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https://github.com/Xevion/Pac-Man.git
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3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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f2732a7ff7 | ||
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6771dea02b | ||
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23f43288e1 |
@@ -89,7 +89,7 @@ impl App {
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let start = Instant::now();
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let dt = self.last_tick.elapsed().as_secs_f32();
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self.last_tick = Instant::now();
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self.last_tick = start;
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let exit = self.game.tick(dt);
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@@ -8,8 +8,8 @@ use glam::UVec2;
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///
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/// Calculated as 1/60th of a second (≈16.67ms).
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///
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/// Written out explicitly to satisfy const-eval constraints.
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pub const LOOP_TIME: Duration = Duration::from_nanos((1_000_000_000.0 / 60.0) as u64);
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/// Uses integer arithmetic to avoid floating-point precision loss.
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pub const LOOP_TIME: Duration = Duration::from_nanos(1_000_000_000 / 60);
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/// The size of each cell, in pixels.
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pub const CELL_SIZE: u32 = 8;
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18
src/game.rs
18
src/game.rs
@@ -18,10 +18,10 @@ use crate::systems::{self, ghost_collision_system, present_system, Hidden, Linea
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use crate::systems::{
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audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system,
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eaten_ghost_system, ghost_movement_system, ghost_state_system, hud_render_system, item_system, linear_render_system, profile,
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render_system, AudioEvent, AudioResource, AudioState, BackbufferResource, Collider, DebugFontResource, DebugState,
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DebugTextureResource, DeltaTime, DirectionalAnimation, EntityType, Frozen, Ghost, GhostAnimations, GhostBundle,
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GhostCollider, GlobalState, ItemBundle, ItemCollider, MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled,
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Renderable, ScoreResource, StartupSequence, SystemTimings,
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render_system, AudioEvent, AudioResource, AudioState, BackbufferResource, Collider, DebugState, DebugTextureResource,
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DeltaTime, DirectionalAnimation, EntityType, Frozen, Ghost, GhostAnimations, GhostBundle, GhostCollider, GlobalState,
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ItemBundle, ItemCollider, MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, Renderable, ScoreResource,
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StartupSequence, SystemTimings,
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};
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use crate::texture::animated::{DirectionalTiles, TileSequence};
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use crate::texture::sprite::AtlasTile;
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@@ -42,6 +42,7 @@ use crate::{
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asset::{get_asset_bytes, Asset},
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events::GameCommand,
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map::render::MapRenderer,
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systems::debug::TtfAtlasResource,
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systems::input::{Bindings, CursorPosition},
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texture::sprite::{AtlasMapper, SpriteAtlas},
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};
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@@ -125,7 +126,7 @@ impl Game {
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EventType::Display,
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EventType::Window,
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EventType::MouseWheel,
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EventType::MouseMotion,
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// EventType::MouseMotion,
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EventType::MouseButtonDown,
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EventType::MouseButtonUp,
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EventType::MouseButtonDown,
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@@ -162,12 +163,17 @@ impl Game {
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debug_texture.set_blend_mode(BlendMode::Blend);
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debug_texture.set_scale_mode(ScaleMode::Nearest);
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// Create debug text atlas for efficient debug rendering
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let font_data: &'static [u8] = get_asset_bytes(Asset::Font)?.to_vec().leak();
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let font_asset = RWops::from_bytes(font_data).map_err(|_| GameError::Sdl("Failed to load font".to_string()))?;
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let debug_font = ttf_context
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.load_font_from_rwops(font_asset, constants::ui::DEBUG_FONT_SIZE)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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let mut ttf_atlas = crate::texture::ttf::TtfAtlas::new(&texture_creator, &debug_font)?;
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// Populate the atlas with actual character data
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ttf_atlas.populate_atlas(&mut canvas, &texture_creator, &debug_font)?;
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// Initialize audio system
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let audio = crate::audio::Audio::new();
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@@ -315,7 +321,7 @@ impl Game {
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world.insert_non_send_resource(BackbufferResource(backbuffer));
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world.insert_non_send_resource(MapTextureResource(map_texture));
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world.insert_non_send_resource(DebugTextureResource(debug_texture));
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world.insert_non_send_resource(DebugFontResource(debug_font));
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world.insert_non_send_resource(TtfAtlasResource(ttf_atlas));
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world.insert_non_send_resource(AudioResource(audio));
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world.add_observer(
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@@ -4,14 +4,16 @@ use std::cmp::Ordering;
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use crate::constants::BOARD_PIXEL_OFFSET;
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use crate::map::builder::Map;
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use crate::systems::{Collider, CursorPosition, NodeId, Position, SystemTimings};
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use crate::texture::ttf::{TtfAtlas, TtfRenderer};
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use bevy_ecs::resource::Resource;
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use bevy_ecs::system::{NonSendMut, Query, Res};
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use glam::{IVec2, UVec2, Vec2};
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use sdl2::pixels::Color;
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use sdl2::rect::{Point, Rect};
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use sdl2::render::{Canvas, Texture, TextureCreator};
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use sdl2::ttf::Font;
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use sdl2::video::{Window, WindowContext};
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use sdl2::render::{Canvas, Texture};
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use sdl2::video::Window;
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use smallvec::SmallVec;
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use tracing::warn;
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#[derive(Resource, Default, Debug, Copy, Clone)]
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pub struct DebugState {
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@@ -25,31 +27,31 @@ fn f32_to_u8(value: f32) -> u8 {
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/// Resource to hold the debug texture for persistent rendering
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pub struct DebugTextureResource(pub Texture);
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/// Resource to hold the debug font
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pub struct DebugFontResource(pub Font<'static, 'static>);
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/// Resource to hold the TTF text atlas
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pub struct TtfAtlasResource(pub TtfAtlas);
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/// Transforms a position from logical canvas coordinates to output canvas coordinates (with board offset)
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fn transform_position_with_offset(pos: Vec2, scale: f32) -> IVec2 {
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((pos + BOARD_PIXEL_OFFSET.as_vec2()) * scale).as_ivec2()
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}
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/// Renders timing information in the top-left corner of the screen
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/// Renders timing information in the top-left corner of the screen using the debug text atlas
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fn render_timing_display(
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canvas: &mut Canvas<Window>,
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texture_creator: &mut TextureCreator<WindowContext>,
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timings: &SystemTimings,
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font: &Font,
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text_renderer: &TtfRenderer,
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atlas: &mut TtfAtlas,
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) {
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// Format timing information using the formatting module
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let lines = timings.format_timing_display();
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let line_height = 14; // Approximate line height for 12pt font
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let line_height = text_renderer.text_height(atlas) as i32 + 2; // Add 2px line spacing
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let padding = 10;
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// Calculate background dimensions
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let max_width = lines
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.iter()
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.filter(|l| !l.is_empty()) // Don't consider empty lines for width
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.map(|line| font.size_of(line).unwrap().0)
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.map(|line| text_renderer.text_width(atlas, line))
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.max()
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.unwrap_or(0);
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@@ -75,14 +77,14 @@ fn render_timing_display(
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continue;
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}
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// Render each line
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let surface = font.render(line).blended(Color::RGBA(255, 255, 255, 200)).unwrap();
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let texture = texture_creator.create_texture_from_surface(&surface).unwrap();
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// Position each line below the previous one
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let y_pos = padding + (i * line_height) as i32;
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let dest = Rect::new(padding, y_pos, texture.query().width, texture.query().height);
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canvas.copy(&texture, None, dest).unwrap();
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let y_pos = padding + (i as i32 * line_height);
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let position = Vec2::new(padding as f32, y_pos as f32);
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// Render the line using the debug text renderer
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text_renderer
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.render_text(canvas, atlas, line, position, Color::RGBA(255, 255, 255, 200))
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.unwrap();
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}
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}
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@@ -90,7 +92,7 @@ fn render_timing_display(
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pub fn debug_render_system(
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mut canvas: NonSendMut<&mut Canvas<Window>>,
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mut debug_texture: NonSendMut<DebugTextureResource>,
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debug_font: NonSendMut<DebugFontResource>,
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mut ttf_atlas: NonSendMut<TtfAtlasResource>,
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debug_state: Res<DebugState>,
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timings: Res<SystemTimings>,
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map: Res<Map>,
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@@ -103,9 +105,8 @@ pub fn debug_render_system(
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let scale =
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(UVec2::from(canvas.output_size().unwrap()).as_vec2() / UVec2::from(canvas.logical_size()).as_vec2()).min_element();
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// Get texture creator before entering the closure to avoid borrowing conflicts
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let mut texture_creator = canvas.texture_creator();
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let font = &debug_font.0;
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// Create debug text renderer
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let text_renderer = TtfRenderer::new(1.0);
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let cursor_world_pos = match *cursor {
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CursorPosition::None => None,
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@@ -132,15 +133,27 @@ pub fn debug_render_system(
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};
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debug_canvas.set_draw_color(Color::GREEN);
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for (collider, position) in colliders.iter() {
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let pos = position.get_pixel_position(&map.graph).unwrap();
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{
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let rects = colliders
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.iter()
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.map(|(collider, position)| {
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let pos = position.get_pixel_position(&map.graph).unwrap();
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// Transform position and size using common methods
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let pos = (pos * scale).as_ivec2();
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let size = (collider.size * scale) as u32;
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// Transform position and size using common methods
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let pos = (pos * scale).as_ivec2();
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let size = (collider.size * scale) as u32;
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let rect = Rect::from_center(Point::from((pos.x, pos.y)), size, size);
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debug_canvas.draw_rect(rect).unwrap();
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Rect::from_center(Point::from((pos.x, pos.y)), size, size)
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})
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.collect::<SmallVec<[Rect; 100]>>();
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if rects.len() > rects.capacity() {
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warn!(
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capacity = rects.capacity(),
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count = rects.len(),
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"Collider rects capacity exceeded"
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);
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}
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debug_canvas.draw_rects(&rects).unwrap();
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}
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debug_canvas.set_draw_color(Color {
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@@ -161,26 +174,38 @@ pub fn debug_render_system(
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.unwrap();
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}
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for (id, node) in map.graph.nodes().enumerate() {
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let pos = node.position;
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{
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let rects: Vec<_> = map
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.graph
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.nodes()
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.enumerate()
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.filter_map(|(id, node)| {
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let pos = transform_position_with_offset(node.position, scale);
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let size = (2.0 * scale) as u32;
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let rect = Rect::new(pos.x - (size as i32 / 2), pos.y - (size as i32 / 2), size, size);
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// Set color based on whether the node is the closest to the cursor
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debug_canvas.set_draw_color(Color {
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a: f32_to_u8(if Some(id) == closest_node { 0.75 } else { 0.6 }),
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..(if Some(id) == closest_node {
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Color::YELLOW
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} else {
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Color::BLUE
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// If the node is the one closest to the cursor, draw it immediately
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if closest_node == Some(id) {
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debug_canvas.set_draw_color(Color::YELLOW);
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debug_canvas.fill_rect(rect).unwrap();
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return None;
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}
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|
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Some(rect)
|
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})
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});
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.collect();
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|
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// Transform position using common method
|
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let pos = transform_position_with_offset(pos, scale);
|
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let size = (2.0 * scale) as u32;
|
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if rects.len() > rects.capacity() {
|
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warn!(
|
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capacity = rects.capacity(),
|
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count = rects.len(),
|
||||
"Node rects capacity exceeded"
|
||||
);
|
||||
}
|
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|
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debug_canvas
|
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.fill_rect(Rect::new(pos.x - (size as i32 / 2), pos.y - (size as i32 / 2), size, size))
|
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.unwrap();
|
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// Draw the non-closest nodes all at once in blue
|
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debug_canvas.set_draw_color(Color::BLUE);
|
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debug_canvas.fill_rects(&rects).unwrap();
|
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}
|
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|
||||
// Render node ID if a node is highlighted
|
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@@ -188,20 +213,25 @@ pub fn debug_render_system(
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let node = map.graph.get_node(closest_node_id as NodeId).unwrap();
|
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let pos = transform_position_with_offset(node.position, scale);
|
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|
||||
let surface = font
|
||||
.render(&closest_node_id.to_string())
|
||||
.blended(Color {
|
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a: f32_to_u8(0.4),
|
||||
..Color::WHITE
|
||||
})
|
||||
let node_id_text = closest_node_id.to_string();
|
||||
let text_pos = Vec2::new((pos.x + 10) as f32, (pos.y - 5) as f32);
|
||||
|
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text_renderer
|
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.render_text(
|
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debug_canvas,
|
||||
&mut ttf_atlas.0,
|
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&node_id_text,
|
||||
text_pos,
|
||||
Color {
|
||||
a: f32_to_u8(0.4),
|
||||
..Color::WHITE
|
||||
},
|
||||
)
|
||||
.unwrap();
|
||||
let texture = texture_creator.create_texture_from_surface(&surface).unwrap();
|
||||
let dest = Rect::new(pos.x + 10, pos.y - 5, texture.query().width, texture.query().height);
|
||||
debug_canvas.copy(&texture, None, dest).unwrap();
|
||||
}
|
||||
|
||||
// Render timing information in the top-left corner
|
||||
render_timing_display(debug_canvas, &mut texture_creator, &timings, font);
|
||||
render_timing_display(debug_canvas, &timings, &text_renderer, &mut ttf_atlas.0);
|
||||
})
|
||||
.unwrap();
|
||||
}
|
||||
|
||||
@@ -138,14 +138,12 @@ pub fn input_system(
|
||||
|
||||
// Warn if the smallvec was heap allocated due to exceeding stack capacity
|
||||
#[cfg(debug_assertions)]
|
||||
{
|
||||
if frame_events.len() > frame_events.capacity() {
|
||||
tracing::warn!(
|
||||
"More than {} events in a frame, consider adjusting stack capacity: {:?}",
|
||||
frame_events.capacity(),
|
||||
frame_events
|
||||
);
|
||||
}
|
||||
if frame_events.len() > frame_events.capacity() {
|
||||
tracing::warn!(
|
||||
"More than {} events in a frame, consider adjusting stack capacity: {:?}",
|
||||
frame_events.capacity(),
|
||||
frame_events
|
||||
);
|
||||
}
|
||||
|
||||
// Handle non-keyboard events inline and build a simplified keyboard event stream.
|
||||
|
||||
@@ -7,8 +7,8 @@ use parking_lot::{Mutex, RwLock};
|
||||
use smallvec::SmallVec;
|
||||
use std::fmt::Display;
|
||||
use std::time::Duration;
|
||||
use strum::EnumCount;
|
||||
use strum_macros::{EnumCount, IntoStaticStr};
|
||||
use strum::{EnumCount, IntoEnumIterator};
|
||||
use strum_macros::{EnumCount, EnumIter, IntoStaticStr};
|
||||
use thousands::Separable;
|
||||
|
||||
/// The maximum number of systems that can be profiled. Must not be exceeded, or it will panic.
|
||||
@@ -16,7 +16,7 @@ const MAX_SYSTEMS: usize = SystemId::COUNT;
|
||||
/// The number of durations to keep in the circular buffer.
|
||||
const TIMING_WINDOW_SIZE: usize = 30;
|
||||
|
||||
#[derive(EnumCount, IntoStaticStr, Debug, PartialEq, Eq, Hash, Copy, Clone)]
|
||||
#[derive(EnumCount, EnumIter, IntoStaticStr, Debug, PartialEq, Eq, Hash, Copy, Clone)]
|
||||
pub enum SystemId {
|
||||
Input,
|
||||
PlayerControls,
|
||||
@@ -96,7 +96,7 @@ impl SystemTimings {
|
||||
let sum: f64 = durations.iter().sum();
|
||||
let mean = sum / count;
|
||||
|
||||
let variance = durations.iter().map(|x| (x - mean).powi(2)).sum::<f64>() / count;
|
||||
let variance = durations.iter().map(|x| (x - mean).powi(2)).sum::<f64>() / (count - 1.0).max(1.0);
|
||||
let std_dev = variance.sqrt();
|
||||
|
||||
stats.insert(
|
||||
@@ -128,7 +128,7 @@ impl SystemTimings {
|
||||
diff_secs * diff_secs
|
||||
})
|
||||
.sum::<f64>()
|
||||
/ duration_sums.len() as f64;
|
||||
/ (duration_sums.len() - 1).max(1) as f64;
|
||||
let std_dev_secs = variance.sqrt();
|
||||
|
||||
(mean, Duration::from_secs_f64(std_dev_secs))
|
||||
@@ -250,17 +250,22 @@ pub fn format_timing_display(
|
||||
})
|
||||
.collect::<SmallVec<[Entry; 12]>>();
|
||||
|
||||
let (max_name_width, max_avg_int_width, max_avg_decimal_width, max_std_int_width, max_std_decimal_width) = entries
|
||||
.iter()
|
||||
.fold((0, 0, 3, 0, 3), |(name_w, avg_int_w, avg_dec_w, std_int_w, std_dec_w), e| {
|
||||
(
|
||||
name_w.max(e.name.len()),
|
||||
avg_int_w.max(e.avg_int.width() as usize),
|
||||
avg_dec_w.max(e.avg_decimal.width() as usize),
|
||||
std_int_w.max(e.std_int.width() as usize),
|
||||
std_dec_w.max(e.std_decimal.width() as usize),
|
||||
)
|
||||
});
|
||||
let (max_avg_int_width, max_avg_decimal_width, max_std_int_width, max_std_decimal_width) =
|
||||
entries
|
||||
.iter()
|
||||
.fold((0, 3, 0, 3), |(avg_int_w, avg_dec_w, std_int_w, std_dec_w), e| {
|
||||
(
|
||||
avg_int_w.max(e.avg_int.width() as usize),
|
||||
avg_dec_w.max(e.avg_decimal.width() as usize),
|
||||
std_int_w.max(e.std_int.width() as usize),
|
||||
std_dec_w.max(e.std_decimal.width() as usize),
|
||||
)
|
||||
});
|
||||
|
||||
let max_name_width = SystemId::iter()
|
||||
.map(|id| id.to_string().len())
|
||||
.max()
|
||||
.expect("SystemId::iter() returned an empty iterator");
|
||||
|
||||
entries.iter().map(|e| {
|
||||
format!(
|
||||
|
||||
@@ -2,3 +2,4 @@ pub mod animated;
|
||||
pub mod blinking;
|
||||
pub mod sprite;
|
||||
pub mod text;
|
||||
pub mod ttf;
|
||||
|
||||
272
src/texture/ttf.rs
Normal file
272
src/texture/ttf.rs
Normal file
@@ -0,0 +1,272 @@
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//! TTF font rendering using pre-rendered character atlas.
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//!
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//! This module provides efficient TTF font rendering by pre-rendering all needed
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//! characters into a texture atlas at startup, avoiding expensive SDL2 font
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//! surface-to-texture conversions every frame.
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use glam::{UVec2, Vec2};
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use sdl2::pixels::Color;
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use sdl2::rect::Rect;
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use sdl2::render::{Canvas, RenderTarget, Texture, TextureCreator};
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use sdl2::ttf::Font;
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use sdl2::video::WindowContext;
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use std::collections::HashMap;
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use crate::error::{GameError, TextureError};
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/// Character atlas tile representing a single rendered character
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#[derive(Clone, Copy, Debug)]
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pub struct TtfCharTile {
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pub pos: UVec2,
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pub size: UVec2,
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pub advance: u32, // Character advance width for proportional fonts
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}
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/// TTF text atlas containing pre-rendered characters for efficient rendering
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pub struct TtfAtlas {
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/// The texture containing all rendered characters
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texture: Texture,
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/// Mapping from character to its position and size in the atlas
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char_tiles: HashMap<char, TtfCharTile>,
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/// Cached color modulation state to avoid redundant SDL2 calls
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last_modulation: Option<Color>,
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}
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const TTF_CHARS: &str = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz.,:-/()ms μµ%± ";
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impl TtfAtlas {
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/// Creates a new TTF text atlas by pre-rendering all needed characters.
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///
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/// This should be called once at startup. It renders all characters that might
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/// be used in text rendering into a single texture atlas for efficient GPU rendering.
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pub fn new(texture_creator: &TextureCreator<WindowContext>, font: &Font) -> Result<Self, GameError> {
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// Calculate character dimensions and advance widths for proportional fonts
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let mut char_tiles = HashMap::new();
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let mut max_height = 0u32;
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let mut total_width = 0u32;
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let mut char_metrics = Vec::new();
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// First pass: measure all characters
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for c in TTF_CHARS.chars() {
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if c == ' ' {
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// Handle space character specially - measure a non-space character for height
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let space_height = font.size_of("0").map_err(|e| GameError::Sdl(e.to_string()))?.1;
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let space_advance = font.size_of(" ").map_err(|e| GameError::Sdl(e.to_string()))?.0;
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char_tiles.insert(
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c,
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TtfCharTile {
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pos: UVec2::ZERO, // Will be set during population
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size: UVec2::new(0, space_height), // Space has no visual content
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advance: space_advance,
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},
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);
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max_height = max_height.max(space_height);
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char_metrics.push((c, 0, space_height, space_advance));
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} else {
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let (advance, height) = font.size_of(&c.to_string()).map_err(|e| GameError::Sdl(e.to_string()))?;
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char_tiles.insert(
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c,
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TtfCharTile {
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pos: UVec2::ZERO, // Will be set during population
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size: UVec2::new(advance, height),
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advance,
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},
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);
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max_height = max_height.max(height);
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total_width += advance;
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char_metrics.push((c, advance, height, advance));
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}
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}
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// Calculate atlas dimensions (pack characters horizontally for better space utilization)
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let atlas_size = UVec2::new(total_width, max_height);
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// Create atlas texture as a render target
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let mut atlas_texture = texture_creator
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.create_texture_target(None, atlas_size.x, atlas_size.y)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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atlas_texture.set_blend_mode(sdl2::render::BlendMode::Blend);
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// Second pass: calculate positions
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let mut current_x = 0u32;
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for (c, width, _height, _advance) in char_metrics {
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if let Some(tile) = char_tiles.get_mut(&c) {
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tile.pos = UVec2::new(current_x, 0);
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current_x += width;
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}
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}
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Ok(Self {
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texture: atlas_texture,
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char_tiles,
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last_modulation: None,
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})
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}
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/// Renders all characters to the atlas texture using a canvas.
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/// This must be called after creation to populate the atlas.
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pub fn populate_atlas<C: RenderTarget>(
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&mut self,
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canvas: &mut Canvas<C>,
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texture_creator: &TextureCreator<WindowContext>,
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font: &Font,
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) -> Result<(), GameError> {
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let mut render_error: Option<GameError> = None;
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let result = canvas.with_texture_canvas(&mut self.texture, |atlas_canvas| {
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// Clear with transparent background
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atlas_canvas.set_draw_color(Color::RGBA(0, 0, 0, 0));
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atlas_canvas.clear();
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for c in TTF_CHARS.chars() {
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if c == ' ' {
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// Skip rendering space character - it has no visual content
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continue;
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}
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// Render character to surface
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let surface = match font.render(&c.to_string()).blended(Color::WHITE) {
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Ok(s) => s,
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Err(e) => {
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render_error = Some(GameError::Sdl(e.to_string()));
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return;
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}
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};
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// Create texture from surface
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let char_texture = match texture_creator.create_texture_from_surface(&surface) {
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Ok(t) => t,
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Err(e) => {
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render_error = Some(GameError::Sdl(e.to_string()));
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return;
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}
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};
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// Get character tile info
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let tile = match self.char_tiles.get(&c) {
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Some(t) => t,
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None => {
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render_error = Some(GameError::Sdl(format!("Character '{}' not found in atlas tiles", c)));
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return;
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}
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};
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// Copy character to atlas
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let dest = Rect::new(tile.pos.x as i32, tile.pos.y as i32, tile.size.x, tile.size.y);
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if let Err(e) = atlas_canvas.copy(&char_texture, None, dest) {
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render_error = Some(GameError::Sdl(e.to_string()));
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return;
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}
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}
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});
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// Check the result of with_texture_canvas and any render error
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if let Err(e) = result {
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return Err(GameError::Sdl(e.to_string()));
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}
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if let Some(error) = render_error {
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return Err(error);
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}
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Ok(())
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}
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/// Gets a character tile from the atlas
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pub fn get_char_tile(&self, c: char) -> Option<&TtfCharTile> {
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self.char_tiles.get(&c)
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}
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}
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/// TTF text renderer that uses the pre-rendered character atlas
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pub struct TtfRenderer {
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scale: f32,
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}
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impl TtfRenderer {
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pub fn new(scale: f32) -> Self {
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Self { scale }
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}
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/// Renders a string of text at the given position with the specified color
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pub fn render_text<C: RenderTarget>(
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&self,
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canvas: &mut Canvas<C>,
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atlas: &mut TtfAtlas,
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text: &str,
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position: Vec2,
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color: Color,
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) -> Result<(), TextureError> {
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let mut x_offset = 0.0;
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// Apply color modulation once at the beginning if needed
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if atlas.last_modulation != Some(color) {
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atlas.texture.set_color_mod(color.r, color.g, color.b);
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atlas.texture.set_alpha_mod(color.a);
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atlas.last_modulation = Some(color);
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}
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for c in text.chars() {
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// Get character tile info first to avoid borrowing conflicts
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let char_tile = atlas.get_char_tile(c);
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if let Some(char_tile) = char_tile {
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if char_tile.size.x > 0 && char_tile.size.y > 0 {
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// Only render non-space characters
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let dest = Rect::new(
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(position.x + x_offset) as i32,
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position.y as i32,
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(char_tile.size.x as f32 * self.scale) as u32,
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(char_tile.size.y as f32 * self.scale) as u32,
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);
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// Render the character directly
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let src = Rect::new(
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char_tile.pos.x as i32,
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char_tile.pos.y as i32,
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char_tile.size.x,
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char_tile.size.y,
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);
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canvas.copy(&atlas.texture, src, dest).map_err(TextureError::RenderFailed)?;
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}
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// Advance by character advance width (proportional spacing)
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x_offset += char_tile.advance as f32 * self.scale;
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} else {
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// Fallback for unsupported characters - use a reasonable default
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x_offset += 8.0 * self.scale;
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}
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}
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Ok(())
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}
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/// Calculate the width of a text string in pixels
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pub fn text_width(&self, atlas: &TtfAtlas, text: &str) -> u32 {
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let mut total_width = 0u32;
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for c in text.chars() {
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if let Some(char_tile) = atlas.get_char_tile(c) {
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total_width += (char_tile.advance as f32 * self.scale) as u32;
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} else {
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// Fallback for unsupported characters
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total_width += (8.0 * self.scale) as u32;
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}
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}
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total_width
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}
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/// Calculate the height of text in pixels
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pub fn text_height(&self, atlas: &TtfAtlas) -> u32 {
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// Find the maximum height among all characters
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atlas
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.char_tiles
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.values()
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.map(|tile| tile.size.y)
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.max()
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.unwrap_or(0)
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.saturating_mul(self.scale as u32)
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}
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}
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@@ -14,6 +14,7 @@ fn test_timing_statistics() {
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timings.add_timing(SystemId::Blinking, Duration::from_millis(3));
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timings.add_timing(SystemId::Blinking, Duration::from_millis(2));
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timings.add_timing(SystemId::Blinking, Duration::from_millis(1));
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fn close_enough(a: Duration, b: Duration) -> bool {
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if a > b {
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a - b < Duration::from_micros(500) // 0.1ms
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@@ -36,25 +37,8 @@ fn test_timing_statistics() {
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||||
total_avg
|
||||
);
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||||
assert!(
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||||
close_enough(total_std, Duration::from_millis(12)),
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||||
close_enough(total_std, Duration::from_millis(17)),
|
||||
"total_std: {:?}",
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||||
total_std
|
||||
);
|
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}
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||||
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// #[test]
|
||||
// fn test_window_size_limit() {
|
||||
// let timings = SystemTimings::default();
|
||||
|
||||
// // Add more than 90 timings to test window size limit
|
||||
// for i in 0..100 {
|
||||
// timings.add_timing("test_system", Duration::from_millis(i));
|
||||
// }
|
||||
|
||||
// let stats = timings.get_stats();
|
||||
// let (avg, _) = stats.get("test_system").unwrap();
|
||||
|
||||
// // Should only keep the last 90 values, so average should be around 55ms
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||||
// // (average of 10-99)
|
||||
// assert!((avg.as_millis() as f64 - 55.0).abs() < 5.0);
|
||||
// }
|
||||
|
||||
Reference in New Issue
Block a user