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7 changed files with 598 additions and 173 deletions

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@@ -41,4 +41,4 @@ samply:
# Build the project for Emscripten # Build the project for Emscripten
web: web:
bun run web.build.ts bun run web.build.ts; caddy file-server --root dist

130
src/bin/aspect_demo.rs Normal file
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@@ -0,0 +1,130 @@
use std::time::{Duration, Instant};
use sdl2::event::Event;
use sdl2::keyboard::Keycode;
use sdl2::pixels::Color;
use sdl2::rect::Rect;
// A self-contained SDL2 demo showing how to keep a consistent aspect ratio
// with letterboxing/pillarboxing in a resizable window.
//
// This uses SDL2's logical size feature, which automatically sets a viewport
// to preserve the target aspect ratio and adds black bars as needed.
// We also clear the full window to black and then clear the logical viewport
// to a content color, so bars remain visibly black.
const LOGICAL_WIDTH: u32 = 320; // target content width
const LOGICAL_HEIGHT: u32 = 180; // target content height (16:9)
fn main() -> Result<(), String> {
// Initialize SDL2
let sdl = sdl2::init()?;
let video = sdl.video()?;
// Create a resizable window
let window = video
.window("SDL2 Aspect Ratio Demo", 960, 540)
.resizable()
.position_centered()
.build()
.map_err(|e| e.to_string())?;
let mut canvas = window.into_canvas().build().map_err(|e| e.to_string())?;
// Set the desired logical (virtual) resolution. SDL will letterbox/pillarbox
// as needed to preserve this aspect ratio when the window is resized.
canvas
.set_logical_size(LOGICAL_WIDTH, LOGICAL_HEIGHT)
.map_err(|e| e.to_string())?;
// Optional: uncomment to enforce integer scaling only (more retro look)
// canvas.set_integer_scale(true)?;
let mut events = sdl.event_pump()?;
let mut running = true;
let start = Instant::now();
let mut last_log = Instant::now();
while running {
for event in events.poll_iter() {
match event {
Event::Quit { .. }
| Event::KeyDown {
keycode: Some(Keycode::Escape),
..
} => {
running = false;
}
Event::Window { win_event, .. } => {
// Periodically log window size and the computed viewport
// to demonstrate how letterboxing/pillarboxing behaves.
use sdl2::event::WindowEvent;
match win_event {
WindowEvent::Resized(_, _)
| WindowEvent::SizeChanged(_, _)
| WindowEvent::Maximized
| WindowEvent::Restored => {
if last_log.elapsed() > Duration::from_millis(250) {
let out_size = canvas.output_size()?;
let viewport = canvas.viewport();
println!(
"window={}x{}, viewport x={}, y={}, w={}, h={}",
out_size.0,
out_size.1,
viewport.x(),
viewport.y(),
viewport.width(),
viewport.height()
);
last_log = Instant::now();
}
}
_ => {}
}
}
_ => {}
}
}
// 1) Clear the entire window to black (no viewport) so the bars are black
canvas.set_viewport(None);
canvas.set_draw_color(Color::RGB(0, 0, 0));
canvas.clear();
// 2) Re-apply logical size so SDL sets a viewport that preserves aspect
// ratio. Clearing now only affects the letterboxed content area.
canvas
.set_logical_size(LOGICAL_WIDTH, LOGICAL_HEIGHT)
.map_err(|e| e.to_string())?;
// Fill the content area with a background color to differentiate from bars
canvas.set_draw_color(Color::RGB(30, 30, 40));
canvas.clear();
// Draw a simple grid to visualize scaling clearly
canvas.set_draw_color(Color::RGB(60, 60, 90));
let step = 20i32;
for x in (0..=LOGICAL_WIDTH as i32).step_by(step as usize) {
let _ = canvas.draw_line(sdl2::rect::Point::new(x, 0), sdl2::rect::Point::new(x, LOGICAL_HEIGHT as i32));
}
for y in (0..=LOGICAL_HEIGHT as i32).step_by(step as usize) {
let _ = canvas.draw_line(sdl2::rect::Point::new(0, y), sdl2::rect::Point::new(LOGICAL_WIDTH as i32, y));
}
// Draw a border around the logical content area
canvas.set_draw_color(Color::RGB(200, 200, 220));
let border = Rect::new(0, 0, LOGICAL_WIDTH, LOGICAL_HEIGHT);
canvas.draw_rect(border)?;
// Draw a moving box to demonstrate dynamic content staying within aspect
let elapsed_ms = start.elapsed().as_millis() as i32;
let t = (elapsed_ms / 8) % LOGICAL_WIDTH as i32;
let box_rect = Rect::new(t - 10, (LOGICAL_HEIGHT as i32 / 2) - 10, 20, 20);
canvas.set_draw_color(Color::RGB(255, 140, 0));
canvas.fill_rect(box_rect).ok();
canvas.present();
}
Ok(())
}

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@@ -13,15 +13,18 @@ use crate::systems::blinking::Blinking;
use crate::systems::components::{GhostAnimation, GhostState, LastAnimationState}; use crate::systems::components::{GhostAnimation, GhostState, LastAnimationState};
use crate::systems::movement::{BufferedDirection, Position, Velocity}; use crate::systems::movement::{BufferedDirection, Position, Velocity};
use crate::systems::profiling::SystemId; use crate::systems::profiling::SystemId;
use crate::systems::render::touch_ui_render_system;
use crate::systems::render::RenderDirty; use crate::systems::render::RenderDirty;
use crate::systems::{self, ghost_collision_system, present_system, Hidden, LinearAnimation, MovementModifiers, NodeId};
use crate::systems::{ use crate::systems::{
audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system, self, combined_render_system, ghost_collision_system, present_system, Hidden, LinearAnimation, MovementModifiers, NodeId,
eaten_ghost_system, ghost_movement_system, ghost_state_system, hud_render_system, item_system, linear_render_system, profile, };
render_system, AudioEvent, AudioResource, AudioState, BackbufferResource, Collider, DebugState, DebugTextureResource, use crate::systems::{
DeltaTime, DirectionalAnimation, EntityType, Frozen, Ghost, GhostAnimations, GhostBundle, GhostCollider, GlobalState, audio_system, blinking_system, collision_system, directional_render_system, dirty_render_system, eaten_ghost_system,
ItemBundle, ItemCollider, MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, Renderable, ScoreResource, ghost_movement_system, ghost_state_system, hud_render_system, item_system, linear_render_system, profile, AudioEvent,
StartupSequence, SystemTimings, AudioResource, AudioState, BackbufferResource, Collider, DebugState, DebugTextureResource, DeltaTime, DirectionalAnimation,
EntityType, Frozen, Ghost, GhostAnimations, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider,
MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, Renderable, ScoreResource, StartupSequence,
SystemTimings,
}; };
use crate::texture::animated::{DirectionalTiles, TileSequence}; use crate::texture::animated::{DirectionalTiles, TileSequence};
use crate::texture::sprite::AtlasTile; use crate::texture::sprite::AtlasTile;
@@ -106,9 +109,9 @@ impl Game {
EventType::ControllerTouchpadDown, EventType::ControllerTouchpadDown,
EventType::ControllerTouchpadMotion, EventType::ControllerTouchpadMotion,
EventType::ControllerTouchpadUp, EventType::ControllerTouchpadUp,
EventType::FingerDown, // EventType::FingerDown, // Enable for touch controls
EventType::FingerUp, // EventType::FingerUp, // Enable for touch controls
EventType::FingerMotion, // EventType::FingerMotion, // Enable for touch controls
EventType::DollarGesture, EventType::DollarGesture,
EventType::DollarRecord, EventType::DollarRecord,
EventType::MultiGesture, EventType::MultiGesture,
@@ -128,9 +131,8 @@ impl Game {
EventType::Window, EventType::Window,
EventType::MouseWheel, EventType::MouseWheel,
// EventType::MouseMotion, // EventType::MouseMotion,
EventType::MouseButtonDown, // EventType::MouseButtonDown, // Enable for desktop touch testing
EventType::MouseButtonUp, // EventType::MouseButtonUp, // Enable for desktop touch testing
EventType::MouseButtonDown,
EventType::AppDidEnterBackground, EventType::AppDidEnterBackground,
EventType::AppWillEnterForeground, EventType::AppWillEnterForeground,
EventType::AppWillEnterBackground, EventType::AppWillEnterBackground,
@@ -157,7 +159,7 @@ impl Game {
// Create debug texture at output resolution for crisp debug rendering // Create debug texture at output resolution for crisp debug rendering
let output_size = canvas.output_size().unwrap(); let output_size = canvas.output_size().unwrap();
let mut debug_texture = texture_creator let mut debug_texture = texture_creator
.create_texture_target(None, output_size.0, output_size.1) .create_texture_target(Some(sdl2::pixels::PixelFormatEnum::ARGB8888), output_size.0, output_size.1)
.map_err(|e| GameError::Sdl(e.to_string()))?; .map_err(|e| GameError::Sdl(e.to_string()))?;
// Debug texture is copied over the backbuffer, it requires transparency abilities // Debug texture is copied over the backbuffer, it requires transparency abilities
@@ -315,6 +317,7 @@ impl Game {
world.insert_resource(DebugState::default()); world.insert_resource(DebugState::default());
world.insert_resource(AudioState::default()); world.insert_resource(AudioState::default());
world.insert_resource(CursorPosition::default()); world.insert_resource(CursorPosition::default());
world.insert_resource(systems::input::TouchState::default());
world.insert_resource(StartupSequence::new( world.insert_resource(StartupSequence::new(
constants::startup::STARTUP_FRAMES, constants::startup::STARTUP_FRAMES,
constants::startup::STARTUP_TICKS_PER_FRAME, constants::startup::STARTUP_TICKS_PER_FRAME,
@@ -352,9 +355,7 @@ impl Game {
let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system); let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system);
let linear_render_system = profile(SystemId::LinearRender, linear_render_system); let linear_render_system = profile(SystemId::LinearRender, linear_render_system);
let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system); let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
let render_system = profile(SystemId::Render, render_system);
let hud_render_system = profile(SystemId::HudRender, hud_render_system); let hud_render_system = profile(SystemId::HudRender, hud_render_system);
let debug_render_system = profile(SystemId::DebugRender, debug_render_system);
let present_system = profile(SystemId::Present, present_system); let present_system = profile(SystemId::Present, present_system);
let unified_ghost_state_system = profile(SystemId::GhostStateAnimation, ghost_state_system); let unified_ghost_state_system = profile(SystemId::GhostStateAnimation, ghost_state_system);
@@ -386,9 +387,9 @@ impl Game {
directional_render_system, directional_render_system,
linear_render_system, linear_render_system,
dirty_render_system, dirty_render_system,
render_system, combined_render_system,
hud_render_system, hud_render_system,
debug_render_system, touch_ui_render_system,
present_system, present_system,
) )
.chain(), .chain(),

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@@ -29,6 +29,7 @@ pub fn requires_console() -> bool {
false false
} }
#[allow(dead_code)]
pub fn get_canvas_size() -> Option<(u32, u32)> { pub fn get_canvas_size() -> Option<(u32, u32)> {
let mut width = 0.0; let mut width = 0.0;
let mut height = 0.0; let mut height = 0.0;

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@@ -1,12 +1,12 @@
//! Debug rendering system //! Debug rendering system
use std::cmp::Ordering; use std::cmp::Ordering;
use crate::constants::BOARD_PIXEL_OFFSET; use crate::constants::{BOARD_PIXEL_OFFSET, CANVAS_SIZE};
use crate::map::builder::Map; use crate::map::builder::Map;
use crate::systems::{Collider, CursorPosition, NodeId, Position, SystemTimings}; use crate::systems::{Collider, CursorPosition, NodeId, Position, SystemTimings};
use crate::texture::ttf::{TtfAtlas, TtfRenderer}; use crate::texture::ttf::{TtfAtlas, TtfRenderer};
use bevy_ecs::resource::Resource; use bevy_ecs::resource::Resource;
use bevy_ecs::system::{NonSendMut, Query, Res}; use bevy_ecs::system::{Query, Res};
use glam::{IVec2, UVec2, Vec2}; use glam::{IVec2, UVec2, Vec2};
use sdl2::pixels::Color; use sdl2::pixels::Color;
use sdl2::rect::{Point, Rect}; use sdl2::rect::{Point, Rect};
@@ -203,140 +203,135 @@ fn render_timing_display(
#[allow(clippy::too_many_arguments)] #[allow(clippy::too_many_arguments)]
pub fn debug_render_system( pub fn debug_render_system(
mut canvas: NonSendMut<&mut Canvas<Window>>, canvas: &mut Canvas<Window>,
mut debug_texture: NonSendMut<DebugTextureResource>, ttf_atlas: &mut TtfAtlasResource,
mut ttf_atlas: NonSendMut<TtfAtlasResource>, batched_lines: &Res<BatchedLinesResource>,
batched_lines: Res<BatchedLinesResource>, debug_state: &Res<DebugState>,
debug_state: Res<DebugState>, timings: &Res<SystemTimings>,
timings: Res<SystemTimings>, map: &Res<Map>,
map: Res<Map>, colliders: &Query<(&Collider, &Position)>,
colliders: Query<(&Collider, &Position)>, cursor: &Res<CursorPosition>,
cursor: Res<CursorPosition>,
) { ) {
if !debug_state.enabled { if !debug_state.enabled {
return; return;
} }
let scale = let output = UVec2::from(canvas.output_size().unwrap()).as_vec2();
(UVec2::from(canvas.output_size().unwrap()).as_vec2() / UVec2::from(canvas.logical_size()).as_vec2()).min_element(); let logical = CANVAS_SIZE.as_vec2();
let scale = (output / logical).min_element();
// Create debug text renderer // Create debug text renderer
let text_renderer = TtfRenderer::new(1.0); let text_renderer = TtfRenderer::new(1.0);
let cursor_world_pos = match *cursor { let cursor_world_pos = match &**cursor {
CursorPosition::None => None, CursorPosition::None => None,
CursorPosition::Some { position, .. } => Some(position - BOARD_PIXEL_OFFSET.as_vec2()), CursorPosition::Some { position, .. } => Some(position - BOARD_PIXEL_OFFSET.as_vec2()),
}; };
// Draw debug info on the high-resolution debug texture // Clear the debug canvas
canvas canvas.set_draw_color(Color::RGBA(0, 0, 0, 0));
.with_texture_canvas(&mut debug_texture.0, |debug_canvas| { canvas.clear();
// Clear the debug canvas
debug_canvas.set_draw_color(Color::RGBA(0, 0, 0, 0));
debug_canvas.clear();
// Find the closest node to the cursor // Find the closest node to the cursor
let closest_node = if let Some(cursor_world_pos) = cursor_world_pos { let closest_node = if let Some(cursor_world_pos) = cursor_world_pos {
map.graph map.graph
.nodes() .nodes()
.map(|node| node.position.distance(cursor_world_pos)) .map(|node| node.position.distance(cursor_world_pos))
.enumerate() .enumerate()
.min_by(|(_, a), (_, b)| a.partial_cmp(b).unwrap_or(Ordering::Less)) .min_by(|(_, a), (_, b)| a.partial_cmp(b).unwrap_or(Ordering::Less))
.map(|(id, _)| id) .map(|(id, _)| id)
} else { } else {
None None
}; };
debug_canvas.set_draw_color(Color::GREEN); canvas.set_draw_color(Color::GREEN);
{ {
let rects = colliders let rects = colliders
.iter() .iter()
.map(|(collider, position)| { .map(|(collider, position)| {
let pos = position.get_pixel_position(&map.graph).unwrap(); let pos = position.get_pixel_position(&map.graph).unwrap();
// Transform position and size using common methods // Transform position and size using common methods
let pos = (pos * scale).as_ivec2(); let pos = (pos * scale).as_ivec2();
let size = (collider.size * scale) as u32; let size = (collider.size * scale) as u32;
Rect::from_center(Point::from((pos.x, pos.y)), size, size) Rect::from_center(Point::from((pos.x, pos.y)), size, size)
}) })
.collect::<SmallVec<[Rect; 100]>>(); .collect::<SmallVec<[Rect; 100]>>();
if rects.len() > rects.capacity() { if rects.len() > rects.capacity() {
warn!( warn!(
capacity = rects.capacity(), capacity = rects.capacity(),
count = rects.len(), count = rects.len(),
"Collider rects capacity exceeded" "Collider rects capacity exceeded"
); );
} }
debug_canvas.draw_rects(&rects).unwrap(); canvas.draw_rects(&rects).unwrap();
} }
debug_canvas.set_draw_color(Color { canvas.set_draw_color(Color {
a: f32_to_u8(0.6), a: f32_to_u8(0.6),
..Color::RED ..Color::RED
}); });
debug_canvas.set_blend_mode(sdl2::render::BlendMode::Blend); canvas.set_blend_mode(sdl2::render::BlendMode::Blend);
// Use cached batched line segments // Use cached batched line segments
batched_lines.render(debug_canvas); batched_lines.render(canvas);
{ {
let rects: Vec<_> = map let rects: Vec<_> = map
.graph .graph
.nodes() .nodes()
.enumerate() .enumerate()
.filter_map(|(id, node)| { .filter_map(|(id, node)| {
let pos = transform_position_with_offset(node.position, scale);
let size = (2.0 * scale) as u32;
let rect = Rect::new(pos.x - (size as i32 / 2), pos.y - (size as i32 / 2), size, size);
// If the node is the one closest to the cursor, draw it immediately
if closest_node == Some(id) {
debug_canvas.set_draw_color(Color::YELLOW);
debug_canvas.fill_rect(rect).unwrap();
return None;
}
Some(rect)
})
.collect();
if rects.len() > rects.capacity() {
warn!(
capacity = rects.capacity(),
count = rects.len(),
"Node rects capacity exceeded"
);
}
// Draw the non-closest nodes all at once in blue
debug_canvas.set_draw_color(Color::BLUE);
debug_canvas.fill_rects(&rects).unwrap();
}
// Render node ID if a node is highlighted
if let Some(closest_node_id) = closest_node {
let node = map.graph.get_node(closest_node_id as NodeId).unwrap();
let pos = transform_position_with_offset(node.position, scale); let pos = transform_position_with_offset(node.position, scale);
let size = (2.0 * scale) as u32;
let rect = Rect::new(pos.x - (size as i32 / 2), pos.y - (size as i32 / 2), size, size);
let node_id_text = closest_node_id.to_string(); // If the node is the one closest to the cursor, draw it immediately
let text_pos = Vec2::new((pos.x + 10) as f32, (pos.y - 5) as f32); if closest_node == Some(id) {
canvas.set_draw_color(Color::YELLOW);
canvas.fill_rect(rect).unwrap();
return None;
}
text_renderer Some(rect)
.render_text( })
debug_canvas, .collect();
&mut ttf_atlas.0,
&node_id_text,
text_pos,
Color {
a: f32_to_u8(0.4),
..Color::WHITE
},
)
.unwrap();
}
// Render timing information in the top-left corner if rects.len() > rects.capacity() {
render_timing_display(debug_canvas, &timings, &text_renderer, &mut ttf_atlas.0); warn!(
}) capacity = rects.capacity(),
.unwrap(); count = rects.len(),
"Node rects capacity exceeded"
);
}
// Draw the non-closest nodes all at once in blue
canvas.set_draw_color(Color::BLUE);
canvas.fill_rects(&rects).unwrap();
}
// Render node ID if a node is highlighted
if let Some(closest_node_id) = closest_node {
let node = map.graph.get_node(closest_node_id as NodeId).unwrap();
let pos = transform_position_with_offset(node.position, scale);
let node_id_text = closest_node_id.to_string();
let text_pos = Vec2::new((pos.x + 10) as f32, (pos.y - 5) as f32);
text_renderer
.render_text(
canvas,
&mut ttf_atlas.0,
&node_id_text,
text_pos,
Color {
a: f32_to_u8(0.4),
..Color::WHITE
},
)
.unwrap();
}
// Render timing information in the top-left corner
render_timing_display(canvas, timings, &text_renderer, &mut ttf_atlas.0);
} }

View File

@@ -15,6 +15,12 @@ use crate::{
map::direction::Direction, map::direction::Direction,
}; };
// Touch input constants
const TOUCH_DIRECTION_THRESHOLD: f32 = 10.0;
const TOUCH_EASING_DISTANCE_THRESHOLD: f32 = 1.0;
const MAX_TOUCH_MOVEMENT_SPEED: f32 = 100.0;
const TOUCH_EASING_FACTOR: f32 = 1.5;
#[derive(Resource, Default, Debug, Copy, Clone)] #[derive(Resource, Default, Debug, Copy, Clone)]
pub enum CursorPosition { pub enum CursorPosition {
#[default] #[default]
@@ -25,6 +31,30 @@ pub enum CursorPosition {
}, },
} }
#[derive(Resource, Default, Debug)]
pub struct TouchState {
pub active_touch: Option<TouchData>,
}
#[derive(Debug, Clone)]
pub struct TouchData {
pub finger_id: i64,
pub start_pos: Vec2,
pub current_pos: Vec2,
pub current_direction: Option<Direction>,
}
impl TouchData {
pub fn new(finger_id: i64, start_pos: Vec2) -> Self {
Self {
finger_id,
start_pos,
current_pos: start_pos,
current_direction: None,
}
}
}
#[derive(Resource, Debug, Clone)] #[derive(Resource, Debug, Clone)]
pub struct Bindings { pub struct Bindings {
key_bindings: HashMap<Keycode, GameCommand>, key_bindings: HashMap<Keycode, GameCommand>,
@@ -125,12 +155,62 @@ pub fn process_simple_key_events(bindings: &mut Bindings, frame_events: &[Simple
emitted_events emitted_events
} }
/// Calculates the primary direction from a 2D vector delta
fn calculate_direction_from_delta(delta: Vec2) -> Direction {
if delta.x.abs() > delta.y.abs() {
if delta.x > 0.0 {
Direction::Right
} else {
Direction::Left
}
} else if delta.y > 0.0 {
Direction::Down
} else {
Direction::Up
}
}
/// Updates the touch reference position with easing
///
/// This slowly moves the start_pos towards the current_pos, with the speed
/// decreasing as the distance gets smaller. The maximum movement speed is capped.
/// Returns the delta vector and its length for reuse by the caller.
fn update_touch_reference_position(touch_data: &mut TouchData, delta_time: f32) -> (Vec2, f32) {
// Calculate the vector from start to current position
let delta = touch_data.current_pos - touch_data.start_pos;
let distance = delta.length();
// If there's no significant distance, nothing to do
if distance < TOUCH_EASING_DISTANCE_THRESHOLD {
return (delta, distance);
}
// Calculate speed based on distance (slower as it gets closer)
// The easing function creates a curve where movement slows down as it approaches the target
let speed = (distance / TOUCH_EASING_FACTOR).min(MAX_TOUCH_MOVEMENT_SPEED);
// Calculate movement distance for this frame
let movement_amount = speed * delta_time;
// If the movement would overshoot, just set to target
if movement_amount >= distance {
touch_data.start_pos = touch_data.current_pos;
} else {
// Use direct vector scaling instead of normalization
let scale_factor = movement_amount / distance;
touch_data.start_pos += delta * scale_factor;
}
(delta, distance)
}
pub fn input_system( pub fn input_system(
delta_time: Res<DeltaTime>, delta_time: Res<DeltaTime>,
mut bindings: ResMut<Bindings>, mut bindings: ResMut<Bindings>,
mut writer: EventWriter<GameEvent>, mut writer: EventWriter<GameEvent>,
mut pump: NonSendMut<EventPump>, mut pump: NonSendMut<EventPump>,
mut cursor: ResMut<CursorPosition>, mut cursor: ResMut<CursorPosition>,
mut touch_state: ResMut<TouchState>,
) { ) {
let mut cursor_seen = false; let mut cursor_seen = false;
// Collect all events for this frame. // Collect all events for this frame.
@@ -159,6 +239,43 @@ pub fn input_system(
remaining_time: 0.20, remaining_time: 0.20,
}; };
cursor_seen = true; cursor_seen = true;
// Handle mouse motion as touch motion for desktop testing
if let Some(ref mut touch_data) = touch_state.active_touch {
touch_data.current_pos = Vec2::new(x as f32, y as f32);
}
}
// Handle mouse events as touch for desktop testing
Event::MouseButtonDown { x, y, .. } => {
let pos = Vec2::new(x as f32, y as f32);
touch_state.active_touch = Some(TouchData::new(0, pos)); // Use ID 0 for mouse
}
Event::MouseButtonUp { .. } => {
touch_state.active_touch = None;
}
// Handle actual touch events for mobile
Event::FingerDown { finger_id, x, y, .. } => {
// Convert normalized coordinates (0.0-1.0) to screen coordinates
let screen_x = x * crate::constants::CANVAS_SIZE.x as f32;
let screen_y = y * crate::constants::CANVAS_SIZE.y as f32;
let pos = Vec2::new(screen_x, screen_y);
touch_state.active_touch = Some(TouchData::new(finger_id, pos));
}
Event::FingerMotion { finger_id, x, y, .. } => {
if let Some(ref mut touch_data) = touch_state.active_touch {
if touch_data.finger_id == finger_id {
let screen_x = x * crate::constants::CANVAS_SIZE.x as f32;
let screen_y = y * crate::constants::CANVAS_SIZE.y as f32;
touch_data.current_pos = Vec2::new(screen_x, screen_y);
}
}
}
Event::FingerUp { finger_id, .. } => {
if let Some(ref touch_data) = touch_state.active_touch {
if touch_data.finger_id == finger_id {
touch_state.active_touch = None;
}
}
} }
Event::KeyDown { keycode, repeat, .. } => { Event::KeyDown { keycode, repeat, .. } => {
if let Some(key) = keycode { if let Some(key) = keycode {
@@ -188,6 +305,25 @@ pub fn input_system(
writer.write(event); writer.write(event);
} }
// Update touch reference position with easing
if let Some(ref mut touch_data) = touch_state.active_touch {
// Apply easing to the reference position and get the delta for direction calculation
let (delta, distance) = update_touch_reference_position(touch_data, delta_time.0);
// Check for direction based on updated reference position
if distance >= TOUCH_DIRECTION_THRESHOLD {
let direction = calculate_direction_from_delta(delta);
// Only send command if direction has changed
if touch_data.current_direction != Some(direction) {
touch_data.current_direction = Some(direction);
writer.write(GameEvent::Command(GameCommand::MovePlayer(direction)));
}
} else if touch_data.current_direction.is_some() {
touch_data.current_direction = None;
}
}
if let (false, CursorPosition::Some { remaining_time, .. }) = (cursor_seen, &mut *cursor) { if let (false, CursorPosition::Some { remaining_time, .. }) = (cursor_seen, &mut *cursor) {
*remaining_time -= delta_time.0; *remaining_time -= delta_time.0;
if *remaining_time <= 0.0 { if *remaining_time <= 0.0 {

View File

@@ -1,9 +1,11 @@
use crate::constants::CANVAS_SIZE; use crate::constants::CANVAS_SIZE;
use crate::error::{GameError, TextureError}; use crate::error::{GameError, TextureError};
use crate::map::builder::Map; use crate::map::builder::Map;
use crate::systems::input::TouchState;
use crate::systems::{ use crate::systems::{
DebugState, DebugTextureResource, DeltaTime, DirectionalAnimation, LinearAnimation, Position, Renderable, ScoreResource, debug_render_system, BatchedLinesResource, Collider, CursorPosition, DebugState, DebugTextureResource, DeltaTime,
StartupSequence, Velocity, DirectionalAnimation, LinearAnimation, Position, Renderable, ScoreResource, StartupSequence, SystemId, SystemTimings,
TtfAtlasResource, Velocity,
}; };
use crate::texture::sprite::SpriteAtlas; use crate::texture::sprite::SpriteAtlas;
use crate::texture::text::TextTexture; use crate::texture::text::TextTexture;
@@ -18,6 +20,7 @@ use sdl2::pixels::Color;
use sdl2::rect::{Point, Rect}; use sdl2::rect::{Point, Rect};
use sdl2::render::{BlendMode, Canvas, Texture}; use sdl2::render::{BlendMode, Canvas, Texture};
use sdl2::video::Window; use sdl2::video::Window;
use std::time::Instant;
#[derive(Resource, Default)] #[derive(Resource, Default)]
pub struct RenderDirty(pub bool); pub struct RenderDirty(pub bool);
@@ -25,6 +28,13 @@ pub struct RenderDirty(pub bool);
#[derive(Component)] #[derive(Component)]
pub struct Hidden; pub struct Hidden;
/// Enum to identify which texture is being rendered to in the combined render system
#[derive(Debug, Clone, Copy)]
enum RenderTarget {
Backbuffer,
Debug,
}
#[allow(clippy::type_complexity)] #[allow(clippy::type_complexity)]
pub fn dirty_render_system( pub fn dirty_render_system(
mut dirty: ResMut<RenderDirty>, mut dirty: ResMut<RenderDirty>,
@@ -105,6 +115,79 @@ pub struct MapTextureResource(pub Texture);
/// A non-send resource for the backbuffer texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource. /// A non-send resource for the backbuffer texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
pub struct BackbufferResource(pub Texture); pub struct BackbufferResource(pub Texture);
/// Renders touch UI overlay for mobile/testing.
pub fn touch_ui_render_system(
mut backbuffer: NonSendMut<BackbufferResource>,
mut canvas: NonSendMut<&mut Canvas<Window>>,
touch_state: Res<TouchState>,
mut errors: EventWriter<GameError>,
) {
if let Some(ref touch_data) = touch_state.active_touch {
let _ = canvas.with_texture_canvas(&mut backbuffer.0, |canvas| {
// Set blend mode for transparency
canvas.set_blend_mode(BlendMode::Blend);
// Draw semi-transparent circle at touch start position
canvas.set_draw_color(Color::RGBA(255, 255, 255, 100));
let center = Point::new(touch_data.start_pos.x as i32, touch_data.start_pos.y as i32);
// Draw a simple circle by drawing filled rectangles (basic approach)
let radius = 30;
for dy in -radius..=radius {
for dx in -radius..=radius {
if dx * dx + dy * dy <= radius * radius {
let point = Point::new(center.x + dx, center.y + dy);
if let Err(e) = canvas.draw_point(point) {
errors.write(TextureError::RenderFailed(format!("Touch UI render error: {}", e)).into());
return;
}
}
}
}
// Draw direction indicator if we have a direction
if let Some(direction) = touch_data.current_direction {
canvas.set_draw_color(Color::RGBA(0, 255, 0, 150));
// Draw arrow indicating direction
let arrow_length = 40;
let (dx, dy) = match direction {
crate::map::direction::Direction::Up => (0, -arrow_length),
crate::map::direction::Direction::Down => (0, arrow_length),
crate::map::direction::Direction::Left => (-arrow_length, 0),
crate::map::direction::Direction::Right => (arrow_length, 0),
};
let end_point = Point::new(center.x + dx, center.y + dy);
if let Err(e) = canvas.draw_line(center, end_point) {
errors.write(TextureError::RenderFailed(format!("Touch arrow render error: {}", e)).into());
}
// Draw arrowhead (simple approach)
let arrow_size = 8;
match direction {
crate::map::direction::Direction::Up => {
let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y + arrow_size));
let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y + arrow_size));
}
crate::map::direction::Direction::Down => {
let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y - arrow_size));
let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y - arrow_size));
}
crate::map::direction::Direction::Left => {
let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y - arrow_size));
let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y + arrow_size));
}
crate::map::direction::Direction::Right => {
let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y - arrow_size));
let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y + arrow_size));
}
}
}
});
}
}
/// Renders the HUD (score, lives, etc.) on top of the game. /// Renders the HUD (score, lives, etc.) on top of the game.
pub fn hud_render_system( pub fn hud_render_system(
mut backbuffer: NonSendMut<BackbufferResource>, mut backbuffer: NonSendMut<BackbufferResource>,
@@ -172,59 +255,138 @@ pub fn hud_render_system(
#[allow(clippy::too_many_arguments)] #[allow(clippy::too_many_arguments)]
pub fn render_system( pub fn render_system(
canvas: &mut Canvas<Window>,
map_texture: &NonSendMut<MapTextureResource>,
atlas: &mut SpriteAtlas,
map: &Res<Map>,
dirty: &Res<RenderDirty>,
renderables: &Query<(Entity, &Renderable, &Position), Without<Hidden>>,
errors: &mut EventWriter<GameError>,
) {
if !dirty.0 {
return;
}
// Clear the backbuffer
canvas.set_draw_color(sdl2::pixels::Color::BLACK);
canvas.clear();
// Copy the pre-rendered map texture to the backbuffer
if let Err(e) = canvas.copy(&map_texture.0, None, None) {
errors.write(TextureError::RenderFailed(e.to_string()).into());
}
// Render all entities to the backbuffer
for (_, renderable, position) in renderables
.iter()
.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
.rev()
{
let pos = position.get_pixel_position(&map.graph);
match pos {
Ok(pos) => {
let dest = Rect::from_center(
Point::from((pos.x as i32, pos.y as i32)),
renderable.sprite.size.x as u32,
renderable.sprite.size.y as u32,
);
renderable
.sprite
.render(canvas, atlas, dest)
.err()
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
}
Err(e) => {
errors.write(e);
}
}
}
}
/// Combined render system that renders to both backbuffer and debug textures in a single
/// with_multiple_texture_canvas call for reduced overhead
#[allow(clippy::too_many_arguments)]
pub fn combined_render_system(
mut canvas: NonSendMut<&mut Canvas<Window>>, mut canvas: NonSendMut<&mut Canvas<Window>>,
map_texture: NonSendMut<MapTextureResource>, map_texture: NonSendMut<MapTextureResource>,
mut backbuffer: NonSendMut<BackbufferResource>, mut backbuffer: NonSendMut<BackbufferResource>,
mut debug_texture: NonSendMut<DebugTextureResource>,
mut atlas: NonSendMut<SpriteAtlas>, mut atlas: NonSendMut<SpriteAtlas>,
mut ttf_atlas: NonSendMut<TtfAtlasResource>,
batched_lines: Res<BatchedLinesResource>,
debug_state: Res<DebugState>,
timings: Res<SystemTimings>,
map: Res<Map>, map: Res<Map>,
dirty: Res<RenderDirty>, dirty: Res<RenderDirty>,
renderables: Query<(Entity, &Renderable, &Position), Without<Hidden>>, renderables: Query<(Entity, &Renderable, &Position), Without<Hidden>>,
colliders: Query<(&Collider, &Position)>,
cursor: Res<CursorPosition>,
mut errors: EventWriter<GameError>, mut errors: EventWriter<GameError>,
) { ) {
if !dirty.0 { if !dirty.0 {
return; return;
} }
// Render to backbuffer
canvas
.with_texture_canvas(&mut backbuffer.0, |backbuffer_canvas| {
// Clear the backbuffer
backbuffer_canvas.set_draw_color(sdl2::pixels::Color::BLACK);
backbuffer_canvas.clear();
// Copy the pre-rendered map texture to the backbuffer // Prepare textures and render targets
if let Err(e) = backbuffer_canvas.copy(&map_texture.0, None, None) { let textures = [
errors.write(TextureError::RenderFailed(e.to_string()).into()); (&mut backbuffer.0, RenderTarget::Backbuffer),
(&mut debug_texture.0, RenderTarget::Debug),
];
// Record timing for each system independently
let mut render_duration = None;
let mut debug_render_duration = None;
let result = canvas.with_multiple_texture_canvas(textures.iter(), |texture_canvas, render_target| match render_target {
RenderTarget::Backbuffer => {
let start_time = Instant::now();
render_system(
texture_canvas,
&map_texture,
&mut atlas,
&map,
&dirty,
&renderables,
&mut errors,
);
render_duration = Some(start_time.elapsed());
}
RenderTarget::Debug => {
if !debug_state.enabled {
return;
} }
// Render all entities to the backbuffer let start_time = Instant::now();
for (_, renderable, position) in renderables
.iter()
.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
.rev()
{
let pos = position.get_pixel_position(&map.graph);
match pos {
Ok(pos) => {
let dest = Rect::from_center(
Point::from((pos.x as i32, pos.y as i32)),
renderable.sprite.size.x as u32,
renderable.sprite.size.y as u32,
);
renderable debug_render_system(
.sprite texture_canvas,
.render(backbuffer_canvas, &mut atlas, dest) &mut ttf_atlas,
.err() &batched_lines,
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into())); &debug_state,
} &timings,
Err(e) => { &map,
errors.write(e); &colliders,
} &cursor,
} );
}
}) debug_render_duration = Some(start_time.elapsed());
.err() }
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into())); });
if let Err(e) = result {
errors.write(TextureError::RenderFailed(e.to_string()).into());
}
// Record timings for each system independently
if let Some(duration) = render_duration {
timings.add_timing(SystemId::Render, duration);
}
if let Some(duration) = debug_render_duration {
timings.add_timing(SystemId::DebugRender, duration);
}
} }
pub fn present_system( pub fn present_system(