main.rs 27KB

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  1. use std::cmp;
  2. use std::collections::HashMap;
  3. use std::f32::consts::FRAC_PI_2;
  4. use ggez::event::MouseButton;
  5. use ggez::graphics::{DrawMode, MeshBuilder, StrokeOptions};
  6. use ggez::input::keyboard::{pressed_keys, KeyCode};
  7. use ggez::timer::check_update_time;
  8. use ggez::{event, graphics, input, Context, GameResult};
  9. use crate::behavior::animate::{digest_current_behavior, digest_current_order, digest_next_order};
  10. use crate::behavior::order::Order;
  11. use crate::behavior::ItemBehavior;
  12. use crate::config::{
  13. ANIMATE_EACH, DEFAULT_SELECTED_SQUARE_SIDE, DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  14. DISPLAY_OFFSET_BY, DISPLAY_OFFSET_BY_SPEED, MAX_FRAME_I, META_EACH, MOVE_FAST_VELOCITY,
  15. MOVE_HIDE_VELOCITY, MOVE_TO_REACHED_WHEN_DISTANCE_INFERIOR_AT, MOVE_VELOCITY, PHYSICS_EACH,
  16. SCENE_ITEMS_CHANGE_ERR_MSG, SPRITE_EACH, TARGET_FPS,
  17. };
  18. use crate::map::Map;
  19. use crate::physics::util::scene_point_from_window_point;
  20. use crate::physics::util::window_point_from_scene_point;
  21. use crate::physics::GridPosition;
  22. use crate::physics::{util, MetaEvent, PhysicEvent};
  23. use crate::scene::item::{
  24. apply_scene_item_modifier, ItemState, SceneItem, SceneItemModifier, SceneItemType,
  25. };
  26. use crate::ui::vertical_menu::{vertical_menu_sprite_info, VerticalMenuSpriteInfo};
  27. use crate::ui::MenuItem;
  28. use crate::ui::{SceneItemPrepareOrder, UiComponent, UserEvent};
  29. use crate::util::velocity_for_behavior;
  30. use crate::{Offset, ScenePoint, WindowPoint};
  31. use std::fs::File;
  32. use std::path::Path;
  33. use std::time::Instant;
  34. pub struct MainState {
  35. // time
  36. frame_i: u32,
  37. start: Instant,
  38. // map
  39. map: Map,
  40. // display
  41. debug: bool,
  42. debug_terrain: bool,
  43. display_offset: Offset,
  44. sprite_sheet_batch: graphics::spritebatch::SpriteBatch,
  45. map_batch: graphics::spritebatch::SpriteBatch,
  46. ui_batch: graphics::spritebatch::SpriteBatch,
  47. terrain_batch: graphics::spritebatch::SpriteBatch,
  48. // scene items
  49. scene_items: Vec<SceneItem>,
  50. scene_items_by_grid_position: HashMap<GridPosition, Vec<usize>>,
  51. // events
  52. physics_events: Vec<PhysicEvent>,
  53. // user interactions
  54. last_key_consumed: HashMap<KeyCode, Instant>,
  55. left_click_down: Option<WindowPoint>,
  56. right_click_down: Option<WindowPoint>,
  57. current_cursor_position: WindowPoint,
  58. user_events: Vec<UserEvent>,
  59. selected_scene_items: Vec<usize>, // scene_item usize
  60. scene_item_menu: Option<(usize, ScenePoint)>, // scene_item usize, display_at
  61. scene_item_prepare_order: Option<SceneItemPrepareOrder>,
  62. }
  63. fn update_terrain_batch(
  64. mut terrain_batch: graphics::spritebatch::SpriteBatch,
  65. map: &Map,
  66. ) -> graphics::spritebatch::SpriteBatch {
  67. terrain_batch.clear();
  68. for ((grid_x, grid_y), tile) in map.tiles.iter() {
  69. // FIXME pre compute these data
  70. let src_x = tile.tile_x as f32 * tile.relative_tile_width;
  71. let src_y = tile.tile_y as f32 * tile.relative_tile_height;
  72. let dest_x = *grid_x as f32 * tile.tile_width as f32;
  73. let dest_y = *grid_y as f32 * tile.tile_height as f32;
  74. terrain_batch.add(
  75. graphics::DrawParam::new()
  76. .src(graphics::Rect::new(
  77. src_x,
  78. src_y,
  79. tile.relative_tile_width,
  80. tile.relative_tile_height,
  81. ))
  82. .dest(ScenePoint::new(dest_x, dest_y)),
  83. );
  84. }
  85. terrain_batch
  86. }
  87. impl MainState {
  88. pub fn new(ctx: &mut Context) -> GameResult<MainState> {
  89. let map = Map::new(&Path::new("resources/map1.tmx"))?;
  90. let sprite_sheet_image = graphics::Image::new(ctx, "/sprite_sheet.png")?;
  91. let sprite_sheet_batch = graphics::spritebatch::SpriteBatch::new(sprite_sheet_image);
  92. let map_image = graphics::Image::new(
  93. ctx,
  94. &Path::new(&format!("/{}", &map.background_image.source)),
  95. )?;
  96. let map_batch = graphics::spritebatch::SpriteBatch::new(map_image);
  97. let ui_image = graphics::Image::new(ctx, "/ui.png")?;
  98. let ui_batch = graphics::spritebatch::SpriteBatch::new(ui_image);
  99. let terrain_image = graphics::Image::new(ctx, format!("/{}", map.terrain_image.source))?;
  100. let mut terrain_batch = graphics::spritebatch::SpriteBatch::new(terrain_image);
  101. terrain_batch = update_terrain_batch(terrain_batch, &map);
  102. let mut scene_items = vec![];
  103. for x in 0..1 {
  104. for y in 0..4 {
  105. // let current_behavior = if y % 2 == 0 {
  106. // ItemBehavior::WalkingTo(util::vec_from_angle(90.0))
  107. // } else {
  108. // ItemBehavior::CrawlingTo()
  109. // };
  110. scene_items.push(SceneItem::new(
  111. SceneItemType::Soldier,
  112. ScenePoint::new((x as f32 * 24.0) + 100.0, (y as f32 * 24.0) + 100.0),
  113. ItemState::new(ItemBehavior::Standing),
  114. ));
  115. }
  116. }
  117. let mut main_state = MainState {
  118. frame_i: 0,
  119. start: Instant::now(),
  120. map,
  121. debug: false,
  122. debug_terrain: false,
  123. display_offset: Offset::new(0.0, 0.0),
  124. sprite_sheet_batch,
  125. map_batch,
  126. ui_batch,
  127. terrain_batch,
  128. scene_items,
  129. scene_items_by_grid_position: HashMap::new(),
  130. physics_events: vec![],
  131. last_key_consumed: HashMap::new(),
  132. left_click_down: None,
  133. right_click_down: None,
  134. current_cursor_position: WindowPoint::new(0.0, 0.0),
  135. user_events: vec![],
  136. selected_scene_items: vec![],
  137. scene_item_menu: None,
  138. scene_item_prepare_order: None,
  139. };
  140. for (i, scene_item) in main_state.scene_items.iter().enumerate() {
  141. let grid_position = util::grid_position_from_scene_point(&scene_item.position);
  142. main_state
  143. .scene_items_by_grid_position
  144. .entry(grid_position)
  145. .or_default()
  146. .push(i);
  147. }
  148. Ok(main_state)
  149. }
  150. fn get_scene_item(&self, index: usize) -> &SceneItem {
  151. self.scene_items
  152. .get(index)
  153. .expect(SCENE_ITEMS_CHANGE_ERR_MSG)
  154. }
  155. fn get_scene_item_mut(&mut self, index: usize) -> &mut SceneItem {
  156. self.scene_items
  157. .get_mut(index)
  158. .expect(SCENE_ITEMS_CHANGE_ERR_MSG)
  159. }
  160. fn inputs(&mut self, ctx: &Context) {
  161. let display_offset_by =
  162. if input::keyboard::is_mod_active(ctx, input::keyboard::KeyMods::SHIFT) {
  163. DISPLAY_OFFSET_BY_SPEED
  164. } else {
  165. DISPLAY_OFFSET_BY
  166. };
  167. if input::keyboard::is_key_pressed(ctx, KeyCode::Left) {
  168. self.display_offset.x += display_offset_by;
  169. }
  170. if input::keyboard::is_key_pressed(ctx, KeyCode::Right) {
  171. self.display_offset.x -= display_offset_by;
  172. }
  173. if input::keyboard::is_key_pressed(ctx, KeyCode::Up) {
  174. self.display_offset.y += display_offset_by;
  175. }
  176. if input::keyboard::is_key_pressed(ctx, KeyCode::Down) {
  177. self.display_offset.y -= display_offset_by;
  178. }
  179. if input::keyboard::is_key_pressed(ctx, KeyCode::F12) {
  180. if self
  181. .last_key_consumed
  182. .get(&KeyCode::F12)
  183. .unwrap_or(&self.start)
  184. .elapsed()
  185. .as_millis()
  186. > 250
  187. {
  188. self.debug = !self.debug;
  189. self.last_key_consumed.insert(KeyCode::F12, Instant::now());
  190. }
  191. }
  192. if input::keyboard::is_key_pressed(ctx, KeyCode::F10) {
  193. if self
  194. .last_key_consumed
  195. .get(&KeyCode::F10)
  196. .unwrap_or(&self.start)
  197. .elapsed()
  198. .as_millis()
  199. > 250
  200. {
  201. self.debug_terrain = !self.debug_terrain;
  202. self.last_key_consumed.insert(KeyCode::F10, Instant::now());
  203. }
  204. }
  205. while let Some(user_event) = self.user_events.pop() {
  206. match user_event {
  207. UserEvent::Click(window_click_point) => self.digest_click(window_click_point),
  208. UserEvent::AreaSelection(window_from, window_to) => {
  209. self.digest_area_selection(window_from, window_to)
  210. }
  211. UserEvent::RightClick(window_right_click_point) => {
  212. self.digest_right_click(window_right_click_point)
  213. }
  214. }
  215. }
  216. }
  217. fn digest_click(&mut self, window_click_point: WindowPoint) {
  218. let scene_click_point =
  219. scene_point_from_window_point(&window_click_point, &self.display_offset);
  220. let mut scene_item_selected = false;
  221. let mut scene_item_menu_clicked = false;
  222. let mut prepare_order_clicked = false;
  223. if let Some(scene_item_usize) =
  224. self.get_first_scene_item_for_scene_point(&scene_click_point)
  225. {
  226. self.selected_scene_items.drain(..);
  227. self.selected_scene_items.push(scene_item_usize);
  228. scene_item_selected = true;
  229. }
  230. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  231. match scene_item_prepare_order {
  232. SceneItemPrepareOrder::Move(scene_item_usize) => {
  233. let mut scene_item = self.get_scene_item_mut(*scene_item_usize);
  234. scene_item.next_order = Some(Order::MoveTo(scene_click_point));
  235. }
  236. SceneItemPrepareOrder::MoveFast(scene_item_usize) => {
  237. let mut scene_item = self.get_scene_item_mut(*scene_item_usize);
  238. scene_item.next_order = Some(Order::MoveFastTo(scene_click_point));
  239. }
  240. SceneItemPrepareOrder::Hide(scene_item_usize) => {
  241. let mut scene_item = self.get_scene_item_mut(*scene_item_usize);
  242. scene_item.next_order = Some(Order::HideTo(scene_click_point));
  243. }
  244. }
  245. self.scene_item_prepare_order = None;
  246. prepare_order_clicked = true;
  247. }
  248. if let Some((scene_item_usize, scene_menu_point)) = self.scene_item_menu {
  249. let menu_sprite_info = vertical_menu_sprite_info(UiComponent::SceneItemMenu);
  250. if let Some(menu_item) =
  251. menu_sprite_info.item_clicked(&scene_menu_point, &scene_click_point)
  252. {
  253. match menu_item {
  254. MenuItem::Move => {
  255. self.scene_item_prepare_order =
  256. Some(SceneItemPrepareOrder::Move(scene_item_usize));
  257. self.scene_item_menu = None;
  258. }
  259. MenuItem::MoveFast => {
  260. self.scene_item_prepare_order =
  261. Some(SceneItemPrepareOrder::MoveFast(scene_item_usize));
  262. self.scene_item_menu = None;
  263. }
  264. MenuItem::Hide => {
  265. self.scene_item_prepare_order =
  266. Some(SceneItemPrepareOrder::Hide(scene_item_usize));
  267. self.scene_item_menu = None;
  268. }
  269. }
  270. };
  271. self.scene_item_menu = None;
  272. scene_item_menu_clicked = true;
  273. };
  274. if !prepare_order_clicked && !scene_item_menu_clicked && !scene_item_selected {
  275. self.selected_scene_items.drain(..);
  276. }
  277. }
  278. fn digest_right_click(&mut self, window_right_click_point: WindowPoint) {
  279. let scene_right_click_point =
  280. scene_point_from_window_point(&window_right_click_point, &self.display_offset);
  281. // TODO: aucune selection et right click sur un item: scene_item_menu sur un item
  282. // TODO: selection et right click sur un item de la selection: scene_item_menu sur un TOUS les item de la selection
  283. // TODO: selection et right click sur un item PAS dans la selection: scene_item_menu sur un item
  284. if let Some(scene_item_usize) =
  285. self.get_first_scene_item_for_scene_point(&scene_right_click_point)
  286. {
  287. if self.selected_scene_items.contains(&scene_item_usize) {
  288. let scene_item = self.get_scene_item(scene_item_usize);
  289. self.scene_item_menu = Some((scene_item_usize, scene_item.position))
  290. }
  291. }
  292. }
  293. fn digest_area_selection(&mut self, window_from: WindowPoint, window_to: WindowPoint) {
  294. let scene_from = scene_point_from_window_point(&window_from, &self.display_offset);
  295. let scene_to = scene_point_from_window_point(&window_to, &self.display_offset);
  296. self.selected_scene_items.drain(..);
  297. self.selected_scene_items
  298. .extend(self.get_scene_items_for_scene_area(&scene_from, &scene_to));
  299. }
  300. // TODO: manage errors
  301. fn physics(&mut self) {
  302. // Scene items movements
  303. for scene_item in self.scene_items.iter_mut() {
  304. match scene_item.state.current_behavior {
  305. ItemBehavior::Standing => {}
  306. ItemBehavior::MoveTo(move_to_scene_point)
  307. | ItemBehavior::MoveFastTo(move_to_scene_point)
  308. | ItemBehavior::HideTo(move_to_scene_point) => {
  309. let velocity = velocity_for_behavior(&scene_item.state.current_behavior)
  310. .expect("must have velocity here");
  311. let move_vector =
  312. (move_to_scene_point - scene_item.position).normalize() * velocity;
  313. // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...)
  314. scene_item.position.x += move_vector.x;
  315. scene_item.position.y += move_vector.y;
  316. scene_item.grid_position =
  317. util::grid_position_from_scene_point(&scene_item.position);
  318. }
  319. }
  320. }
  321. // (FAKE) Drop a bomb to motivate stop move
  322. if self.frame_i % 600 == 0 && self.frame_i != 0 {
  323. self.physics_events.push(PhysicEvent::Explosion);
  324. }
  325. }
  326. fn metas(&mut self) {
  327. for physic_event in &self.physics_events {
  328. match physic_event {
  329. PhysicEvent::Explosion => {
  330. for scene_item in self.scene_items.iter_mut() {
  331. scene_item.meta_events.push(MetaEvent::FeelExplosion);
  332. }
  333. }
  334. }
  335. }
  336. }
  337. fn animate(&mut self) {
  338. for (i, scene_item) in self.scene_items.iter_mut().enumerate() {
  339. apply_scene_item_modifier(scene_item, digest_next_order(&scene_item));
  340. apply_scene_item_modifier(scene_item, digest_current_order(&scene_item));
  341. apply_scene_item_modifier(scene_item, digest_current_behavior(&scene_item));
  342. }
  343. }
  344. fn tick_sprites(&mut self) {
  345. for scene_item in self.scene_items.iter_mut() {
  346. scene_item.tick_sprite();
  347. }
  348. }
  349. fn get_first_scene_item_for_scene_point(&self, scene_position: &ScenePoint) -> Option<usize> {
  350. // TODO: if found multiple: select nearest
  351. for (i, scene_item) in self.scene_items.iter().enumerate() {
  352. let sprite_info = scene_item.sprite_info();
  353. if scene_item.position.x >= scene_position.x - sprite_info.tile_width
  354. && scene_item.position.x <= scene_position.x + sprite_info.tile_width
  355. && scene_item.position.y >= scene_position.y - sprite_info.tile_height
  356. && scene_item.position.y <= scene_position.y + sprite_info.tile_height
  357. {
  358. return Some(i);
  359. }
  360. }
  361. None
  362. }
  363. fn get_scene_items_for_scene_area(&self, from: &ScenePoint, to: &ScenePoint) -> Vec<usize> {
  364. let mut selection = vec![];
  365. for (i, scene_item) in self.scene_items.iter().enumerate() {
  366. if scene_item.position.x >= from.x
  367. && scene_item.position.x <= to.x
  368. && scene_item.position.y >= from.y
  369. && scene_item.position.y <= to.y
  370. {
  371. selection.push(i);
  372. }
  373. }
  374. selection
  375. }
  376. fn generate_scene_item_sprites(&mut self) -> GameResult {
  377. for scene_item in self.scene_items.iter() {
  378. self.sprite_sheet_batch.add(
  379. scene_item
  380. .as_draw_param(scene_item.current_frame)
  381. .dest(scene_item.position.clone()),
  382. );
  383. }
  384. Ok(())
  385. }
  386. fn generate_scene_item_menu_sprites(&mut self) -> GameResult {
  387. if let Some((_, scene_point)) = self.scene_item_menu {
  388. for draw_param in vertical_menu_sprite_info(UiComponent::SceneItemMenu)
  389. .as_draw_params(&scene_point, &self.current_cursor_position)
  390. {
  391. self.ui_batch.add(draw_param);
  392. }
  393. }
  394. Ok(())
  395. }
  396. fn generate_map_sprites(&mut self) -> GameResult {
  397. self.map_batch.add(
  398. graphics::DrawParam::new()
  399. .src(graphics::Rect::new(0.0, 0.0, 1.0, 1.0))
  400. .dest(ScenePoint::new(0.0, 0.0)),
  401. );
  402. Ok(())
  403. }
  404. fn update_mesh_builder_with_debug(
  405. &self,
  406. mut mesh_builder: MeshBuilder,
  407. ) -> GameResult<MeshBuilder> {
  408. if self.debug {
  409. // Draw circle on each scene item position
  410. for scene_item in self.scene_items.iter() {
  411. mesh_builder.circle(
  412. DrawMode::fill(),
  413. scene_item.position.clone(),
  414. 2.0,
  415. 2.0,
  416. graphics::WHITE,
  417. )?;
  418. }
  419. // Draw circle where left click down
  420. if let Some(window_left_click_down_point) = self.left_click_down {
  421. let scene_left_click_down_point = scene_point_from_window_point(
  422. &window_left_click_down_point,
  423. &self.display_offset,
  424. );
  425. mesh_builder.circle(
  426. DrawMode::fill(),
  427. scene_left_click_down_point,
  428. 2.0,
  429. 2.0,
  430. graphics::YELLOW,
  431. )?;
  432. }
  433. // Draw circle at cursor position
  434. mesh_builder.circle(
  435. DrawMode::fill(),
  436. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset),
  437. 2.0,
  438. 2.0,
  439. graphics::BLUE,
  440. )?;
  441. }
  442. GameResult::Ok(mesh_builder)
  443. }
  444. fn update_mesh_builder_with_selected_items(
  445. &self,
  446. mut mesh_builder: MeshBuilder,
  447. ) -> GameResult<MeshBuilder> {
  448. for i in &self.selected_scene_items {
  449. let selected_scene_item = self.get_scene_item(*i);
  450. mesh_builder.rectangle(
  451. DrawMode::Stroke(StrokeOptions::default()),
  452. graphics::Rect::new(
  453. selected_scene_item.position.x - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  454. selected_scene_item.position.y - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  455. DEFAULT_SELECTED_SQUARE_SIDE,
  456. DEFAULT_SELECTED_SQUARE_SIDE,
  457. ),
  458. graphics::GREEN,
  459. )?;
  460. }
  461. GameResult::Ok(mesh_builder)
  462. }
  463. fn update_mesh_builder_with_selection_area(
  464. &self,
  465. mut mesh_builder: MeshBuilder,
  466. ) -> GameResult<MeshBuilder> {
  467. if let Some(window_left_click_down_point) = self.left_click_down {
  468. let scene_left_click_down_point =
  469. scene_point_from_window_point(&window_left_click_down_point, &self.display_offset);
  470. let scene_current_cursor_position =
  471. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset);
  472. if scene_left_click_down_point != scene_current_cursor_position {
  473. mesh_builder.rectangle(
  474. DrawMode::stroke(1.0),
  475. graphics::Rect::new(
  476. scene_left_click_down_point.x,
  477. scene_left_click_down_point.y,
  478. scene_current_cursor_position.x - scene_left_click_down_point.x,
  479. scene_current_cursor_position.y - scene_left_click_down_point.y,
  480. ),
  481. graphics::GREEN,
  482. )?;
  483. }
  484. }
  485. GameResult::Ok(mesh_builder)
  486. }
  487. fn update_mesh_builder_with_prepare_order(
  488. &self,
  489. mut mesh_builder: MeshBuilder,
  490. ) -> GameResult<MeshBuilder> {
  491. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  492. match scene_item_prepare_order {
  493. SceneItemPrepareOrder::Move(scene_item_usize)
  494. | SceneItemPrepareOrder::MoveFast(scene_item_usize)
  495. | SceneItemPrepareOrder::Hide(scene_item_usize) => {
  496. let color = match &scene_item_prepare_order {
  497. SceneItemPrepareOrder::Move(_) => graphics::BLUE,
  498. SceneItemPrepareOrder::MoveFast(_) => graphics::MAGENTA,
  499. SceneItemPrepareOrder::Hide(_) => graphics::YELLOW,
  500. };
  501. let scene_item = self.get_scene_item(*scene_item_usize);
  502. mesh_builder.line(
  503. &vec![
  504. scene_item.position.clone(),
  505. scene_point_from_window_point(
  506. &self.current_cursor_position,
  507. &self.display_offset,
  508. ),
  509. ],
  510. 2.0,
  511. color,
  512. )?;
  513. }
  514. }
  515. }
  516. GameResult::Ok(mesh_builder)
  517. }
  518. }
  519. impl event::EventHandler for MainState {
  520. fn update(&mut self, ctx: &mut Context) -> GameResult {
  521. while check_update_time(ctx, TARGET_FPS) {
  522. self.inputs(ctx);
  523. // TODO: meta: calculer par ex qui voit qui (soldat voit un ennemi: ajouter l'event a vu
  524. // ennemi, dans animate il se mettra a tirer)
  525. let tick_sprite = self.frame_i % SPRITE_EACH == 0;
  526. let tick_animate = self.frame_i % ANIMATE_EACH == 0;
  527. let tick_physics = self.frame_i % PHYSICS_EACH == 0;
  528. let tick_meta = self.frame_i % META_EACH == 0;
  529. // Apply moves, explosions, etc
  530. if tick_physics {
  531. self.physics();
  532. }
  533. // Generate meta events according to physics events and current physic state
  534. if tick_meta {
  535. self.metas();
  536. }
  537. // Animate scene items according to meta events
  538. if tick_animate {
  539. self.animate();
  540. };
  541. // Change scene items tiles
  542. if tick_sprite {
  543. self.tick_sprites();
  544. }
  545. // Increment frame counter
  546. self.frame_i += 1;
  547. if self.frame_i >= MAX_FRAME_I {
  548. self.frame_i = 0;
  549. }
  550. // Empty physics event
  551. self.physics_events.drain(..);
  552. }
  553. Ok(())
  554. }
  555. fn draw(&mut self, ctx: &mut Context) -> GameResult {
  556. graphics::clear(ctx, graphics::BLACK);
  557. let mut scene_mesh_builder = MeshBuilder::new();
  558. self.generate_scene_item_sprites()?;
  559. self.generate_scene_item_menu_sprites()?;
  560. self.generate_map_sprites()?;
  561. scene_mesh_builder = self.update_mesh_builder_with_debug(scene_mesh_builder)?;
  562. scene_mesh_builder = self.update_mesh_builder_with_selected_items(scene_mesh_builder)?;
  563. scene_mesh_builder = self.update_mesh_builder_with_selection_area(scene_mesh_builder)?;
  564. scene_mesh_builder = self.update_mesh_builder_with_prepare_order(scene_mesh_builder)?;
  565. let window_draw_param = graphics::DrawParam::new().dest(window_point_from_scene_point(
  566. &ScenePoint::new(0.0, 0.0),
  567. &self.display_offset,
  568. ));
  569. graphics::draw(ctx, &self.map_batch, window_draw_param)?;
  570. if self.debug_terrain {
  571. graphics::draw(ctx, &self.terrain_batch, window_draw_param)?;
  572. }
  573. graphics::draw(ctx, &self.sprite_sheet_batch, window_draw_param)?;
  574. if let Ok(scene_mesh) = scene_mesh_builder.build(ctx) {
  575. graphics::draw(ctx, &scene_mesh, window_draw_param)?;
  576. }
  577. graphics::draw(ctx, &self.ui_batch, window_draw_param)?;
  578. self.sprite_sheet_batch.clear();
  579. self.map_batch.clear();
  580. self.ui_batch.clear();
  581. graphics::present(ctx)?;
  582. // println!("FPS: {}", ggez::timer::fps(ctx));
  583. Ok(())
  584. }
  585. fn mouse_button_down_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  586. match button {
  587. MouseButton::Left => {
  588. self.left_click_down = Some(WindowPoint::new(x, y));
  589. }
  590. MouseButton::Right => {
  591. self.right_click_down = Some(WindowPoint::new(x, y));
  592. }
  593. MouseButton::Middle => {}
  594. MouseButton::Other(_) => {}
  595. }
  596. }
  597. fn mouse_button_up_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  598. match button {
  599. MouseButton::Left => {
  600. if let Some(left_click_down) = self.left_click_down {
  601. if left_click_down == WindowPoint::new(x, y) {
  602. self.user_events.push(UserEvent::Click(left_click_down));
  603. } else {
  604. let from = WindowPoint::new(
  605. cmp::min(left_click_down.x as i32, x as i32) as f32,
  606. cmp::min(left_click_down.y as i32, y as i32) as f32,
  607. );
  608. let to = WindowPoint::new(
  609. cmp::max(left_click_down.x as i32, x as i32) as f32,
  610. cmp::max(left_click_down.y as i32, y as i32) as f32,
  611. );
  612. self.user_events.push(UserEvent::AreaSelection(from, to));
  613. }
  614. }
  615. self.left_click_down = None;
  616. }
  617. MouseButton::Right => {
  618. if let Some(right_click_down) = self.right_click_down {
  619. self.user_events
  620. .push(UserEvent::RightClick(right_click_down));
  621. }
  622. }
  623. MouseButton::Middle => {}
  624. MouseButton::Other(_) => {}
  625. }
  626. }
  627. fn mouse_motion_event(&mut self, _ctx: &mut Context, x: f32, y: f32, _dx: f32, _dy: f32) {
  628. self.current_cursor_position = WindowPoint::new(x, y);
  629. }
  630. }