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