use iced::{
canvas::{self, Cursor, Path, Stroke},
executor, time, window, Application, Canvas, Color, Command, Element,
Length, Point, Rectangle, Settings, Size, Subscription, Vector,
};
use std::time::Instant;
pub fn main() {
SolarSystem::run(Settings {
antialiasing: true,
..Settings::default()
})
}
struct SolarSystem {
state: State,
}
#[derive(Debug, Clone, Copy)]
enum Message {
Tick(Instant),
}
impl Application for SolarSystem {
type Executor = executor::Default;
type Message = Message;
type Flags = ();
fn new(_flags: ()) -> (Self, Command<Message>) {
(
SolarSystem {
state: State::new(),
},
Command::none(),
)
}
fn title(&self) -> String {
String::from("Solar system - Iced")
}
fn update(&mut self, message: Message) -> Command<Message> {
match message {
Message::Tick(instant) => {
self.state.update(instant);
}
}
Command::none()
}
fn subscription(&self) -> Subscription<Message> {
time::every(std::time::Duration::from_millis(10))
.map(|instant| Message::Tick(instant))
}
fn view(&mut self) -> Element<Message> {
Canvas::new(&mut self.state)
.width(Length::Fill)
.height(Length::Fill)
.into()
}
}
#[derive(Debug)]
struct State {
space_cache: canvas::Cache,
system_cache: canvas::Cache,
cursor_position: Point,
start: Instant,
now: Instant,
stars: Vec<(Point, f32)>,
}
impl State {
const SUN_RADIUS: f32 = 70.0;
const ORBIT_RADIUS: f32 = 150.0;
const EARTH_RADIUS: f32 = 12.0;
const MOON_RADIUS: f32 = 4.0;
const MOON_DISTANCE: f32 = 28.0;
pub fn new() -> State {
let now = Instant::now();
let (width, height) = window::Settings::default().size;
State {
space_cache: Default::default(),
system_cache: Default::default(),
cursor_position: Point::ORIGIN,
start: now,
now,
stars: Self::generate_stars(width, height),
}
}
pub fn update(&mut self, now: Instant) {
self.now = now;
self.system_cache.clear();
}
fn generate_stars(width: u32, height: u32) -> Vec<(Point, f32)> {
use rand::Rng;
let mut rng = rand::thread_rng();
(0..100)
.map(|_| {
(
Point::new(
rng.gen_range(
-(width as f32) / 2.0,
width as f32 / 2.0,
),
rng.gen_range(
-(height as f32) / 2.0,
height as f32 / 2.0,
),
),
rng.gen_range(0.5, 1.0),
)
})
.collect()
}
}
impl<Message> canvas::Program<Message> for State {
fn draw(
&self,
bounds: Rectangle,
_cursor: Cursor,
) -> Vec<canvas::Geometry> {
use std::f32::consts::PI;
let background = self.space_cache.draw(bounds.size(), |frame| {
let space = Path::rectangle(Point::new(0.0, 0.0), frame.size());
let stars = Path::new(|path| {
for (p, size) in &self.stars {
path.rectangle(*p, Size::new(*size, *size));
}
});
frame.fill(&space, Color::BLACK);
frame.translate(frame.center() - Point::ORIGIN);
frame.fill(&stars, Color::WHITE);
});
let system = self.system_cache.draw(bounds.size(), |frame| {
let center = frame.center();
let sun = Path::circle(center, Self::SUN_RADIUS);
let orbit = Path::circle(center, Self::ORBIT_RADIUS);
frame.fill(&sun, Color::from_rgb8(0xF9, 0xD7, 0x1C));
frame.stroke(
&orbit,
Stroke {
width: 1.0,
color: Color::from_rgba8(0, 153, 255, 0.1),
..Stroke::default()
},
);
let elapsed = self.now - self.start;
let rotation = (2.0 * PI / 60.0) * elapsed.as_secs() as f32
+ (2.0 * PI / 60_000.0) * elapsed.subsec_millis() as f32;
frame.with_save(|frame| {
frame.translate(Vector::new(center.x, center.y));
frame.rotate(rotation);
frame.translate(Vector::new(Self::ORBIT_RADIUS, 0.0));
let earth = Path::circle(Point::ORIGIN, Self::EARTH_RADIUS);
let shadow = Path::rectangle(
Point::new(0.0, -Self::EARTH_RADIUS),
Size::new(
Self::EARTH_RADIUS * 4.0,
Self::EARTH_RADIUS * 2.0,
),
);
frame.fill(&earth, Color::from_rgb8(0x6B, 0x93, 0xD6));
frame.with_save(|frame| {
frame.rotate(rotation * 10.0);
frame.translate(Vector::new(0.0, Self::MOON_DISTANCE));
let moon = Path::circle(Point::ORIGIN, Self::MOON_RADIUS);
frame.fill(&moon, Color::WHITE);
});
frame.fill(
&shadow,
Color {
a: 0.7,
..Color::BLACK
},
);
});
});
vec![background, system]
}
}