use sdl2::{
keyboard::Scancode,
event::EventType,
surface::Surface,
pixels::{
PixelFormatEnum, Color
}
};
use integral_geometry::{Point, Size, Rect};
use rand::{
thread_rng, RngCore, Rng,
distributions::uniform::SampleUniform
};
use landgen::{
template_based::{
OutlineTemplate,
TemplatedLandGenerator
},
LandGenerator,
LandGenerationParameters
};
use land2d::Land2D;
use lfprng::LaggedFibonacciPRNG;
struct LandSource<T> {
rnd: LaggedFibonacciPRNG,
generator: T
}
impl <T: LandGenerator> LandSource<T> {
fn new(generator: T) -> Self {
let mut init = [0u8; 64];
thread_rng().fill_bytes(&mut init);
LandSource {
rnd: LaggedFibonacciPRNG::new(&init),
generator
}
}
fn next(&mut self, parameters: LandGenerationParameters<u32>) -> Land2D<u32> {
self.generator.generate_land(parameters, &mut self.rnd)
}
}
fn fill_pixels(pixels: &mut [u8], land: &Land2D<u32>) {
for (surf_row, land_row) in pixels.chunks_mut(land.width() * 4).zip(land.rows()) {
for (surf_pixel, land_pixel) in surf_row.chunks_mut(4).zip(land_row) {
if let [b, g, r, a] = surf_pixel {
*a = 255; *r = *land_pixel as u8;
}
}
}
}
fn fill_texture(surface: &mut Surface, land: &Land2D<u32>) {
if surface.must_lock() {
surface.with_lock_mut(|data| fill_pixels(data, land));
} else {
surface.without_lock_mut().map(|data| fill_pixels(data, land));
}
}
fn rnd<T: Default + SampleUniform + Ord>(max: T) -> T {
thread_rng().gen_range(T::default(), max)
}
const WIDTH: u32 = 512;
const HEIGHT: u32 = 512;
const SIZE: Size = Size {width: 512, height: 512};
fn point() -> Point {
Point::new(rnd(WIDTH as i32), rnd(HEIGHT as i32))
}
fn rect() -> Rect {
Rect::new(rnd(WIDTH as i32), rnd(HEIGHT as i32), rnd(128), rnd(128))
}
fn init_source() -> LandSource<TemplatedLandGenerator> {
let template = OutlineTemplate::new(SIZE)
.with_fill_points((0..32).map(|_| point()).collect())
.with_islands((0..16).map(|_| vec![rect()]).collect());
let generator = TemplatedLandGenerator::new(template);
LandSource::new(generator)
}
fn draw_random_lines(land: &mut Land2D<u32>) {
for i in 0..32 {
land.draw_thick_line(point(), point(), rnd(5), u32::max_value());
land.fill_circle(point(), rnd(60), u32::max_value());
}
}
fn main() {
let sdl = sdl2::init().unwrap();
let _image = sdl2::image::init(sdl2::image::INIT_PNG).unwrap();
let events = sdl.event().unwrap();
let mut pump = sdl.event_pump().unwrap();
let video = sdl.video().unwrap();
let window = video.window("Theme Editor", WIDTH, HEIGHT)
.position_centered()
.build().unwrap();
let mut source = init_source();
let mut land = source.next(
LandGenerationParameters::new(0, u32::max_value()));
let mut land_surf = Surface::new(WIDTH, HEIGHT, PixelFormatEnum::ARGB8888).unwrap();
fill_texture(&mut land_surf, &land);
let mut win_surf = window.surface(&pump).unwrap();
let win_rect = win_surf.rect();
land_surf.blit(land_surf.rect(), &mut win_surf, win_rect).unwrap();
win_surf.update_window();
'pool: loop {
use sdl2::event::Event::*;
pump.pump_events();
while let Some(event) = pump.poll_event() {
match event {
Quit{ .. } => break 'pool,
_ => ()
}
}
}
}