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-rw-r--r--third_party/rust/uniffi-example-sprites/src/lib.rs65
1 files changed, 65 insertions, 0 deletions
diff --git a/third_party/rust/uniffi-example-sprites/src/lib.rs b/third_party/rust/uniffi-example-sprites/src/lib.rs
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+++ b/third_party/rust/uniffi-example-sprites/src/lib.rs
@@ -0,0 +1,65 @@
+/* This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+
+use std::sync::RwLock;
+
+// A point in two-dimensional space.
+#[derive(Debug, Clone)]
+pub struct Point {
+ x: f64,
+ y: f64,
+}
+
+// A magnitude and direction in two-dimensional space.
+// For simplicity we represent this as a point relative to the origin.
+#[derive(Debug, Clone)]
+pub struct Vector {
+ dx: f64,
+ dy: f64,
+}
+
+// Move from the given Point, according to the given Vector.
+pub fn translate(p: &Point, v: Vector) -> Point {
+ Point {
+ x: p.x + v.dx,
+ y: p.y + v.dy,
+ }
+}
+
+// An entity in our imaginary world, which occupies a position in space
+// and which can move about over time.
+#[derive(Debug)]
+pub struct Sprite {
+ // We must use interior mutability for managing mutable state, hence the `RwLock`.
+ current_position: RwLock<Point>,
+}
+
+impl Sprite {
+ fn new(initial_position: Option<Point>) -> Sprite {
+ Sprite {
+ current_position: RwLock::new(initial_position.unwrap_or(Point { x: 0.0, y: 0.0 })),
+ }
+ }
+
+ fn new_relative_to(reference: Point, direction: Vector) -> Sprite {
+ Sprite {
+ current_position: RwLock::new(translate(&reference, direction)),
+ }
+ }
+
+ fn get_position(&self) -> Point {
+ self.current_position.read().unwrap().clone()
+ }
+
+ fn move_to(&self, position: Point) {
+ *self.current_position.write().unwrap() = position;
+ }
+
+ fn move_by(&self, direction: Vector) {
+ let mut current_position = self.current_position.write().unwrap();
+ *current_position = translate(&current_position, direction)
+ }
+}
+
+include!(concat!(env!("OUT_DIR"), "/sprites.uniffi.rs"));