mirror of
https://github.com/lucaspalomodevelop/binbreak.git
synced 2026-03-13 00:07:28 +00:00
feat: implement adaptive polling for FPS handling in game states
This commit is contained in:
parent
b21037a57c
commit
3e1933deb7
75
src/app.rs
75
src/app.rs
@ -1,4 +1,4 @@
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use crate::binary_numbers::{BinaryNumbersGame, Bits};
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use crate::binary_numbers::{BinaryNumbersGame, Bits, FpsMode};
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use crate::main_screen_widget::MainScreenWidget;
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use crate::utils::{AsciiArtWidget, AsciiCells};
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use crossterm::event;
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@ -7,6 +7,7 @@ use ratatui::buffer::Buffer;
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use ratatui::layout::Rect;
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use ratatui::prelude::{Color, Modifier, Span, Style, Widget};
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use ratatui::widgets::{List, ListItem, ListState};
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use std::cmp;
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use std::collections::HashMap;
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use std::thread;
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use std::time::Instant;
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@ -106,6 +107,37 @@ fn render_start_screen(state: &mut StartMenuState, area: Rect, buf: &mut Buffer)
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ratatui::widgets::StatefulWidget::render(list, list_area, buf, &mut state.list_state);
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}
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fn handle_crossterm_events(app_state: &mut AppState) -> color_eyre::Result<()> {
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if let Event::Key(key) = event::read()? {
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if key.kind == KeyEventKind::Press {
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match key.code {
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// global exit via Ctrl+C
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KeyCode::Char('c') | KeyCode::Char('C')
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if key.modifiers == KeyModifiers::CONTROL =>
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{
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*app_state = AppState::Exit;
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}
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// state-specific input handling
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_ => {
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*app_state = match std::mem::replace(app_state, AppState::Exit) {
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AppState::Start(mut menu) => {
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handle_start_input(&mut menu, key)
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.unwrap_or(AppState::Start(menu))
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}
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AppState::Playing(mut game) => {
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game.handle_input(key);
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AppState::Playing(game)
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}
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AppState::Exit => AppState::Exit,
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}
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}
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}
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}
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}
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Ok(())
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}
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pub fn run_app(terminal: &mut ratatui::DefaultTerminal) -> color_eyre::Result<()> {
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let mut app_state = AppState::Start(StartMenuState::new());
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let mut last_frame_time = Instant::now();
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@ -122,6 +154,11 @@ pub fn run_app(terminal: &mut ratatui::DefaultTerminal) -> color_eyre::Result<()
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AppState::Exit => {}
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})?;
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// Clear needs_render flag after frame is rendered
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if let AppState::Playing(game) = &mut app_state {
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game.clear_needs_render();
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}
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// Advance game if playing
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if let AppState::Playing(game) = &mut app_state {
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game.run(dt.as_secs_f64());
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@ -132,33 +169,21 @@ pub fn run_app(terminal: &mut ratatui::DefaultTerminal) -> color_eyre::Result<()
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}
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// handle input
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let poll_timeout = std::cmp::min(dt, target_frame_duration);
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if let AppState::Playing(game) = &app_state {
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let fps_mode = game.get_fps_mode();
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if fps_mode == FpsMode::RealTime {
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let poll_timeout = cmp::min(dt, target_frame_duration);
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if event::poll(poll_timeout)? {
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if let Event::Key(key) = event::read()? {
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if key.kind == KeyEventKind::Press {
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match key.code {
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// global exit via Ctrl+C
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KeyCode::Char('c') | KeyCode::Char('C')
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if key.modifiers == KeyModifiers::CONTROL =>
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{
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app_state = AppState::Exit;
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}
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// state-specific input handling
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_ => {
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app_state = match app_state {
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AppState::Start(mut menu) => handle_start_input(&mut menu, key)
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.unwrap_or(AppState::Start(menu)),
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AppState::Playing(mut game) => {
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game.handle_input(key);
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AppState::Playing(game)
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}
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AppState::Exit => AppState::Exit,
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}
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}
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}
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handle_crossterm_events(&mut app_state)?;
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}
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} else {
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// performance mode: block thread until an input event occurs
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handle_crossterm_events(&mut app_state)?;
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}
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} else {
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// For non-playing states (e.g., start menu), use performance mode
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// to block until input and minimize CPU usage
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handle_crossterm_events(&mut app_state)?;
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}
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// cap frame rate
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@ -26,6 +26,7 @@ struct StatsSnapshot {
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game_state: GameState,
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prev_high_score: u32,
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new_high_score: bool,
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fps_mode: FpsMode,
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}
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impl WidgetRef for BinaryNumbersGame {
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@ -76,12 +77,18 @@ impl WidgetRef for BinaryNumbersPuzzle {
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high_label,
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]);
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let fps_label = match stats.fps_mode {
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FpsMode::Performance => Span::styled("FPS: Perf ", Style::default().fg(Color::LightGreen)),
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FpsMode::RealTime => Span::styled("FPS: RT ", Style::default().fg(Color::LightYellow)),
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};
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let line2 = Line::from(vec![
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Span::styled(format!("Score: {} ", stats.score), Style::default().fg(Color::Green)),
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Span::styled(format!("Streak: {} ", stats.streak), Style::default().fg(Color::Cyan)),
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Span::styled(format!("Max: {} ", stats.max_streak), Style::default().fg(Color::Blue)),
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Span::styled(format!("Rounds: {} ", stats.rounds), Style::default().fg(Color::Magenta)),
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Span::styled(format!("Lives: {} ", stats.hearts), Style::default().fg(Color::Red)),
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fps_label,
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]);
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let widest = line1.width().max(line2.width()) as u16;
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@ -272,6 +279,14 @@ pub struct BinaryNumbersGame {
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high_scores: HighScores,
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prev_high_score_for_display: u32,
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new_high_score_reached: bool,
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pub fps_mode: FpsMode,
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needs_render: bool, // Flag to render one frame after state transition
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}
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#[derive(Copy, Clone, PartialEq, Debug)]
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pub enum FpsMode {
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RealTime, // 30 FPS with polling
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Performance, // Block until input for higher FPS
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}
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#[derive(Copy, Clone, PartialEq, Debug)]
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@ -295,7 +310,7 @@ impl BinaryNumbersGame {
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pub fn new_with_max_lives(bits: Bits, max_lives: u32) -> Self {
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let hs = HighScores::load();
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let starting_prev = hs.get(bits.high_score_key());
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Self {
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let mut game = Self {
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bits: bits.clone(),
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puzzle: Self::init_puzzle(bits.clone(), 0),
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exit_intended: false,
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@ -310,12 +325,47 @@ impl BinaryNumbersGame {
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high_scores: hs,
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prev_high_score_for_display: starting_prev,
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new_high_score_reached: false,
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}
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fps_mode: FpsMode::Performance,
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needs_render: true, // Need to render initial state
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};
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// Initialize stats snapshot immediately so stats display on first render
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game.refresh_stats_snapshot();
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game
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}
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pub fn init_puzzle(bits: Bits, streak: u32) -> BinaryNumbersPuzzle {
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BinaryNumbersPuzzle::new(bits, streak)
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}
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/// Get the appropriate FPS mode based on current game state
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pub fn get_fps_mode(&self) -> FpsMode {
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match self.game_state {
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GameState::Active => {
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FpsMode::RealTime // Timer running, needs continuous updates
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}
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GameState::Result | GameState::PendingGameOver => {
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// Use RealTime mode for one frame after transition, then Performance
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if self.needs_render {
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FpsMode::RealTime
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} else {
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FpsMode::Performance
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}
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}
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GameState::GameOver => {
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FpsMode::Performance // Static final screen, can block until input
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}
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}
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}
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/// Mark that we need to render one frame (e.g., after state transition)
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pub fn mark_needs_render(&mut self) {
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self.needs_render = true;
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}
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/// Clear the needs_render flag after rendering
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pub fn clear_needs_render(&mut self) {
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self.needs_render = false;
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}
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}
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impl BinaryNumbersGame {
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@ -358,8 +408,10 @@ impl BinaryNumbersGame {
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// set state after round resolution
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if self.lives == 0 {
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self.game_state = GameState::PendingGameOver; // defer summary until Enter
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self.needs_render = true; // Need to render result before blocking
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} else {
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self.game_state = GameState::Result;
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self.needs_render = true; // Need to render result before blocking
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}
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self.puzzle_resolved = true;
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}
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@ -367,6 +419,7 @@ impl BinaryNumbersGame {
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pub fn handle_game_input(&mut self, input: KeyEvent) {
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if input.code == KeyCode::Esc { self.exit_intended = true; return; }
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if self.game_state == GameState::GameOver { self.handle_game_over_input(input); return; }
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match self.puzzle.guess_result {
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None => self.handle_no_result_yet(input),
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@ -479,6 +532,7 @@ impl BinaryNumbersGame {
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game_state: self.game_state,
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prev_high_score: self.prev_high_score_for_display,
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new_high_score: self.new_high_score_reached,
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fps_mode: self.get_fps_mode(),
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});
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}
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}
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