summaryrefslogtreecommitdiff
path: root/graphics/src/lib.rs
blob: 0fdcedb23f202e65181c69828b87f5b2d8f3f976 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
//! The `graphics` crate contains the core functionality for
//! rendering using the `raylib` library.

use std::time::Duration;

use dungeon::Dungeon;
use raylib::prelude::*;

use crate::audio::Audio;
use crate::render::Renderer;

mod audio;
mod render;
mod timer;

/// The `Error` type used within this crate
pub type Error = Box<dyn std::error::Error>;

/// The `Result` type used witin this crate
pub type Result<T> = std::result::Result<T, crate::Error>;

#[repr(u8)]
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum Key {
	// Movement
	W,
	A,
	S,
	D,
	// Movement (Arrow)
	Up,
	Down,
	Left,
	Right,
	// Interact
	Return,
	// Debug keys
	F3,
	F4,
	// Unknown/Unused key
	Unknown(KeyboardKey),
}
impl From<KeyboardKey> for Key {
	fn from(key: KeyboardKey) -> Self {
		use KeyboardKey as K;
		match key {
			// Movement
			K::KEY_W => Self::W,
			K::KEY_A => Self::A,
			K::KEY_S => Self::S,
			K::KEY_D => Self::D,
			// Movement (Arrow)
			K::KEY_UP => Self::Up,
			K::KEY_DOWN => Self::Down,
			K::KEY_LEFT => Self::Left,
			K::KEY_RIGHT => Self::Right,
			// Interact
			K::KEY_ENTER => Self::Return,
			// Debug keys
			K::KEY_F3 => Self::F3,
			K::KEY_F4 => Self::F4,
			// Unknown/Unused key
			_ => Self::Unknown(key),
		}
	}
}
impl From<Key> for KeyboardKey {
	fn from(key: Key) -> Self {
		match key {
			// Movement
			Key::W => Self::KEY_W,
			Key::A => Self::KEY_A,
			Key::S => Self::KEY_S,
			Key::D => Self::KEY_D,
			// Movement (Arrow)
			Key::Up => Self::KEY_UP,
			Key::Down => Self::KEY_DOWN,
			Key::Left => Self::KEY_LEFT,
			Key::Right => Self::KEY_RIGHT,
			// Interact
			Key::Return => Self::KEY_ENTER,
			// Debug keys
			Key::F3 => Self::KEY_F3,
			Key::F4 => Self::KEY_F4,
			// Unknown/Unused key
			Key::Unknown(k) => k,
		}
	}
}

/// The `WindowBuilder` type allows setting partial options for the window
pub struct WindowBuilder<'a> {
	title: &'a str,
	width: u16,
	height: u16,
	vsync: bool,
	verbose: bool,
}
impl<'a> WindowBuilder<'a> {
	/// Default window builder
	pub const fn new() -> Self {
		Self {
			title: "Dungeon Crawl",
			width: render::RENDER_WIDTH,
			height: render::RENDER_HEIGHT,
			vsync: false,
			verbose: false,
		}
	}

	/// Set the window title
	pub const fn title(&mut self, title: &'a str) -> &mut Self {
		self.title = title;
		self
	}

	/// Set the default window width
	pub const fn width(&mut self, width: u16) -> &mut Self {
		self.width = width;
		self
	}

	/// Set the default window height
	pub const fn height(&mut self, height: u16) -> &mut Self {
		self.height = height;
		self
	}

	/// Toggle vsync support
	pub const fn vsync(&mut self, vsync: bool) -> &mut Self {
		self.vsync = vsync;
		self
	}

	/// Toggle verbose logging
	pub const fn verbose(&mut self, verbose: bool) -> &mut Self {
		self.verbose = verbose;
		self
	}

	/// Build the window
	pub fn build(&self) -> crate::Result<Window> {
		let mut builder = raylib::init();

		// Set raylib args from builder
		builder.size(self.width.into(), self.height.into());
		builder.title(self.title);
		builder.resizable();
		if self.vsync {
			builder.vsync();
		}
		if self.verbose {
			builder.log_level(TraceLogLevel::LOG_INFO);
		} else {
			builder.log_level(TraceLogLevel::LOG_WARNING);
		}

		let (mut handle, thread) = builder.build();
		if !handle.is_window_ready() {
			return Err("Raylib window not ready!".into());
		}

		// update window min size
		handle.set_window_min_size(self.width.into(), self.height.into());

		// load audio
		let audio = Audio::load()?;

		// load renderer
		let renderer = Renderer::new(&mut handle, &thread)?;

		Ok(Window {
			renderer,
			handle,
			thread,
			audio,
		})
	}
}
impl Default for WindowBuilder<'_> {
	fn default() -> Self {
		Self::new()
	}
}

/// The `Window` type represents the game window
pub struct Window {
	// persistant renderer
	renderer: Renderer,
	// core raylib handles
	handle: RaylibHandle,
	thread: RaylibThread,
	// audio data/subsystem
	audio: Audio,
}
impl Window {
	/// Returns if the window should be closed.
	/// This usually means the 'x' button has been pressed.
	pub fn is_open(&self) -> bool {
		!self.handle.window_should_close()
	}

	/// Draws the next ingame frame
	pub fn draw_frame(&mut self, dungeon: &Dungeon) {
		self.renderer
			.draw_frame(&mut self.handle, &self.thread, dungeon);
	}

	/// Toggles the debug UI
	pub const fn toggle_debug(&mut self) {
		self.renderer.toggle_debug();
	}

	/// Returns the per frame delta time
	pub const fn delta_time(&self) -> Duration {
		self.renderer.delta_time()
	}

	/// Returns if the provided `Key` has just been pressed
	pub fn is_key_pressed(&self, key: Key) -> bool {
		self.handle.is_key_pressed(key.into())
	}

	/// Returns if the provided `Key` has just been released
	pub fn is_key_released(&self, key: Key) -> bool {
		self.handle.is_key_released(key.into())
	}

	/// Returns if the provided `Key` is NOT currently pressed
	pub fn is_key_up(&self, key: Key) -> bool {
		self.handle.is_key_up(key.into())
	}

	/// Returns if the provided `Key` is currently pressed
	pub fn is_key_down(&self, key: Key) -> bool {
		self.handle.is_key_down(key.into())
	}

	/// Get audio data for the window
	pub const fn audio(&self) -> &Audio {
		&self.audio
	}
}