mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-07 03:15:49 -06:00
Compare commits
2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
b34c63cf9c | ||
|
|
57e7f395d7 |
130
src/bin/aspect_demo.rs
Normal file
130
src/bin/aspect_demo.rs
Normal file
@@ -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(())
|
||||||
|
}
|
||||||
@@ -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]
|
||||||
@@ -47,35 +53,6 @@ impl TouchData {
|
|||||||
current_direction: None,
|
current_direction: None,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn update_position(&mut self, new_pos: Vec2) -> Option<Direction> {
|
|
||||||
self.current_pos = new_pos;
|
|
||||||
let delta = new_pos - self.start_pos;
|
|
||||||
|
|
||||||
// Minimum threshold for direction detection (in pixels)
|
|
||||||
const THRESHOLD: f32 = 20.0;
|
|
||||||
|
|
||||||
if delta.length() < THRESHOLD {
|
|
||||||
self.current_direction = None;
|
|
||||||
return None;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Determine primary direction based on larger component
|
|
||||||
let 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
|
|
||||||
};
|
|
||||||
|
|
||||||
self.current_direction = Some(direction);
|
|
||||||
Some(direction)
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Resource, Debug, Clone)]
|
#[derive(Resource, Debug, Clone)]
|
||||||
@@ -178,6 +155,55 @@ 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>,
|
||||||
@@ -216,9 +242,7 @@ pub fn input_system(
|
|||||||
|
|
||||||
// Handle mouse motion as touch motion for desktop testing
|
// Handle mouse motion as touch motion for desktop testing
|
||||||
if let Some(ref mut touch_data) = touch_state.active_touch {
|
if let Some(ref mut touch_data) = touch_state.active_touch {
|
||||||
if let Some(direction) = touch_data.update_position(Vec2::new(x as f32, y as f32)) {
|
touch_data.current_pos = Vec2::new(x as f32, y as f32);
|
||||||
writer.write(GameEvent::Command(GameCommand::MovePlayer(direction)));
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// Handle mouse events as touch for desktop testing
|
// Handle mouse events as touch for desktop testing
|
||||||
@@ -242,9 +266,7 @@ pub fn input_system(
|
|||||||
if touch_data.finger_id == finger_id {
|
if touch_data.finger_id == finger_id {
|
||||||
let screen_x = x * crate::constants::CANVAS_SIZE.x as f32;
|
let screen_x = x * crate::constants::CANVAS_SIZE.x as f32;
|
||||||
let screen_y = y * crate::constants::CANVAS_SIZE.y as f32;
|
let screen_y = y * crate::constants::CANVAS_SIZE.y as f32;
|
||||||
if let Some(direction) = touch_data.update_position(Vec2::new(screen_x, screen_y)) {
|
touch_data.current_pos = Vec2::new(screen_x, screen_y);
|
||||||
writer.write(GameEvent::Command(GameCommand::MovePlayer(direction)));
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -283,6 +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 {
|
||||||
|
|||||||
Reference in New Issue
Block a user