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b/src/main.rs @@ -1,167 +1,150 @@ -use sdl3::event::Event; -use sdl3::keyboard::Keycode; -use sdl3::pixels::Color; -use sdl3::render::{FPoint, WindowCanvas}; +use ggez::conf::WindowMode; +use ggez::event::{self, EventHandler}; +use ggez::graphics::{self, Color, DrawParam, Image, ImageFormat}; +use ggez::input::keyboard::KeyCode::X; +use ggez::{Context, ContextBuilder, GameResult}; use std::f32::consts::PI; use std::ops::{Mul, Neg, Rem, Sub}; -use std::sync::mpsc; -use std::thread; -use std::thread::JoinHandle; -use std::time::{Duration, Instant}; -use sdl3::libc::printf; +use std::time::Instant; const SIZE: u32 = 500; const SIZE_F: f32 = 500.0; const ARC: f32 = SIZE_F * 2.0 * PI; -pub fn main() { - let mut point_a = Vector2::new(0.0, 0.0); - let mut point_b = Vector2::new(SIZE_F, 0.0); - - let mut selection = 1; - - let sdl_context = sdl3::init().unwrap(); - let video_subsystem = sdl_context.video().unwrap(); - - let window = video_subsystem - .window("Point interaction", SIZE * 2, SIZE * 2) - .position_centered() +fn main() { + // Make a Context. + let (mut ctx, event_loop) = ContextBuilder::new("Point interaction", "YaslePoy") + .window_mode( + WindowMode::default() + .resizable(false) + .dimensions(SIZE_F * 2.0, SIZE_F * 2.0), + ) .build() - .unwrap(); + .expect("aieee, could not create ggez context!"); - let mut canvas = window.clone().into_canvas(); + // Create an instance of your event handler. + // Usually, you should provide it with the Context object to + // use when setting your game up. + let my_game = MyGame::new(&mut ctx); - sdl_context.mouse().show_cursor(false); - sdl_context.mouse().capture(true); - sdl_context - .mouse() - .warp_mouse_in_window(&window, SIZE_F, SIZE_F); + // Run! + event::run(ctx, event_loop, my_game); +} - canvas.set_draw_color(Color::RGB(0, 0, 0)); - canvas.clear(); - canvas.present(); - let mut event_pump = sdl_context.event_pump().unwrap(); - let time = Instant::now(); - let mut count = 0; +struct MyGame { + display: Image, + raw_view: Vec, + point_a: Vector2, + point_b: Vector2, + require_draw: bool, +} - let mut ready_points: Vec<(FPoint, u8)> = vec![]; +impl MyGame { + pub fn new(_ctx: &mut Context) -> MyGame { + // Load/create resources such as images here. + let mut raw = vec![0; (SIZE * SIZE * 16) as usize]; + let mut point_a = Vector2::new(0.0, 0.0); + let mut point_b = Vector2::new(200.0, 200.0); - 'running: loop { - canvas.set_draw_color(Color::RGB(0, 0, 0)); - canvas.clear(); + let a = point_a.to_cartesian().to_sdl(); + let b = point_b.to_cartesian().to_sdl(); - for event in event_pump.poll_iter() { - match event { - Event::Quit { .. } - | Event::KeyDown { - keycode: Some(Keycode::Escape), - .. - } => break 'running, - Event::KeyDown { - keycode: Some(Keycode::_1), - .. - } => { - selection = 1; - } - Event::KeyDown { - keycode: Some(Keycode::_2), - .. - } => { - selection = 2; - } - Event::KeyDown { - keycode: Some(Keycode::X), - .. - } => { - let a_clone = point_a.clone(); - let b_clone = point_b.clone(); - let timer = Instant::now(); - ready_points.clear(); - for x in (-(SIZE as i32))..(SIZE as i32) { - for y in (-(SIZE as i32))..(SIZE as i32) { - let pt = Vector2::new(x as f32, y as f32); - - if x == 0 && y == 0 { - println!("0-0"); - } - - if pt.eq(&a_clone) || pt.eq(&b_clone) { - continue; - } - let dist_a = pt.distance(&(a_clone)); + draw_to_raw(a.0 as u32, a.1 as u32, Color::WHITE, &mut raw); + draw_to_raw(b.0 as u32, b.1 as u32, Color::WHITE, &mut raw); + MyGame { + display: Image::from_pixels( + _ctx, + &raw, + ImageFormat::Rgba8UnormSrgb, + SIZE * 2, + SIZE * 2, + ), + raw_view: raw, + point_a, + point_b, + require_draw: false + } + } +} - // if dist_a > 100.0 { - // continue; - // } - let ratio = (256.0 - (dist_a / (SIZE_F * PI)).powf(0.3) * 256.0) as u8; - - ready_points.push((pt.to_cartesian().to_sdl(), ratio)); - } +pub fn draw_to_raw(x: u32, y: u32, color: Color, field: &mut Vec) { + let (r, g, b, a) = color.to_rgba(); + let offset = (SIZE * 8 * y + x * 4) as usize; + field[offset] = r; + field[offset + 1] = g; + field[offset + 2] = b; + field[offset + 3] = a; +} + +impl EventHandler for MyGame { + fn update(&mut self, _ctx: &mut Context) -> GameResult { + // Update code here... + if _ctx.keyboard.is_key_just_pressed(X) { + + let mut ready_points: Vec<((u32, u32), u8)> = vec![]; + + let a_clone = self.point_a.clone(); + let b_clone = self.point_b.clone(); + let timer = Instant::now(); + ready_points.clear(); + + for x in (-(SIZE as i32))..(SIZE as i32) { + for y in (-(SIZE as i32))..(SIZE as i32) { + let pt = Vector2::new(x as f32, y as f32); + + if x == 0 && y == 0 { + println!("0-0"); } - println!("end"); - println!("{}", timer.elapsed().as_millis()); + + if pt.eq(&a_clone) || pt.eq(&b_clone) { + continue; + } + let dist_a = pt.distance(&(a_clone)); + let dist_b = pt.distance(&(b_clone)); + let delta = (dist_a - dist_b).abs(); + + if delta > 300.0 { + continue; + } + + let ratio = (256.0 - (delta / 100.0).powf(0.3) * 256.0) as u8; + + ready_points.push((pt.to_cartesian().to_sdl(), ratio)); } - Event::KeyDown { - keycode: Some(Keycode::D), - .. - } => { - println!("Debug") - } - // Event::MouseMotion { .. } => { - // if let Event::MouseMotion { - // timestamp: _, - // window_id: _, - // which: _, - // mousestate: _, - // x, - // y, - // xrel, - // yrel, - // } = event - // { - // let mut cursor: &mut Point2D; - // if selection == 1 { - // cursor = line.a; - // } else { - // cursor = line.b; - // } - // - // cursor += (xrel, yrel); - // cursor.optimize(); - // cursor = &mut cursor.abs(); - // } - // } - _ => {} + } + println!("end"); + println!("{}", timer.elapsed().as_millis()); + + for ready_point in ready_points { + draw_to_raw( + ready_point.0.0, + ready_point.0.1, + Color::from_rgba(u8::MAX, u8::MAX, u8::MAX, ready_point.1), + &mut self.raw_view, + ); + self.require_draw = true } } + Ok(()) + } - sdl_context - .mouse() - .warp_mouse_in_window(&window, SIZE_F, SIZE_F); - // The rest of the game loop goes here... - - count += 1; - - canvas.set_draw_color(Color::WHITE); - point_a.draw(&mut canvas); - point_b.draw(&mut canvas); - - for ready_point in &ready_points { - canvas.set_draw_color(Color::from(( - ready_point.1, - ready_point.1, - ready_point.1, - ))); - canvas.draw_point(ready_point.0).unwrap() + fn draw(&mut self, ctx: &mut Context) -> GameResult { + let mut canvas = graphics::Canvas::from_frame(ctx, Color::BLACK); + // Draw code here... + if self.require_draw { + self.display = Image::from_pixels( + ctx, + &*self.raw_view, + ImageFormat::Rgba8UnormSrgb, + SIZE * 2, + SIZE * 2, + ); + self.require_draw = false; } - canvas.present(); - - if count == 10000 { - println!("Time for 10000 is {} ms", time.elapsed().as_millis()); - } - - thread::sleep(Duration::new(0, 1_000_000_000u32 / 600)); + + canvas.draw(&self.display, DrawParam::default()); + canvas.finish(ctx) } } @@ -259,18 +242,17 @@ impl Vector2 { Vector2::new(x, y) } - pub fn to_sdl(&self) -> FPoint { - FPoint::new(self.x + SIZE_F, self.y + SIZE_F) + pub fn to_sdl(&self) -> (u32, u32) { + ((self.x + SIZE_F) as u32, (self.y + SIZE_F) as u32) } pub fn from_sdl(x: f32, y: f32) -> Vector2 { Vector2::new(x - SIZE_F, y - SIZE_F) } - pub fn draw(&self, canvas: &mut WindowCanvas) { + pub fn draw(&self, canvas: &mut Vec) { let polar = self.to_cartesian(); let sdl_point = polar.to_sdl(); - canvas.draw_point(sdl_point).unwrap(); } fn lapped(l: f32) -> f32 { @@ -318,11 +300,6 @@ impl Vector2 { Vector2::new_with_spin(x, y, self.orientation.clone()) } - pub fn draw_point(canvas: &mut WindowCanvas, points: &Vec) { - // canvas.draw_points(&points).unwrap() - canvas.draw_points(&points[..]).unwrap(); - } - pub fn eq(&self, point: &Vector2) -> bool { (self.x.abs() - point.x.abs()).abs() < 0.1 && (self.y.abs() - point.y.abs()).abs() < 0.1 } @@ -474,14 +451,6 @@ impl Clone for Vector2 { } } -struct Line2D<'a> { - a: &'a mut Vector2, - b: &'a mut Vector2, - ending: Color, - fill: Color, - segments: u32, -} - impl Sub for Vector2 { type Output = Self; fn sub(self, rhs: Self) -> Self::Output { @@ -496,43 +465,3 @@ impl Mul for Vector2 { Vector2::new_with_spin(self.x * rhs, self.y * rhs, self.orientation) } } - -impl<'a> Line2D<'a> { - pub fn new(a: &'a mut Vector2, b: &'a mut Vector2) -> Self { - Self { - a, - b, - ending: Color::WHITE, - fill: Color::YELLOW, - segments: 13, - } - } - - pub fn draw_two_side<'b>(&'a self, canvas: &mut WindowCanvas) { - let distance: f32; - distance = self.b.distance(self.a); - let alt_distance = distance; - println!("distance: {}", distance); - let a_abs = self.a.optimized(); - let b_abs = self.b.optimized(); - let main_vector = (b_abs - a_abs).normalized(); - let vec_positive = main_vector.clone() * (distance / self.segments as f32); - let vec_negative = main_vector * (-alt_distance / self.segments as f32); - - let mut cursor = self.a.clone(); - let mut cursor_negative = cursor.clone(); - canvas.set_draw_color(self.fill); - - for _i in 1..self.segments { - cursor.add(vec_positive.x, vec_positive.y); - cursor.optimize(); - cursor.draw(canvas); - cursor_negative.add(vec_negative.x, -vec_negative.y); - cursor_negative.optimize(); - cursor_negative.draw(canvas); - } - canvas.set_draw_color(self.ending); - self.a.draw(canvas); - self.b.draw(canvas); - } -}