main.rs 26KB

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  1. use std::cmp;
  2. use std::collections::HashMap;
  3. use ggez::event::MouseButton;
  4. use ggez::graphics::{DrawMode, MeshBuilder, StrokeOptions};
  5. use ggez::input::keyboard::KeyCode;
  6. use ggez::timer::check_update_time;
  7. use ggez::{event, graphics, input, Context, GameResult};
  8. use crate::behavior::animate::{digest_current_behavior, digest_current_order, digest_next_order};
  9. use crate::behavior::order::Order;
  10. use crate::behavior::ItemBehavior;
  11. use crate::config::{
  12. ANIMATE_EACH, DEFAULT_SELECTED_SQUARE_SIDE, DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  13. DISPLAY_OFFSET_BY, DISPLAY_OFFSET_BY_SPEED, MAX_FRAME_I, META_EACH, PHYSICS_EACH,
  14. SCENE_ITEMS_CHANGE_ERR_MSG, SPRITE_EACH, TARGET_FPS,
  15. };
  16. use crate::map::Map;
  17. use crate::physics::util::scene_point_from_window_point;
  18. use crate::physics::util::window_point_from_scene_point;
  19. use crate::physics::GridPosition;
  20. use crate::physics::{util, MetaEvent, PhysicEvent};
  21. use crate::scene::item::{apply_scene_item_modifier, ItemState, SceneItem, SceneItemType};
  22. use crate::ui::vertical_menu::vertical_menu_sprite_info;
  23. use crate::ui::MenuItem;
  24. use crate::ui::{SceneItemPrepareOrder, UiComponent, UserEvent};
  25. use crate::util::velocity_for_behavior;
  26. use crate::{Offset, ScenePoint, WindowPoint};
  27. use std::path::Path;
  28. use std::time::Instant;
  29. pub struct MainState {
  30. // time
  31. frame_i: u32,
  32. start: Instant,
  33. // map
  34. map: Map,
  35. // display
  36. debug: bool,
  37. debug_terrain: bool,
  38. display_offset: Offset,
  39. sprite_sheet_batch: graphics::spritebatch::SpriteBatch,
  40. map_batch: graphics::spritebatch::SpriteBatch,
  41. ui_batch: graphics::spritebatch::SpriteBatch,
  42. terrain_batch: graphics::spritebatch::SpriteBatch,
  43. // scene items
  44. scene_items: Vec<SceneItem>,
  45. scene_items_by_grid_position: HashMap<GridPosition, Vec<usize>>,
  46. // events
  47. physics_events: Vec<PhysicEvent>,
  48. // user interactions
  49. last_key_consumed: HashMap<KeyCode, Instant>,
  50. left_click_down: Option<WindowPoint>,
  51. right_click_down: Option<WindowPoint>,
  52. current_cursor_position: WindowPoint,
  53. user_events: Vec<UserEvent>,
  54. selected_scene_items: Vec<usize>, // scene_item usize
  55. scene_item_menu: Option<(usize, ScenePoint)>, // scene_item usize, display_at
  56. scene_item_prepare_order: Option<SceneItemPrepareOrder>,
  57. }
  58. fn update_terrain_batch(
  59. mut terrain_batch: graphics::spritebatch::SpriteBatch,
  60. map: &Map,
  61. ) -> graphics::spritebatch::SpriteBatch {
  62. terrain_batch.clear();
  63. for ((grid_x, grid_y), tile) in map.tiles.iter() {
  64. // FIXME pre compute these data
  65. let src_x = tile.tile_x as f32 * tile.relative_tile_width;
  66. let src_y = tile.tile_y as f32 * tile.relative_tile_height;
  67. let dest_x = *grid_x as f32 * tile.tile_width as f32;
  68. let dest_y = *grid_y as f32 * tile.tile_height as f32;
  69. terrain_batch.add(
  70. graphics::DrawParam::new()
  71. .src(graphics::Rect::new(
  72. src_x,
  73. src_y,
  74. tile.relative_tile_width,
  75. tile.relative_tile_height,
  76. ))
  77. .dest(ScenePoint::new(dest_x, dest_y)),
  78. );
  79. }
  80. terrain_batch
  81. }
  82. impl MainState {
  83. pub fn new(ctx: &mut Context) -> GameResult<MainState> {
  84. let map = Map::new(&Path::new("resources/map1.tmx"))?;
  85. let sprite_sheet_image = graphics::Image::new(ctx, "/sprite_sheet.png")?;
  86. let sprite_sheet_batch = graphics::spritebatch::SpriteBatch::new(sprite_sheet_image);
  87. let map_image = graphics::Image::new(
  88. ctx,
  89. &Path::new(&format!("/{}", &map.background_image.source)),
  90. )?;
  91. let map_batch = graphics::spritebatch::SpriteBatch::new(map_image);
  92. let ui_image = graphics::Image::new(ctx, "/ui.png")?;
  93. let ui_batch = graphics::spritebatch::SpriteBatch::new(ui_image);
  94. let terrain_image = graphics::Image::new(ctx, format!("/{}", map.terrain_image.source))?;
  95. let mut terrain_batch = graphics::spritebatch::SpriteBatch::new(terrain_image);
  96. terrain_batch = update_terrain_batch(terrain_batch, &map);
  97. let mut scene_items = vec![];
  98. for x in 0..1 {
  99. for y in 0..4 {
  100. // let current_behavior = if y % 2 == 0 {
  101. // ItemBehavior::WalkingTo(util::vec_from_angle(90.0))
  102. // } else {
  103. // ItemBehavior::CrawlingTo()
  104. // };
  105. scene_items.push(SceneItem::new(
  106. SceneItemType::Soldier,
  107. ScenePoint::new((x as f32 * 24.0) + 100.0, (y as f32 * 24.0) + 100.0),
  108. ItemState::new(ItemBehavior::Standing),
  109. ));
  110. }
  111. }
  112. let mut main_state = MainState {
  113. frame_i: 0,
  114. start: Instant::now(),
  115. map,
  116. debug: false,
  117. debug_terrain: false,
  118. display_offset: Offset::new(0.0, 0.0),
  119. sprite_sheet_batch,
  120. map_batch,
  121. ui_batch,
  122. terrain_batch,
  123. scene_items,
  124. scene_items_by_grid_position: HashMap::new(),
  125. physics_events: vec![],
  126. last_key_consumed: HashMap::new(),
  127. left_click_down: None,
  128. right_click_down: None,
  129. current_cursor_position: WindowPoint::new(0.0, 0.0),
  130. user_events: vec![],
  131. selected_scene_items: vec![],
  132. scene_item_menu: None,
  133. scene_item_prepare_order: None,
  134. };
  135. for (i, scene_item) in main_state.scene_items.iter().enumerate() {
  136. let grid_position = util::grid_position_from_scene_point(&scene_item.position);
  137. main_state
  138. .scene_items_by_grid_position
  139. .entry(grid_position)
  140. .or_default()
  141. .push(i);
  142. }
  143. Ok(main_state)
  144. }
  145. fn get_scene_item(&self, index: usize) -> &SceneItem {
  146. self.scene_items
  147. .get(index)
  148. .expect(SCENE_ITEMS_CHANGE_ERR_MSG)
  149. }
  150. fn get_scene_item_mut(&mut self, index: usize) -> &mut SceneItem {
  151. self.scene_items
  152. .get_mut(index)
  153. .expect(SCENE_ITEMS_CHANGE_ERR_MSG)
  154. }
  155. fn inputs(&mut self, ctx: &Context) {
  156. let display_offset_by =
  157. if input::keyboard::is_mod_active(ctx, input::keyboard::KeyMods::SHIFT) {
  158. DISPLAY_OFFSET_BY_SPEED
  159. } else {
  160. DISPLAY_OFFSET_BY
  161. };
  162. if input::keyboard::is_key_pressed(ctx, KeyCode::Left) {
  163. self.display_offset.x += display_offset_by;
  164. }
  165. if input::keyboard::is_key_pressed(ctx, KeyCode::Right) {
  166. self.display_offset.x -= display_offset_by;
  167. }
  168. if input::keyboard::is_key_pressed(ctx, KeyCode::Up) {
  169. self.display_offset.y += display_offset_by;
  170. }
  171. if input::keyboard::is_key_pressed(ctx, KeyCode::Down) {
  172. self.display_offset.y -= display_offset_by;
  173. }
  174. if input::keyboard::is_key_pressed(ctx, KeyCode::F12) {
  175. if self
  176. .last_key_consumed
  177. .get(&KeyCode::F12)
  178. .unwrap_or(&self.start)
  179. .elapsed()
  180. .as_millis()
  181. > 250
  182. {
  183. self.debug = !self.debug;
  184. self.last_key_consumed.insert(KeyCode::F12, Instant::now());
  185. }
  186. }
  187. if input::keyboard::is_key_pressed(ctx, KeyCode::F10) {
  188. if self
  189. .last_key_consumed
  190. .get(&KeyCode::F10)
  191. .unwrap_or(&self.start)
  192. .elapsed()
  193. .as_millis()
  194. > 250
  195. {
  196. self.debug_terrain = !self.debug_terrain;
  197. self.last_key_consumed.insert(KeyCode::F10, Instant::now());
  198. }
  199. }
  200. while let Some(user_event) = self.user_events.pop() {
  201. match user_event {
  202. UserEvent::Click(window_click_point) => self.digest_click(window_click_point),
  203. UserEvent::AreaSelection(window_from, window_to) => {
  204. self.digest_area_selection(window_from, window_to)
  205. }
  206. UserEvent::RightClick(window_right_click_point) => {
  207. self.digest_right_click(window_right_click_point)
  208. }
  209. }
  210. }
  211. }
  212. fn digest_click(&mut self, window_click_point: WindowPoint) {
  213. let scene_click_point =
  214. scene_point_from_window_point(&window_click_point, &self.display_offset);
  215. let mut scene_item_selected = false;
  216. let mut scene_item_menu_clicked = false;
  217. let mut prepare_order_clicked = false;
  218. if let Some(scene_item_usize) =
  219. self.get_first_scene_item_for_scene_point(&scene_click_point)
  220. {
  221. self.selected_scene_items.drain(..);
  222. self.selected_scene_items.push(scene_item_usize);
  223. scene_item_selected = true;
  224. }
  225. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  226. match scene_item_prepare_order {
  227. SceneItemPrepareOrder::Move(scene_item_usize) => {
  228. let mut scene_item = self.get_scene_item_mut(*scene_item_usize);
  229. scene_item.next_order = Some(Order::MoveTo(scene_click_point));
  230. }
  231. SceneItemPrepareOrder::MoveFast(scene_item_usize) => {
  232. let mut scene_item = self.get_scene_item_mut(*scene_item_usize);
  233. scene_item.next_order = Some(Order::MoveFastTo(scene_click_point));
  234. }
  235. SceneItemPrepareOrder::Hide(scene_item_usize) => {
  236. let mut scene_item = self.get_scene_item_mut(*scene_item_usize);
  237. scene_item.next_order = Some(Order::HideTo(scene_click_point));
  238. }
  239. }
  240. self.scene_item_prepare_order = None;
  241. prepare_order_clicked = true;
  242. }
  243. if let Some((scene_item_usize, scene_menu_point)) = self.scene_item_menu {
  244. let menu_sprite_info = vertical_menu_sprite_info(UiComponent::SceneItemMenu);
  245. if let Some(menu_item) =
  246. menu_sprite_info.item_clicked(&scene_menu_point, &scene_click_point)
  247. {
  248. match menu_item {
  249. MenuItem::Move => {
  250. self.scene_item_prepare_order =
  251. Some(SceneItemPrepareOrder::Move(scene_item_usize));
  252. self.scene_item_menu = None;
  253. }
  254. MenuItem::MoveFast => {
  255. self.scene_item_prepare_order =
  256. Some(SceneItemPrepareOrder::MoveFast(scene_item_usize));
  257. self.scene_item_menu = None;
  258. }
  259. MenuItem::Hide => {
  260. self.scene_item_prepare_order =
  261. Some(SceneItemPrepareOrder::Hide(scene_item_usize));
  262. self.scene_item_menu = None;
  263. }
  264. }
  265. };
  266. self.scene_item_menu = None;
  267. scene_item_menu_clicked = true;
  268. };
  269. if !prepare_order_clicked && !scene_item_menu_clicked && !scene_item_selected {
  270. self.selected_scene_items.drain(..);
  271. }
  272. }
  273. fn digest_right_click(&mut self, window_right_click_point: WindowPoint) {
  274. let scene_right_click_point =
  275. scene_point_from_window_point(&window_right_click_point, &self.display_offset);
  276. // TODO: aucune selection et right click sur un item: scene_item_menu sur un item
  277. // TODO: selection et right click sur un item de la selection: scene_item_menu sur un TOUS les item de la selection
  278. // TODO: selection et right click sur un item PAS dans la selection: scene_item_menu sur un item
  279. if let Some(scene_item_usize) =
  280. self.get_first_scene_item_for_scene_point(&scene_right_click_point)
  281. {
  282. if self.selected_scene_items.contains(&scene_item_usize) {
  283. let scene_item = self.get_scene_item(scene_item_usize);
  284. self.scene_item_menu = Some((scene_item_usize, scene_item.position))
  285. }
  286. }
  287. }
  288. fn digest_area_selection(&mut self, window_from: WindowPoint, window_to: WindowPoint) {
  289. let scene_from = scene_point_from_window_point(&window_from, &self.display_offset);
  290. let scene_to = scene_point_from_window_point(&window_to, &self.display_offset);
  291. self.selected_scene_items.drain(..);
  292. self.selected_scene_items
  293. .extend(self.get_scene_items_for_scene_area(&scene_from, &scene_to));
  294. }
  295. // TODO: manage errors
  296. fn physics(&mut self) {
  297. // Scene items movements
  298. for scene_item in self.scene_items.iter_mut() {
  299. match scene_item.state.current_behavior {
  300. ItemBehavior::Standing => {}
  301. ItemBehavior::MoveTo(move_to_scene_point)
  302. | ItemBehavior::MoveFastTo(move_to_scene_point)
  303. | ItemBehavior::HideTo(move_to_scene_point) => {
  304. let velocity = velocity_for_behavior(&scene_item.state.current_behavior)
  305. .expect("must have velocity here");
  306. let move_vector =
  307. (move_to_scene_point - scene_item.position).normalize() * velocity;
  308. // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...)
  309. scene_item.position.x += move_vector.x;
  310. scene_item.position.y += move_vector.y;
  311. scene_item.grid_position =
  312. util::grid_position_from_scene_point(&scene_item.position);
  313. }
  314. }
  315. }
  316. // (FAKE) Drop a bomb to motivate stop move
  317. if self.frame_i % 600 == 0 && self.frame_i != 0 {
  318. self.physics_events.push(PhysicEvent::Explosion);
  319. }
  320. }
  321. fn metas(&mut self) {
  322. for physic_event in &self.physics_events {
  323. match physic_event {
  324. PhysicEvent::Explosion => {
  325. for scene_item in self.scene_items.iter_mut() {
  326. scene_item.meta_events.push(MetaEvent::FeelExplosion);
  327. }
  328. }
  329. }
  330. }
  331. }
  332. fn animate(&mut self) {
  333. for (_, scene_item) in self.scene_items.iter_mut().enumerate() {
  334. apply_scene_item_modifier(scene_item, digest_next_order(&scene_item));
  335. apply_scene_item_modifier(scene_item, digest_current_order(&scene_item));
  336. apply_scene_item_modifier(scene_item, digest_current_behavior(&scene_item));
  337. }
  338. }
  339. fn tick_sprites(&mut self) {
  340. for scene_item in self.scene_items.iter_mut() {
  341. scene_item.tick_sprite();
  342. }
  343. }
  344. fn get_first_scene_item_for_scene_point(&self, scene_position: &ScenePoint) -> Option<usize> {
  345. // TODO: if found multiple: select nearest
  346. for (i, scene_item) in self.scene_items.iter().enumerate() {
  347. let sprite_info = scene_item.sprite_info();
  348. if scene_item.position.x >= scene_position.x - sprite_info.tile_width
  349. && scene_item.position.x <= scene_position.x + sprite_info.tile_width
  350. && scene_item.position.y >= scene_position.y - sprite_info.tile_height
  351. && scene_item.position.y <= scene_position.y + sprite_info.tile_height
  352. {
  353. return Some(i);
  354. }
  355. }
  356. None
  357. }
  358. fn get_scene_items_for_scene_area(&self, from: &ScenePoint, to: &ScenePoint) -> Vec<usize> {
  359. let mut selection = vec![];
  360. for (i, scene_item) in self.scene_items.iter().enumerate() {
  361. if scene_item.position.x >= from.x
  362. && scene_item.position.x <= to.x
  363. && scene_item.position.y >= from.y
  364. && scene_item.position.y <= to.y
  365. {
  366. selection.push(i);
  367. }
  368. }
  369. selection
  370. }
  371. fn generate_scene_item_sprites(&mut self) -> GameResult {
  372. for scene_item in self.scene_items.iter() {
  373. self.sprite_sheet_batch.add(
  374. scene_item
  375. .as_draw_param(scene_item.current_frame)
  376. .dest(scene_item.position.clone()),
  377. );
  378. }
  379. Ok(())
  380. }
  381. fn generate_scene_item_menu_sprites(&mut self) -> GameResult {
  382. if let Some((_, scene_point)) = self.scene_item_menu {
  383. for draw_param in vertical_menu_sprite_info(UiComponent::SceneItemMenu)
  384. .as_draw_params(&scene_point, &self.current_cursor_position)
  385. {
  386. self.ui_batch.add(draw_param);
  387. }
  388. }
  389. Ok(())
  390. }
  391. fn generate_map_sprites(&mut self) -> GameResult {
  392. self.map_batch.add(
  393. graphics::DrawParam::new()
  394. .src(graphics::Rect::new(0.0, 0.0, 1.0, 1.0))
  395. .dest(ScenePoint::new(0.0, 0.0)),
  396. );
  397. Ok(())
  398. }
  399. fn update_mesh_builder_with_debug(
  400. &self,
  401. mut mesh_builder: MeshBuilder,
  402. ) -> GameResult<MeshBuilder> {
  403. if self.debug {
  404. // Draw circle on each scene item position
  405. for scene_item in self.scene_items.iter() {
  406. mesh_builder.circle(
  407. DrawMode::fill(),
  408. scene_item.position.clone(),
  409. 2.0,
  410. 2.0,
  411. graphics::WHITE,
  412. )?;
  413. }
  414. // Draw circle where left click down
  415. if let Some(window_left_click_down_point) = self.left_click_down {
  416. let scene_left_click_down_point = scene_point_from_window_point(
  417. &window_left_click_down_point,
  418. &self.display_offset,
  419. );
  420. mesh_builder.circle(
  421. DrawMode::fill(),
  422. scene_left_click_down_point,
  423. 2.0,
  424. 2.0,
  425. graphics::YELLOW,
  426. )?;
  427. }
  428. // Draw circle at cursor position
  429. mesh_builder.circle(
  430. DrawMode::fill(),
  431. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset),
  432. 2.0,
  433. 2.0,
  434. graphics::BLUE,
  435. )?;
  436. }
  437. GameResult::Ok(mesh_builder)
  438. }
  439. fn update_mesh_builder_with_selected_items(
  440. &self,
  441. mut mesh_builder: MeshBuilder,
  442. ) -> GameResult<MeshBuilder> {
  443. for i in &self.selected_scene_items {
  444. let selected_scene_item = self.get_scene_item(*i);
  445. mesh_builder.rectangle(
  446. DrawMode::Stroke(StrokeOptions::default()),
  447. graphics::Rect::new(
  448. selected_scene_item.position.x - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  449. selected_scene_item.position.y - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  450. DEFAULT_SELECTED_SQUARE_SIDE,
  451. DEFAULT_SELECTED_SQUARE_SIDE,
  452. ),
  453. graphics::GREEN,
  454. )?;
  455. }
  456. GameResult::Ok(mesh_builder)
  457. }
  458. fn update_mesh_builder_with_selection_area(
  459. &self,
  460. mut mesh_builder: MeshBuilder,
  461. ) -> GameResult<MeshBuilder> {
  462. if let Some(window_left_click_down_point) = self.left_click_down {
  463. let scene_left_click_down_point =
  464. scene_point_from_window_point(&window_left_click_down_point, &self.display_offset);
  465. let scene_current_cursor_position =
  466. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset);
  467. if scene_left_click_down_point != scene_current_cursor_position {
  468. mesh_builder.rectangle(
  469. DrawMode::stroke(1.0),
  470. graphics::Rect::new(
  471. scene_left_click_down_point.x,
  472. scene_left_click_down_point.y,
  473. scene_current_cursor_position.x - scene_left_click_down_point.x,
  474. scene_current_cursor_position.y - scene_left_click_down_point.y,
  475. ),
  476. graphics::GREEN,
  477. )?;
  478. }
  479. }
  480. GameResult::Ok(mesh_builder)
  481. }
  482. fn update_mesh_builder_with_prepare_order(
  483. &self,
  484. mut mesh_builder: MeshBuilder,
  485. ) -> GameResult<MeshBuilder> {
  486. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  487. match scene_item_prepare_order {
  488. SceneItemPrepareOrder::Move(scene_item_usize)
  489. | SceneItemPrepareOrder::MoveFast(scene_item_usize)
  490. | SceneItemPrepareOrder::Hide(scene_item_usize) => {
  491. let color = match &scene_item_prepare_order {
  492. SceneItemPrepareOrder::Move(_) => graphics::BLUE,
  493. SceneItemPrepareOrder::MoveFast(_) => graphics::MAGENTA,
  494. SceneItemPrepareOrder::Hide(_) => graphics::YELLOW,
  495. };
  496. let scene_item = self.get_scene_item(*scene_item_usize);
  497. mesh_builder.line(
  498. &vec![
  499. scene_item.position.clone(),
  500. scene_point_from_window_point(
  501. &self.current_cursor_position,
  502. &self.display_offset,
  503. ),
  504. ],
  505. 2.0,
  506. color,
  507. )?;
  508. }
  509. }
  510. }
  511. GameResult::Ok(mesh_builder)
  512. }
  513. }
  514. impl event::EventHandler for MainState {
  515. fn update(&mut self, ctx: &mut Context) -> GameResult {
  516. while check_update_time(ctx, TARGET_FPS) {
  517. self.inputs(ctx);
  518. // TODO: meta: calculer par ex qui voit qui (soldat voit un ennemi: ajouter l'event a vu
  519. // ennemi, dans animate il se mettra a tirer)
  520. let tick_sprite = self.frame_i % SPRITE_EACH == 0;
  521. let tick_animate = self.frame_i % ANIMATE_EACH == 0;
  522. let tick_physics = self.frame_i % PHYSICS_EACH == 0;
  523. let tick_meta = self.frame_i % META_EACH == 0;
  524. // Apply moves, explosions, etc
  525. if tick_physics {
  526. self.physics();
  527. }
  528. // Generate meta events according to physics events and current physic state
  529. if tick_meta {
  530. self.metas();
  531. }
  532. // Animate scene items according to meta events
  533. if tick_animate {
  534. self.animate();
  535. };
  536. // Change scene items tiles
  537. if tick_sprite {
  538. self.tick_sprites();
  539. }
  540. // Increment frame counter
  541. self.frame_i += 1;
  542. if self.frame_i >= MAX_FRAME_I {
  543. self.frame_i = 0;
  544. }
  545. // Empty physics event
  546. self.physics_events.drain(..);
  547. }
  548. Ok(())
  549. }
  550. fn draw(&mut self, ctx: &mut Context) -> GameResult {
  551. graphics::clear(ctx, graphics::BLACK);
  552. let mut scene_mesh_builder = MeshBuilder::new();
  553. self.generate_scene_item_sprites()?;
  554. self.generate_scene_item_menu_sprites()?;
  555. self.generate_map_sprites()?;
  556. scene_mesh_builder = self.update_mesh_builder_with_debug(scene_mesh_builder)?;
  557. scene_mesh_builder = self.update_mesh_builder_with_selected_items(scene_mesh_builder)?;
  558. scene_mesh_builder = self.update_mesh_builder_with_selection_area(scene_mesh_builder)?;
  559. scene_mesh_builder = self.update_mesh_builder_with_prepare_order(scene_mesh_builder)?;
  560. let window_draw_param = graphics::DrawParam::new().dest(window_point_from_scene_point(
  561. &ScenePoint::new(0.0, 0.0),
  562. &self.display_offset,
  563. ));
  564. graphics::draw(ctx, &self.map_batch, window_draw_param)?;
  565. if self.debug_terrain {
  566. graphics::draw(ctx, &self.terrain_batch, window_draw_param)?;
  567. }
  568. graphics::draw(ctx, &self.sprite_sheet_batch, window_draw_param)?;
  569. if let Ok(scene_mesh) = scene_mesh_builder.build(ctx) {
  570. graphics::draw(ctx, &scene_mesh, window_draw_param)?;
  571. }
  572. graphics::draw(ctx, &self.ui_batch, window_draw_param)?;
  573. self.sprite_sheet_batch.clear();
  574. self.map_batch.clear();
  575. self.ui_batch.clear();
  576. graphics::present(ctx)?;
  577. // println!("FPS: {}", ggez::timer::fps(ctx));
  578. Ok(())
  579. }
  580. fn mouse_button_down_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  581. match button {
  582. MouseButton::Left => {
  583. self.left_click_down = Some(WindowPoint::new(x, y));
  584. }
  585. MouseButton::Right => {
  586. self.right_click_down = Some(WindowPoint::new(x, y));
  587. }
  588. MouseButton::Middle => {}
  589. MouseButton::Other(_) => {}
  590. }
  591. }
  592. fn mouse_button_up_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  593. match button {
  594. MouseButton::Left => {
  595. if let Some(left_click_down) = self.left_click_down {
  596. if left_click_down == WindowPoint::new(x, y) {
  597. self.user_events.push(UserEvent::Click(left_click_down));
  598. } else {
  599. let from = WindowPoint::new(
  600. cmp::min(left_click_down.x as i32, x as i32) as f32,
  601. cmp::min(left_click_down.y as i32, y as i32) as f32,
  602. );
  603. let to = WindowPoint::new(
  604. cmp::max(left_click_down.x as i32, x as i32) as f32,
  605. cmp::max(left_click_down.y as i32, y as i32) as f32,
  606. );
  607. self.user_events.push(UserEvent::AreaSelection(from, to));
  608. }
  609. }
  610. self.left_click_down = None;
  611. }
  612. MouseButton::Right => {
  613. if let Some(right_click_down) = self.right_click_down {
  614. self.user_events
  615. .push(UserEvent::RightClick(right_click_down));
  616. }
  617. }
  618. MouseButton::Middle => {}
  619. MouseButton::Other(_) => {}
  620. }
  621. }
  622. fn mouse_motion_event(&mut self, _ctx: &mut Context, x: f32, y: f32, _dx: f32, _dy: f32) {
  623. self.current_cursor_position = WindowPoint::new(x, y);
  624. }
  625. }