//! The `graphics` crate contains the core functionality for //! rendering using the `raylib` library. use std::cell::RefCell; use std::error::Error; use raylib::prelude::*; use crate::assets::{Assets, AudioData}; use crate::render::{FrameInfo, Renderer}; mod assets; mod render; /// The `KeyCode` type represents different keys being pressed on the users keyboard pub use raylib::consts::KeyboardKey as KeyCode; /// The `Window` type represents the game window #[derive(Debug)] pub struct Window { // core raylib handles handle: RefCell, thread: RaylibThread, // static assets assets: Assets, } impl Window { /// Instantiates a new window provided with the default /// window `width`, `height`, and `title`. /// /// # Examples /// ```no_run /// use graphics::Window; /// /// let window = Window::new(800, 600, "Dungeon Crawl").unwrap(); /// ``` pub fn new(width: i32, height: i32, title: &str) -> Result> { let (mut handle, thread) = raylib::init() .size(width, height) .title(title) .resizable() .log_level(TraceLogLevel::LOG_WARNING) .vsync() .build(); // we will now initalize all assets let assets = Assets::load(&mut handle, &thread)?; Ok(Self { handle: RefCell::new(handle), thread, assets, }) } /// Returns if the window should be closed. /// This usually means the 'x' button has been pressed. pub fn is_open(&self) -> bool { !self.handle.borrow().window_should_close() } /// Returns the renderer for the game /// /// # Examples /// ```no_run /// use graphics::Window; /// /// let mut window = Window::new(800, 600, "Dungeon Crawl").unwrap(); /// let mut renderer = window.renderer(); /// ``` pub fn renderer(&mut self) -> Renderer<'_> { let info = FrameInfo::new(self.handle.get_mut(), &self.assets.image); let handle = self.handle.get_mut().begin_drawing(&self.thread); Renderer::new(handle, info) } /// Returns the per frame delta time pub fn delta_time(&self) -> f32 { self.handle.borrow().get_frame_time() } /// Returns if the provided `KeyCode` has been pressed once pub fn is_key_pressed(&self, key: KeyCode) -> bool { self.handle.borrow().is_key_pressed(key) } /// Returns if the provided `KeyCode` is NOT currently pressed pub fn is_key_up(&self, key: KeyCode) -> bool { self.handle.borrow().is_key_up(key) } /// Returns if the provided `KeyCode` is currently pressed pub fn is_key_down(&self, key: KeyCode) -> bool { self.handle.borrow().is_key_down(key) } /// Get the last key pressed pub fn get_key_pressed(&self) -> Option { self.handle.borrow_mut().get_key_pressed() } /// Get audio data for the window pub fn audio(&self) -> &AudioData { &self.assets.audio } }