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+extern crate sdl2;
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+
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+use sdl2::pixels::Color;
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+use sdl2::video::Window;
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+use sdl2::render::Canvas;
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+use sdl2::surface::Surface;
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+
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+use std::time::Duration;
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+use std::thread::sleep;
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+use std::path::Path;
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+
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+
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+
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+// using a different window size than lazyfoo, due to high-density screen
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+const WIDTH:u32 = 1280;
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+const HEIGHT:u32 = 960;
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+
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+
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+// This is all about figuring out what types go where, so that passing
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+// arguments and return values works properly. We could probably go with
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+// globals, like the C version, but if so, why use rust anyway?
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+fn init() -> Canvas<Window> {
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+ let context = match sdl2::init() {
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+ Ok(context) => context,
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+ Err(err) => panic!("Could not initialize SDL2. Error: {}", err),
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+ };
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+
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+ let video = match context.video() {
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+ Ok(video) => video,
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+ Err(err) => panic!("Could not gain access to the SDL2 video subsystem. Error: {}", err),
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+ };
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+
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+ let window = match video.window("SDL Tutorial, lesson 01", WIDTH, HEIGHT)
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+ .position_centered()
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+ .opengl()
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+ .build() {
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+ Ok(window) => window,
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+ Err(err) => panic!("Could not create window. Error: {}", err),
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+ };
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+
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+ let canvas = match window.into_canvas()
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+ .build() {
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+ Ok(canvas) => canvas,
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+ Err(err) => panic!("Could not create renderer from window. Error: {}", err),
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+ };
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+
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+ return canvas
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+}
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+
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+
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+fn load_media(filename:&str) -> Surface { // -> &'static Texture {
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+ // having difficulty with lifetimes. Going to try to use a TextureCreator
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+ // to get around that problem for now.
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+
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+ // screw lifetimes (for now). going to just load and return the
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+ // surface, to get around TextureCreator lifetime restrictions
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+ let surface = match Surface::load_bmp(&Path::new(filename)) {
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+ Ok(surface) => surface,
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+ Err(err) => panic!("Could not load image: {}", err)
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+ };
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+
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+ return surface
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+}
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+
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+fn main() {
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+
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+ let mut canvas = init();
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+
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+
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+ let surface = load_media("assets/hello_world.bmp");
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+
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+
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+ let tc = canvas.texture_creator();
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+
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+ let texture = match tc.create_texture_from_surface(&surface) {
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+ Ok(texture) => texture,
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+ Err(err) => panic!("Could not slap surface into a texture: {}", err)
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+ };
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+
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+ // These are fairly straightforward draw commands.
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+ // The present() is needed to make the changes visible.
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+ //
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+ // keeping these because, hey, why not?
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+ canvas.set_draw_color(Color::RGB(255,255,128));
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+ canvas.clear();
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+ canvas.present();
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+
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+
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+ // 'copy' takes:
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+ // - the texture
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+ // - None or Some(Rect) -- the subrect of the texture (or the whole thing)
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+ // - None or (not sure) -- if None, stretch to fill the rendering rectangle
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+ match canvas.copy(&texture, None, None) {
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+ Ok(()) => (), // no return value == success
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+ Err(err) => panic!("Could not render texture: {}", err),
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+ };
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+
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+ // and now flip the screen buffers again
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+ canvas.present();
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+
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+
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+ sleep(Duration::new(2,0));
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+
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+ // in the original tutorial, there is also a `close()` function which
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+ // frees up the surface and destroys the window
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+ // afaict, those are handled by scoping rules in rust, so are
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+ // unneeded
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+
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+}
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