remake with ggez

This commit is contained in:
2025-05-23 22:41:35 +03:00
parent 3f9e4ce3b8
commit 1f3c95785b
3 changed files with 3453 additions and 218 deletions
Generated
+3324 -18
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+1 -1
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@@ -4,4 +4,4 @@ version = "0.1.0"
edition = "2024"
[dependencies]
sdl3 = "0.14.19"
ggez = "0.9.3"
+112 -183
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@@ -1,82 +1,94 @@
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);
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;
let mut ready_points: Vec<(FPoint, u8)> = vec![];
'running: loop {
canvas.set_draw_color(Color::RGB(0, 0, 0));
canvas.clear();
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;
// Run!
event::run(ctx, event_loop, my_game);
}
Event::KeyDown {
keycode: Some(Keycode::_2),
..
} => {
selection = 2;
struct MyGame {
display: Image,
raw_view: Vec<u8>,
point_a: Vector2,
point_b: Vector2,
require_draw: bool,
}
Event::KeyDown {
keycode: Some(Keycode::X),
..
} => {
let a_clone = point_a.clone();
let b_clone = point_b.clone();
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);
let a = point_a.to_cartesian().to_sdl();
let b = point_b.to_cartesian().to_sdl();
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
}
}
}
pub fn draw_to_raw(x: u32, y: u32, color: Color, field: &mut Vec<u8>) {
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);
@@ -89,79 +101,50 @@ pub fn main() {
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;
}
// if dist_a > 100.0 {
// continue;
// }
let ratio = (256.0 - (dist_a / (SIZE_F * PI)).powf(0.3) * 256.0) as u8;
let ratio = (256.0 - (delta / 100.0).powf(0.3) * 256.0) as u8;
ready_points.push((pt.to_cartesian().to_sdl(), ratio));
}
}
println!("end");
println!("{}", timer.elapsed().as_millis());
}
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();
// }
// }
_ => {}
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
}
}
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()
}
canvas.present();
if count == 10000 {
println!("Time for 10000 is {} ms", time.elapsed().as_millis());
Ok(())
}
thread::sleep(Duration::new(0, 1_000_000_000u32 / 600));
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.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<u8>) {
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<FPoint>) {
// 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<f32> 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);
}
}