);
input = input.with_pointer(pointer);
},
_ => {},
}
}
runner.tick(game, input);
match render_scene(&mut canvas, game.scene()) {
std::result::Result::Ok(()) => {},
std::result::Result::Err(error) => return std::result::Result::Err(error),
}
std::thread::sleep(self.frame_duration);
}
tracing::info!(frames = runner.next_frame_index(), "SDL3 runtime stopped");
return std::result::Result::Ok(());
}
}
fn normalize_mouse_pointer(canvas: &sdl3::render::WindowCanvas, active: bool, x: f32, y: f32) -> engine_v1_common::PointerState {
let (width, height) = canvas.window().size();
if width == 0 || height == 0 {
return engine_v1_common::PointerState::normalized(active, 0.0, 0.0);
}
return engine_v1_common::PointerState::normalized(active, x / width as f32, y / height as f32);
}
fn render_scene(canvas: &mut sdl3::render::WindowCanvas, scene: engine_v1_common::EngineScene) -> std::result::Result<(), std::string::String> {
let background = scene.background();
canvas.set_draw_color(sdl3::pixels::Color::RGBA(background.red(), background.green(), background.blue(), background.alpha()));
canvas.clear();
let (width, height) = match canvas.output_size() {
std::result::Result::Ok(value) => value,
std::result::Result::Err(error) => return std::result::Result::Err(error.to_string()),
};
for rectangle in scene.rectangles() {
let rectangle = match rectangle {
Some(value) => *value,
None => continue,
};
let color = rectangle.color();
let rect = rectangle.rect();
canvas.set_draw_color(sdl3::pixels::Color::RGBA(color.red(), color.green(), color.blue(), color.alpha()));
let physical = sdl3::render::FRect::new(rect.x() * width as f32, rect.y() * height as f32, rect.width() * width as f32, rect.height() * height as f32);
match canvas.fill_rect(physical) {
std::result::Result::Ok(()) => {},
std::result::Result::Err(error) => return std::result::Result::Err(error.to_string()),
}
}
canvas.present();
return std::result::Result::Ok(());
}
const SWIPE_DIRECTION_THRESHOLD: f32 = 0.04;
fn apply_swipe_direction(
mut input: engine_v1_common::InputState,
start: Option<engine_v1_common::PointerState>,
end: engine_v1_common::PointerState,
) -> engine_v1_common::InputState {
let start = match start {
Some(value) => value,
None => return input,
};
let horizontal = end.x() - start.x();
let vertical = end.y() - start.y();
let dominant = horizontal.abs().max(vertical.abs());
if dominant < SWIPE_DIRECTION_THRESHOLD {
return input;
}
if horizontal.abs() >= vertical.abs() {
if horizontal < 0.0 {
input = input.with_action(engine_v1_common::GameAction::Left, true);
} else {
input = input.with_action(engine_v1_common::GameAction::Right, true);
}
} else if vertical < 0.0 {
input = input.with_action(engine_v1_common::GameAction::Up, true);
} else {
input = input.with_action(engine_v1_common::GameAction::Down, true);
}
return input;
}
#[cfg(test)]
#[path = "../unit_tests/swipe.rs"]
mod swipe_tests;