summaryrefslogtreecommitdiff
path: root/graphics/src/lib.rs
blob: a9567eb2b8d5d3ae0c5290790ac022722b0984a4 (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
//! The `graphics` crate contains the core functionality for
//! rendering using the `raylib` library.

use std::cell::RefCell;

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

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

mod audio;
mod render;

/// The `KeyCode` type represents different keys being pressed on the users keyboard
pub use raylib::consts::KeyboardKey as KeyCode;

/// 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>;

/// The `Window` type represents the game window
#[derive(Debug)]
pub struct Window {
	// persistant renderer
	renderer: Renderer,
	// core raylib handles
	handle: RefCell<RaylibHandle>,
	thread: RaylibThread,
	// audio data/subsystem
	audio: Audio,
}
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) -> crate::Result<Self> {
		let (mut handle, thread) = raylib::init()
			.size(width, height)
			.title(title)
			.resizable()
			.log_level(TraceLogLevel::LOG_WARNING)
			.vsync()
			.build();

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

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

		Ok(Self {
			handle: RefCell::new(handle),
			thread,
			renderer,
			audio,
		})
	}

	/// 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()
	}

	/// Draws the next ingame frame
	///
	/// # Examples
	/// ```no_run
	/// use graphics::Window;
	/// use dungeon::Dungeon;
	///
	/// let dungeon = Dungeon::new();
	/// let mut window = Window::new(800, 600, "Dungeon Crawl").unwrap();
	/// window.draw_frame(&dungeon);
	/// ```
	pub fn draw_frame(&mut self, dungeon: &Dungeon) {
		self.renderer
			.draw_frame(self.handle.get_mut(), &self.thread, dungeon);
	}

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

	/// 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<KeyCode> {
		// We dont want to require a mutable reference
		// to read the last key pressed
		self.handle
			.try_borrow_mut()
			.ok()
			.and_then(|mut h| h.get_key_pressed())
	}

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