extern crate sdl2; mod smashquery; mod smashrequest; use sdl2::pixels::{Color, PixelFormatEnum}; use sdl2::event::Event; use sdl2::keyboard::Keycode; use sdl2::rect::Rect; use sdl2::render::{Canvas, TextureQuery}; use smashrequest::SmashQueue; use std::sync::{Arc, Mutex}; use std::time::Duration; use std::fs; use serde::Deserialize; #[derive(Deserialize,Clone)] struct Config { tournament: String, update: Option, fullscreen: Option, smash_key: String, } impl Config { fn new() -> Self { Self { tournament: String::new(), update: Some(1),fullscreen:Some(false), smash_key: String::new() } } } pub fn render(canvas : &mut Canvas , queues : &Vec,font : &sdl2::ttf::Font<'_, '_> ){ let texture_creator = canvas.texture_creator(); let mut backline_text = texture_creator.create_texture_streaming(PixelFormatEnum::RGB24, 1, 1).map_err(|e| e.to_string()).unwrap(); backline_text.with_lock(None, |buffer : &mut [u8], pitch: usize| { buffer[1] = 5; buffer[1] = 30; buffer[2] = 66; }).unwrap(); let mut y : u32 = 0; let mut index = 0; for sq in queues { let surface = font.render(sq.name.as_str()).blended(Color::RGBA(255, 255, 0, 255)).map_err(|e| e.to_string()).unwrap(); let text = texture_creator.create_texture_from_surface(&surface).unwrap(); let textq : TextureQuery = text.query(); let _ = canvas.copy(&text, None, Rect::new(0, y.try_into().map_err(|_| 0).unwrap(), textq.width, textq.height)); y += textq.height+10; for current_match in &sq.matches { index += 1; let switch_col : bool = index%2 == 0; let var_name = format!("{} vs {}", ¤t_match.player1, current_match.player2); let surface = font.render(var_name.as_str()).blended(Color::RGBA(255, 255, 255, 255)).map_err(|e| e.to_string()).unwrap(); let text = texture_creator.create_texture_from_surface(&surface).unwrap(); let textq : TextureQuery = text.query(); if switch_col { let _ = canvas.copy(&backline_text, None, Rect::new(0, y.try_into().map_err(|_| 0).unwrap(), canvas.viewport().width(), textq.height)); } let _ = canvas.copy(&text, None, Rect::new(0, y.try_into().map_err(|e| 0).unwrap(), textq.width, textq.height)); y += textq.height + 5; } } } pub fn main() -> Result<(), Box> { println!("Read config"); let config_file = fs::read_to_string("config.toml"); let config : Config = if config_file.is_ok() { toml::from_str(&config_file.unwrap()).unwrap() } else { Config::new() }; println!("{}",config.tournament); if config.tournament.is_empty(){ println!("Empty Tournament , Exiting."); return Ok(()); } let fullscreen = match config.fullscreen { Some(v) => v, None => false }; println!("Fullscreen : {}",fullscreen); println!("Done"); let test = Arc::new(Mutex::new(Vec::::new())); let sdl_context = sdl2::init().unwrap(); let video_subsystem = sdl_context.video().unwrap(); let mut build = video_subsystem.window("LaDOSE-SNCF", 1280, 720); if fullscreen { build.fullscreen(); } else { build.position_centered(); } let window = build .build() .unwrap(); let mut canvas: Canvas = window.into_canvas().build().unwrap(); let ttf_context = sdl2::ttf::init().unwrap(); let font : sdl2::ttf::Font<'_, '_> = ttf_context.load_font("font/achemine_bold.ttf", 30).unwrap(); let stream_queues : Vec= smashrequest::get_matches(config.tournament.as_str(),config.smash_key.as_str()); let timer = sdl_context.timer()?; let test_clone = Arc::clone(&test); let _timer_cb = &timer.add_timer(1,Box::new(move || { println!("timer"); let data = smashrequest::get_matches(config.tournament.as_str(), config.smash_key.as_str()); println!("{:?}", data); let mut a = test_clone.lock().unwrap(); if a.len()>1 { a.clear(); } else{ a.clone_from(&data); } println!("{:?}",a); return config.update.ok_or(10).unwrap()*1000; }) ); canvas.set_draw_color(Color::RGB(0, 255, 255)); canvas.clear(); canvas.present(); let mut event_pump = sdl_context.event_pump().unwrap(); 'running: loop { canvas.set_draw_color(Color::RGB(0,136,206)); canvas.clear(); let test_c = Arc::clone(&test); let a = test_c.lock().unwrap(); render(&mut canvas,&a,&font); //render(&mut canvas,&stream_queues,&font); timer.ticks(); for event in event_pump.poll_iter() { match event { Event::Quit {..} | Event::KeyDown { keycode: Some(Keycode::Escape), .. } => { break 'running Ok(()); }, _ => {} } } // The rest of the game loop goes here... canvas.present(); ::std::thread::sleep(Duration::new(0, 1_000_000_000u32 / 60)); } }