Add SDL2 renderer module
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115
src/player/renderer.rs
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115
src/player/renderer.rs
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//! SDL2 renderer module
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use anyhow::Result;
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use sdl2::pixels::PixelFormatEnum;
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use sdl2::rect::Rect;
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use std::sync::{Arc, Mutex};
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pub struct Renderer {
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sdl: sdl2::Sdl,
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video_subsystem: sdl2::VideoSubsystem,
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window: sdl2::video::Window,
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canvas: sdl2::render::Canvas<sdl2::video::Window>,
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texture_creator: sdl2::render::TextureCreator<sdl2::video::WindowContext>,
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texture: Option<sdl2::render::Texture>,
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width: u32,
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height: u32,
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}
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impl Renderer {
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pub fn new(title: &str, width: u32, height: u32) -> Result<Self> {
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let sdl = sdl2::init()?;
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let video_subsystem = sdl.video()?;
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let window = video_subsystem
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.window(title, width, height)
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.position_centered()
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.build()?;
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let canvas = window.into_canvas().build()?;
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let texture_creator = canvas.texture_creator();
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Ok(Self {
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sdl,
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video_subsystem,
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window,
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canvas,
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texture_creator,
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texture: None,
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width,
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height,
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})
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}
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pub fn create_texture(&mut self, width: u32, height: u32) -> Result<()> {
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self.texture = Some(
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self.texture_creator
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.create_texture_streaming(PixelFormatEnum::RGB24, width, height)?
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);
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self.width = width;
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self.height = height;
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Ok(())
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}
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pub fn update_texture(&mut self, data: &[u8]) -> Result<()> {
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if let Some(ref mut texture) = self.texture {
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texture.update(None, data, self.width as usize * 3)?;
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}
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Ok(())
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}
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pub fn clear(&mut self) {
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self.canvas.set_draw_color(sdl2::pixels::Color::BLACK);
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self.canvas.clear();
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}
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pub fn draw_bbox(&mut self, x: i32, y: i32, w: u32, h: u32, label: &str) {
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// Draw rectangle border
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self.canvas.set_draw_color(sdl2::pixels::Color::RGB(0, 255, 0));
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let _ = self.canvas.draw_rect(Rect::new(x, y, w, h));
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// Draw label background
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let label_rect = Rect::new(x, y - 20, 100, 20);
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self.canvas.set_draw_color(sdl2::pixels::Color::RGBA(0, 0, 0, 180));
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let _ = self.canvas.fill_rect(label_rect);
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}
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pub fn present(&mut self) {
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// Draw texture if available
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if let Some(ref texture) = self.texture {
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self.canvas.copy(texture, None, None).ok();
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}
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self.canvas.present();
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}
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pub fn set_fullscreen(&mut self, fullscreen: bool) -> Result<()> {
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if fullscreen {
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self.window.set_fullscreen(sdl2::video::FullscreenType::Desktop)?;
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} else {
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self.window.set_fullscreen(sdl2::video::FullscreenType::Off)?;
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}
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Ok(())
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}
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pub fn resize(&mut self, width: u32, height: u32) -> Result<()> {
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self.window.set_size(width, height)?;
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Ok(())
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}
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pub fn poll_events(&mut self) -> Vec<sdl2::event::Event> {
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let mut events = Vec::new();
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let pump = self.sdl.event_pump();
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if let Ok(pump) = pump {
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for event in pump.poll_iter() {
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events.push(event);
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}
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}
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events
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}
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}
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impl Drop for Renderer {
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fn drop(&mut self) {
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// Cleanup handled automatically
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}
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}
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