naka-chan-dayo/src/naka/naka.cr

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2018-11-03 16:57:20 +01:00
require "sdl"
require "sdl/image"
require "sdl/ttf"
## Helper code comes here
class Naka
def self.init
SDL.init SDL::Init::VIDEO
SDL::IMG.init SDL::IMG::Init::PNG
SDL::TTF.init
at_exit {
SDL.quit
SDL::TTF.quit
}
end
end
class Naka::Renderer < SDL::Renderer
end
class Naka::Window
alias Flags = LibSDL::WindowFlags
alias Position = LibSDL::WindowPosition
getter renderer
@current_font : SDL::TTF::Font? = nil
def initialize(title, width, height,
x : Position = Position::UNDEFINED,
y : Position = Position::UNDEFINED,
flags : Flags = Flags::SHOWN)
@window = SDL::Window.new(title, width, height, x, y, flags)
@renderer = Naka::Renderer.new @window
@renderer.draw_blend_mode = SDL::BlendMode::BLEND
end
def newImage(file_path) : SDL::Texture
SDL::IMG.load(file_path, @renderer).tap do |texture|
texture.blend_mode = SDL::BlendMode::BLEND
end
end
def newFont(file_path, font_size = 12) : SDL::TTF::Font
SDL::TTF::Font.new file_path, font_size
end
# FIXME: Well probably want options for scaling, rotations, and so on.
def draw(texture : SDL::Texture, x : Int32, y : Int32, scale_x = 1, scale_y = 1)
@renderer.copy texture,
dstrect: SDL::Rect[x, y, (texture.width * scale_x).to_i, (texture.height * scale_y).to_i]
end
def draw(surface : SDL::Surface, x : Int32, y : Int32)
@renderer.copy surface,
dstrect: SDL::Rect[x, y, surface.width, surface.height]
end
def set_font(@current_font)
end
# FIXME:
# - This only prints properly “solid” text. Shaded text (depixelated)
# would need some additional OpenGL manipulations.
# - This is very inefficient resources-wise. If we are willing to drop
# ligatures support (is it even supported in SDL::TTF?), we should
# build a textures atlas of all glyphs and use that to render text.
# - Alternatively, it may be worth it to let users generate a texture of
# some text and draw it, manually.
def print(text, x, y)
font = @current_font
return if font.nil?
surface = font.render_solid(text, SDL::Color[0, 0, 0, 255], @renderer.draw_color)
draw surface, x, y
end
end
class Naka::Timer
getter start
getter last_update
def initialize
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@start = Time.local
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@last_update = @start
end
def step
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now = Time.local
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dt = now.to_unix_ms - @last_update.to_unix_ms
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@last_update = now
dt
end
end
class Naka::Event
class Quit
end
class Draw
getter window : Naka::Window
def initialize(@window)
end
end
class Update
getter dt : Int64
def initialize(@dt)
end
end
# FIXME: Split in KeyUp and KeyDown.
class KeyUp
getter key : LibSDL::Keycode
getter scan_code : LibSDL::Scancode
def initialize(@key, @scan_code)
end
end
class KeyDown
getter key : LibSDL::Keycode
getter scan_code : LibSDL::Scancode
getter repeat : Bool
def initialize(@key, @scan_code, @repeat)
end
end
# FIXME: THIS MAIN LOOP IS **NOT** READY FOR PRODUCTION
# Update events are still missing, and both Draw and Update should
# be time-based.
# Why having a `window` parameter instead of making a Window#loop method?
# Because we may want to have a `windows` parameter in the future, although
# unlikely. But still possible.
def self.loop(window, &block)
max_fps = 60
max_dt = 1000. / 60
timer = Naka::Timer.new
renderer = window.renderer
::loop do
exit_requested = false
while event = SDL::Event.poll
r_value = yield case event
when SDL::Event::Quit
Naka::Event::Quit.new
when SDL::Event::Keyboard
keysym = event.keysym
if event.type == LibSDL::EventType::KEYUP
Naka::Event::KeyUp.new keysym.sym, keysym.scancode
elsif event.type == LibSDL::EventType::KEYDOWN
Naka::Event::KeyDown.new keysym.sym, keysym.scancode, event.repeat != 0
end
else # FIXME: Most event types may need proper Naka:: classes.
event
end
if r_value == Naka::Event::Quit
exit_requested = true
break
end
end
break if exit_requested
dt = timer.step
r_value = yield Naka::Event::Update.new dt
break if r_value == Naka::Event::Quit
renderer.draw_color = SDL::Color[255, 255, 255, 255]
renderer.clear
yield Naka::Event::Draw.new window
renderer.present
sleep 0.001
end
end
end