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use sdl2::ttf;
use sdl2::render::{Canvas, Texture, TextureCreator};
use sdl2::pixels::Color;
use sdl2::rect::Rect;
const WHITE: Color = Color::RGB(255, 255, 255);
pub struct Factory<'a, T> {
font: &'a ttf::Font<'a, 'a>,
creator: &'a TextureCreator<T>,
bg: Color,
font_size: u32,
}
impl<'a, T> Factory<'a, T> {
pub fn new(font: &'a ttf::Font,
creator: &'a TextureCreator<T>,
bg: Color,
font_size: u32
) -> Factory<'a, T>
{
Factory { font, creator, bg, font_size }
}
pub fn from_string(&self, s: &str) -> Texture
{
let surface = self.font.render(s).shaded(WHITE, self.bg).unwrap();
self.creator.create_texture_from_surface(&surface).unwrap()
}
pub fn set_bg(&mut self, bg: Color) {
self.bg = bg;
}
}
struct Frame<'a> {
width: u32,
height: u32,
texture: Texture<'a>,
}
impl<'a> Frame<'a> {
fn new<T>(s: &'a str, factory: &'a Factory<T>) -> Frame<'a> {
Frame{
width: s.len() as u32 * factory.font_size,
height: factory.font_size,
texture: factory.from_string(s)
}
}
fn to_rect(&self, x: i32, y: i32) -> Rect {
Rect::new(x, y, self.width, self.height)
}
}
trait Framable {
fn to_frame<'a>(&'a self) -> Frame<'a>;
fn put_canvas<T: sdl2::render::RenderTarget>(&self, canvas: &mut Canvas<T>, x: i32, y: i32) {
let frame = self.to_frame();
let rect = frame.to_rect(x, y);
canvas.copy(&frame.texture, None, rect);
}
}
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