use fmt; use sdl2; use sdl2::{ controller_axis, event_type, renderer_flags, window_flags }; use sdl2::image; use sdl2::mixer; use strings; type object = struct { tex: *sdl2::texture, w: int, h: int, x: int, y: int, dx: int, dy: int, }; type state = struct { quit: bool, window: *sdl2::window, render: *sdl2::renderer, nbutton: int, hare: object, cat: object, }; export fn main() void = { match (run()) { case let err: sdl2::error => fmt::fatal("SDL2 error: {}", sdl2::strerror(err)); case void => void; }; }; fn run() (void | sdl2::error) = { sdl2::init(sdl2::init_flags::VIDEO | sdl2::init_flags::GAMECONTROLLER); defer sdl2::quit(); image::init(image::init_flags::PNG | image::init_flags::JPG); defer image::quit(); mixer::init(mixer::init_flags::OGG)!; defer mixer::quit(); mixer::open_audio(mixer::DEFAULT_FREQUENCY, mixer::DEFAULT_FORMAT, mixer::DEFAULT_CHANNELS, 1024)!; defer mixer::close_audio(); const win = sdl2::create_window("Hare SDL2 demo", sdl2::WINDOWPOS_UNDEFINED, sdl2::WINDOWPOS_UNDEFINED, 640, 480, window_flags::NONE)?; defer sdl2::destroy_window(win); const render = sdl2::create_renderer(win, -1, renderer_flags::NONE)?; defer sdl2::destroy_renderer(render); let controller: nullable *sdl2::gamecontroller = null; for (let i = 0; i < sdl2::numjoysticks()?; i += 1) { if (!sdl2::is_game_controller(i)) { continue; }; match (sdl2::game_controller_open(i)) { case let c: *sdl2::gamecontroller => controller = c; break; case sdl2::error => void; }; }; defer match (controller) { case null => void; case let c: *sdl2::gamecontroller => sdl2::game_controller_close(c); }; let state = state { window = win, render = render, hare = load_object(render, "mascot.jpg")?, cat = load_object(render, "cat.png")?, ... }; defer sdl2::destroy_texture(state.hare.tex); defer sdl2::destroy_texture(state.cat.tex); state.hare.dx = 2; state.hare.dy = 2; for (!state.quit) { update(&state)?; draw(&state)?; sdl2::delay(1000 / 60); }; }; fn update(state: *state) (void | sdl2::error) = { let ev = sdl2::event { ... }; for (sdl2::poll_event(&ev)? == 1) switch (ev.event_type) { case event_type::QUIT => state.quit = true; return; case event_type::CONTROLLERAXISMOTION => let delta = ev.caxis.value: int * 10 / sdl2::JOYSTICK_AXIS_MAX; if (axis_x(ev.caxis.axis)) { state.cat.dx = delta; }; if (axis_y(ev.caxis.axis)) { state.cat.dy = delta; }; case event_type::CONTROLLERBUTTONDOWN => state.nbutton += 1; case event_type::CONTROLLERBUTTONUP => state.nbutton -= 1; case => void; }; let width = 0, height = 0; sdl2::get_window_size(state.window, &width, &height); state.hare.x += state.hare.dx; state.hare.y += state.hare.dy; if (state.hare.x <= 0 || state.hare.x + state.hare.w >= width) { state.hare.dx = -state.hare.dx; }; if (state.hare.y <= 0 || state.hare.y + state.hare.h >= height) { state.hare.dy = -state.hare.dy; }; state.cat.x += state.cat.dx; state.cat.y += state.cat.dy; if (state.cat.x <= 0) { state.cat.x = 0; }; if (state.cat.x > width - state.cat.w) { state.cat.x = width - state.cat.w; }; if (state.cat.y <= 0) { state.cat.y = 0; }; if (state.cat.y > height - state.cat.h) { state.cat.y = height - state.cat.h; }; }; fn draw(state: *state) (void | sdl2::error) = { if (state.nbutton == 0) { sdl2::set_render_draw_color(state.render, 50, 50, 50, 255)?; } else { sdl2::set_render_draw_color(state.render, 50, 50, 200, 255)?; }; sdl2::render_clear(state.render)?; draw_object(state, &state.hare)?; draw_object(state, &state.cat)?; sdl2::render_present(state.render); }; fn draw_object(state: *state, obj: *object) (void | sdl2::error) = { sdl2::render_copy(state.render, obj.tex, null, &sdl2::rect { x = obj.x, y = obj.y, w = obj.w, h = obj.h, })?; }; fn axis_x(axis: controller_axis) bool = { switch (axis) { case controller_axis::LEFTX, controller_axis::RIGHTX => return true; case => return false; }; }; fn axis_y(axis: controller_axis) bool = { switch (axis) { case controller_axis::LEFTY, controller_axis::RIGHTY => return true; case => return false; }; }; fn load_object(render: *sdl2::renderer, path: str) (object | sdl2::error) = { const tex = image::load_texture(render, path)?; let w = 0, h = 0; sdl2::query_texture(tex, null, null, &w, &h)?; return object { tex = tex, w = w, h = h, ... }; };