use integral_geometry::{Point, Size};
use land2d;
#[repr(C)]
pub struct GameField {
collision: land2d::Land2D<u16>,
pixels: land2d::Land2D<u32>,
}
#[no_mangle]
pub extern "C" fn create_game_field(width: u32, height: u32) -> *mut GameField {
let game_field = Box::new(GameField {
collision: land2d::Land2D::new(Size::new(width as usize, height as usize), 0),
pixels: land2d::Land2D::new(Size::new(width as usize, height as usize), 0),
});
Box::leak(game_field)
}
#[no_mangle]
pub extern "C" fn land_get(game_field: &mut GameField, x: i32, y: i32) -> u16 {
game_field.collision.map(y, x, |p| *p)
}
#[no_mangle]
pub extern "C" fn land_set(game_field: &mut GameField, x: i32, y: i32, value: u16) {
game_field.collision.map(y, x, |p| *p = value);
}
#[no_mangle]
pub extern "C" fn land_row(game_field: &mut GameField, row: i32) -> *mut u16 {
game_field.collision[row as usize].as_mut_ptr()
}
#[no_mangle]
pub extern "C" fn land_fill(
game_field: &mut GameField,
x: i32,
y: i32,
border_value: u16,
fill_value: u16,
) {
game_field
.collision
.fill(Point::new(x, y), border_value, fill_value)
}
#[no_mangle]
pub extern "C" fn land_pixel_get(game_field: &mut GameField, x: i32, y: i32) -> u32 {
game_field.pixels.map(y, x, |p| *p)
}
#[no_mangle]
pub extern "C" fn land_pixel_set(game_field: &mut GameField, x: i32, y: i32, value: u32) {
game_field.pixels.map(y, x, |p| *p = value);
}
#[no_mangle]
pub extern "C" fn land_pixel_row(game_field: &mut GameField, row: i32) -> *mut u32 {
game_field.pixels[row as usize].as_mut_ptr()
}
#[no_mangle]
pub extern "C" fn dispose_game_field(game_field: *mut GameField) {
unsafe { drop(Box::from_raw(game_field)) };
}