free-rusty-maker/src/engine/renderer/mod.rs

152 lines
4.2 KiB
Rust

use std::time::Instant;
use sfml::graphics::{Color, IntRect, RenderTarget, RenderWindow, Sprite, Text, View};
use sfml::window::{Event, Style};
use sfml::system::Vector2;
use crate::engine::font::{Font, FontManager};
use crate::engine::scene::Scene;
use crate::engine::texture::{Texture, TextureManager};
/// Our custom drawable trait.
pub trait Drawable {
/// Returns the texture of the drawable.
fn texture(&self) -> Texture;
/// Returns the coordinates to use on the texture.
fn texture_rect(&self) -> IntRect;
/// Returns the position on which the drawable should be drawn.
fn position(&self) -> Vector2<f32>;
}
/// The game window.
pub struct Renderer {
/// The window on which the rendering will be done.
window: RenderWindow,
/// The texture manager needed by the renderer.
texture_manager: TextureManager,
/// The font manager needed by the renderer.
font_manager: FontManager,
/// The global timer of the renderer.
started: Instant,
}
impl Renderer {
/// Creates a new renderer.
pub fn new(width: u32, height: u32, fullscreen: bool) -> Renderer {
let mut window = RenderWindow::new(
(width, height),
"Free Rusty Maker",
if fullscreen {
Style::FULLSCREEN
} else {
Style::CLOSE
},
&Default::default(),
);
window.set_vertical_sync_enabled(true);
window.set_framerate_limit(60);
Renderer {
window,
texture_manager: TextureManager::new(),
font_manager: FontManager::new(),
started: Instant::now(),
}
}
/// Returns the animation state of the renderer, between 0 and 3.
pub fn animation_state(&self) -> i32 {
let duration = Instant::now().duration_since(self.started);
let ns = 1_000_000_000 * duration.as_secs() + duration.subsec_nanos() as u64;
let result = (ns as usize / 250_000_000) % 4;
result as i32
}
/// Clears the window.
pub fn clear(&mut self) {
self.window.clear(&Color::rgb(135, 206, 235));
}
/// Draws a drawable.
pub fn draw<D: Drawable>(&mut self, drawable: &D) {
self.translate_and_draw(drawable, (0.0, 0.0));
}
/// Draws a drawable with a certain translation.
pub fn translate_and_draw<D: Drawable, V: Into<Vector2<f32>>>(
&mut self,
drawable: &D,
translation: V,
) {
let texture = self.texture_manager.get(drawable.texture());
let mut sprite = Sprite::with_texture(&texture);
sprite.set_texture_rect(&drawable.texture_rect());
use sfml::graphics::Transformable;
sprite.set_position(drawable.position() + translation.into());
self.window.draw(&sprite);
}
/// Updates the view.
pub fn set_view(&mut self, view: &View) {
self.window.set_view(&view);
}
/// Draws a scene on the window.
pub fn draw_scene(&mut self, scene: &Scene) {
let map = scene.map();
let rows = map.rows();
let cols = map.cols();
for i in 0..rows {
for j in 0..cols {
let tile = map.at(i, j);
if tile.graphic.is_visible() {
self.draw(&tile);
}
}
}
for c in scene.characters() {
if c.is_alive() {
self.draw(c);
}
}
}
/// Triggers the display.
pub fn display(&mut self) {
self.window.display();
}
/// Check if there are new events, returns the top of the stack.
pub fn poll_event(&mut self) -> Option<Event> {
self.window.poll_event()
}
/// Returns a reference to the window.
pub fn window(&self) -> &RenderWindow {
&self.window
}
/// Returns a mutable reference to the window.
pub fn window_mut(&mut self) -> &mut RenderWindow {
&mut self.window
}
/// Draws text on the screen.
pub fn draw_text(&mut self, text: &str, font: Font, size: u32, color: &Color) {
let mut text = Text::new(text, self.font_manager.get(font), size);
text.set_fill_color(color);
self.window.draw(&text);
}
}