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//! ## rs-tiled demo with SFML
//! --------------------------
//! Displays a map, use WASD keys to move the camera around.
//! Only draws its tile layers and nothing else.
mod mesh;
mod tilesheet;
use mesh::QuadMesh;
use sfml::{
graphics::{BlendMode, Color, Drawable, RenderStates, RenderTarget, RenderWindow, Transform},
system::{Vector2f, Vector2u},
window::{ContextSettings, Key, Style},
};
use std::{env, path::PathBuf, time::Duration};
use tiled::{FilesystemResourceCache, Map, TileLayer};
use tilesheet::Tilesheet;
/// A path to the map to display.
const MAP_PATH: &'static str = "assets/tiled_base64_external.tmx";
/// A [Map] wrapper which also contains graphical information such as the tileset texture or the layer meshes.
///
/// Wrappers like these are generally recommended to use instead of using the crate structures (e.g. [LayerData]) as you have more freedom
/// with what you can do with them, they won't change between crate versions and they are more specific to your needs.
///
/// [Map]: tiled::map::Map
pub struct Level {
layers: Vec<QuadMesh>,
/// Unique tilesheet related to the level, which contains the Tiled tileset + Its only texture.
tilesheet: Tilesheet,
tile_size: f32,
}
impl Level {
/// Create a new level from a Tiled map.
pub fn from_map(map: Map) -> Self {
let tilesheet = {
let tileset = map.tilesets()[0].clone();
Tilesheet::from_tileset(tileset)
};
let tile_size = map.tile_width as f32;
let layers = map
.layers()
.filter_map(|layer| match &layer.layer_type() {
tiled::LayerType::TileLayer(l) => Some(generate_mesh(l, &tilesheet)),
_ => None,
})
.collect();
Self {
tilesheet,
layers,
tile_size,
}
}
}
/// Generates a vertex mesh from a tile layer for rendering.
fn generate_mesh(layer: &TileLayer, tilesheet: &Tilesheet) -> QuadMesh {
let finite = match layer.data() {
tiled::TileLayerData::Finite(f) => f,
tiled::TileLayerData::Infinite(_) => panic!("Infinite maps not supported"),
};
let (width, height) = (finite.width() as usize, finite.height() as usize);
let mut mesh = QuadMesh::with_capacity(width * height);
for x in 0..width {
for y in 0..height {
// TODO: `FiniteTileLayer` for getting tiles directly from finite tile layers?
if let Some(tile) = layer.get_tile(x, y) {
let uv = tilesheet.tile_rect(tile.id);
mesh.add_quad(Vector2f::new(x as f32, y as f32), 1., uv);
}
}
}
mesh
}
impl Drawable for Level {
fn draw<'a: 'shader, 'texture, 'shader, 'shader_texture>(
&'a self,
target: &mut dyn RenderTarget,
states: &sfml::graphics::RenderStates<'texture, 'shader, 'shader_texture>,
) {
let mut states = states.clone();
states.set_texture(Some(&self.tilesheet.texture()));
for mesh in self.layers.iter() {
target.draw_with_renderstates(mesh, &states);
}
}
}
fn main() {
let mut cache = FilesystemResourceCache::new();
let map = Map::parse_file(
PathBuf::from(
env::var("CARGO_MANIFEST_DIR")
.expect("To run the example, use `cargo run --example sfml`"),
)
.join(MAP_PATH),
&mut cache,
)
.unwrap();
let level = Level::from_map(map);
let mut window = create_window();
let mut camera_position = Vector2f::default();
let mut last_frame_time = std::time::Instant::now();
loop {
while let Some(event) = window.poll_event() {
use sfml::window::Event;
match event {
Event::Closed => return,
_ => (),
}
}
let this_frame_time = std::time::Instant::now();
let delta_time = this_frame_time - last_frame_time;
handle_input(&mut camera_position, delta_time);
let camera_transform = camera_transform(window.size(), camera_position, level.tile_size);
let render_states = RenderStates::new(BlendMode::ALPHA, camera_transform, None, None);
window.clear(Color::BLACK);
window.draw_with_renderstates(&level, &render_states);
window.display();
last_frame_time = this_frame_time;
}
}
/// Creates the window of the application
fn create_window() -> RenderWindow {
let mut context_settings = ContextSettings::default();
context_settings.set_antialiasing_level(2);
let mut window = RenderWindow::new(
(1080, 720),
"rs-tiled demo",
Style::CLOSE,
&context_settings,
);
window.set_vertical_sync_enabled(true);
window
}
fn handle_input(camera_position: &mut Vector2f, delta_time: Duration) {
let mut movement = Vector2f::default();
const SPEED: f32 = 5.;
if Key::W.is_pressed() {
movement.y -= 1.;
}
if Key::A.is_pressed() {
movement.x -= 1.;
}
if Key::S.is_pressed() {
movement.y += 1.;
}
if Key::D.is_pressed() {
movement.x += 1.;
}
*camera_position += movement * delta_time.as_secs_f32() * SPEED;
}
fn camera_transform(window_size: Vector2u, camera_position: Vector2f, tile_size: f32) -> Transform {
let window_size = Vector2f::new(window_size.x as f32, window_size.y as f32);
let mut x = Transform::IDENTITY;
x.translate(window_size.x / 2., window_size.y / 2.);
x.translate(
-camera_position.x * tile_size,
-camera_position.y * tile_size,
);
x.scale_with_center(tile_size, tile_size, 0f32, 0f32);
x
}