use std::time::{Duration, Instant}; use anyhow::{anyhow, Result}; use sdl2::event::{Event, WindowEvent}; use sdl2::keyboard::Keycode; use sdl2::render::{Canvas, ScaleMode, Texture, TextureCreator}; use sdl2::video::{Window, WindowContext}; use sdl2::EventPump; use tracing::{error, event}; use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE}; use crate::game::Game; #[cfg(target_os = "emscripten")] use crate::emscripten; #[cfg(not(target_os = "emscripten"))] fn sleep(value: Duration) { spin_sleep::sleep(value); } #[cfg(target_os = "emscripten")] fn sleep(value: Duration) { emscripten::emscripten::sleep(value.as_millis() as u32); } pub struct App<'a> { game: Game, canvas: Canvas, event_pump: EventPump, backbuffer: Texture<'a>, paused: bool, last_tick: Instant, } impl App<'_> { pub fn new() -> Result { let sdl_context = sdl2::init().map_err(|e| anyhow!(e))?; let video_subsystem = sdl_context.video().map_err(|e| anyhow!(e))?; let audio_subsystem = sdl_context.audio().map_err(|e| anyhow!(e))?; let ttf_context = sdl2::ttf::init().map_err(|e| anyhow!(e.to_string()))?; let window = video_subsystem .window( "Pac-Man", (CANVAS_SIZE.x as f32 * SCALE).round() as u32, (CANVAS_SIZE.y as f32 * SCALE).round() as u32, ) .resizable() .position_centered() .build()?; let mut canvas = window.into_canvas().build()?; canvas.set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y)?; let texture_creator_static: &'static TextureCreator = Box::leak(Box::new(canvas.texture_creator())); let mut game = Game::new(texture_creator_static, &ttf_context, &audio_subsystem); game.audio.set_mute(cfg!(debug_assertions)); let mut backbuffer = texture_creator_static.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)?; backbuffer.set_scale_mode(ScaleMode::Nearest); let event_pump = sdl_context.event_pump().map_err(|e| anyhow!(e))?; // Initial draw game.draw(&mut canvas, &mut backbuffer)?; game.present_backbuffer(&mut canvas, &backbuffer)?; Ok(Self { game, canvas, event_pump, backbuffer, paused: false, last_tick: Instant::now(), }) } pub fn run(&mut self) -> bool { { let start = Instant::now(); for event in self.event_pump.poll_iter() { match event { Event::Window { win_event, .. } => match win_event { WindowEvent::Hidden => { event!(tracing::Level::DEBUG, "Window hidden"); } WindowEvent::Shown => { event!(tracing::Level::DEBUG, "Window shown"); } _ => {} }, // It doesn't really make sense to have this available in the browser #[cfg(not(target_os = "emscripten"))] Event::Quit { .. } | Event::KeyDown { keycode: Some(Keycode::Escape) | Some(Keycode::Q), .. } => { event!(tracing::Level::INFO, "Exit requested. Exiting..."); return false; } Event::KeyDown { keycode: Some(Keycode::P), .. } => { self.paused = !self.paused; event!(tracing::Level::INFO, "{}", if self.paused { "Paused" } else { "Unpaused" }); } Event::KeyDown { keycode: Some(Keycode::Space), .. } => { self.game.debug_mode = !self.game.debug_mode; } Event::KeyDown { keycode, .. } => { self.game.keyboard_event(keycode.unwrap()); } _ => {} } } let dt = self.last_tick.elapsed().as_secs_f32(); self.last_tick = Instant::now(); if !self.paused { self.game.tick(dt); if let Err(e) = self.game.draw(&mut self.canvas, &mut self.backbuffer) { error!("Failed to draw game: {e}"); } if let Err(e) = self.game.present_backbuffer(&mut self.canvas, &self.backbuffer) { error!("Failed to present backbuffer: {e}"); } } if start.elapsed() < LOOP_TIME { let time = LOOP_TIME.saturating_sub(start.elapsed()); if time != Duration::ZERO { sleep(time); } } else { event!( tracing::Level::WARN, "Game loop behind schedule by: {:?}", start.elapsed() - LOOP_TIME ); } true } } }