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1 use integral_geometry::{Point, Size}; |
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2 use land2d; |
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3 |
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4 #[repr(C)] |
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5 pub struct GameField { |
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6 collision: land2d::Land2D<u16>, |
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7 pixels: land2d::Land2D<u32>, |
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8 } |
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9 |
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10 #[no_mangle] |
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11 pub extern "C" fn create_game_field(width: u32, height: u32) -> *mut GameField { |
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12 let game_field = Box::new(GameField { |
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13 collision: land2d::Land2D::new(Size::new(width as usize, height as usize), 0), |
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14 pixels: land2d::Land2D::new(Size::new(width as usize, height as usize), 0), |
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15 }); |
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16 |
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17 Box::leak(game_field) |
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18 } |
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19 |
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20 #[no_mangle] |
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21 pub extern "C" fn land_get(game_field: &mut GameField, x: i32, y: i32) -> u16 { |
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22 game_field.collision.map(y, x, |p| *p) |
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23 } |
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24 |
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25 #[no_mangle] |
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26 pub extern "C" fn land_fill( |
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27 game_field: &mut GameField, |
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28 x: i32, |
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29 y: i32, |
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30 border_value: u16, |
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31 fill_value: u16, |
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32 ) { |
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33 game_field |
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34 .collision |
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35 .fill(Point::new(x, y), border_value, fill_value) |
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36 } |
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37 |
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38 #[no_mangle] |
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39 pub extern "C" fn land_set(game_field: &mut GameField, x: i32, y: i32, value: u16) { |
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40 game_field.collision.map(y, x, |p| *p = value); |
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41 } |
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42 |
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43 #[no_mangle] |
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44 pub extern "C" fn land_pixel_get(game_field: &mut GameField, x: i32, y: i32) -> u32 { |
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45 game_field.pixels.map(y, x, |p| *p) |
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46 } |
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47 |
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48 #[no_mangle] |
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49 pub extern "C" fn land_pixel_set(game_field: &mut GameField, x: i32, y: i32, value: u32) { |
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50 game_field.pixels.map(y, x, |p| *p = value); |
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51 } |
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52 |
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53 #[no_mangle] |
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54 pub extern "C" fn dispose_game_field(game_field: *mut GameField) { |
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55 unsafe { drop(Box::from_raw(game_field)) }; |
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56 } |