Files
turtle/turtle-lib/src/lib.rs
T
dietrich 68593ba64d Builder Pattern Trait Hierarchy Refactoring
We refactored the builder pattern in
[`turtle-lib`](file:///home/dietrich/Projekte/Source/turtlers/turtle-lib)
to eliminate inherent method asymmetry and organize all turtle
capabilities into six cohesive traits.

[`builders.rs`](file:///home/dietrich/Projekte/Source/turtlers/turtle-lib/src/builders.rs)

The legacy traits (`DirectionalMovement`, `Turnable`, `CurvedMovement`)
and orphaned inherent methods have been reorganized into six
domain-focused traits:

-
  **[`Movement`](file:///home/dietrich/Projekte/Source/turtlers/turtle-lib/src/builders.rs#L14)**:
  - `forward()`
  - `backward()`
  - `go_to()`
  - `circle_left()`
  - `circle_right()`
-
  **[`Rotation`](file:///home/dietrich/Projekte/Source/turtlers/turtle-lib/src/builders.rs#L191)**:
  - `left()`
  - `right()`
  - `set_heading()`
-
  **[`Pen`](file:///home/dietrich/Projekte/Source/turtlers/turtle-lib/src/builders.rs#L279)**:
  - `pen_up()`
  - `pen_down()`
  - `set_pen_color()`
  - `set_pen_width()`
-
  **[`Fill`](file:///home/dietrich/Projekte/Source/turtlers/turtle-lib/src/builders.rs#L393)**:
  - `begin_fill()`
  - `end_fill()`
  - `set_fill_color()`
-
  **[`Cursor`](file:///home/dietrich/Projekte/Source/turtlers/turtle-lib/src/builders.rs#L481)**:
  - `hide()`
  - `show()`
  - `shape()`
  - `set_shape()`
  - `set_speed()`
  - `reset()`
-
  **[`Text`](file:///home/dietrich/Projekte/Source/turtlers/turtle-lib/src/builders.rs#L646)**:
  - `write_text()`

[`TurtlePlan`](file:///home/dietrich/Projekte/Source/turtlers/turtle-lib/src/builders.rs#L688)

`TurtlePlan`'s inherent methods are now strictly builder lifecycle
controls:
- `new() -> Self`
- `build(self) -> CommandQueue`

`TurtlePlan` implements `WithCommands`, `Movement`, `Rotation`, `Pen`,
`Fill`, `Cursor`, and `Text`.

-
  **[`lib.rs`](file:///home/dietrich/Projekte/Source/turtlers/turtle-lib/src/lib.rs#L62-L65)**:
  Re-exports `Cursor`, `Fill`, `Movement`, `Pen`, `Rotation`, `Text`,
  `TurtlePlan`, `WithCommands`.
- **Examples**: Updated
  [`clock.rs`](file:///home/dietrich/Projekte/Source/turtlers/turtle-lib/examples/clock.rs#L8),
  [`clock_threaded.rs`](file:///home/dietrich/Projekte/Source/turtlers/turtle-lib/examples/clock_threaded.rs#L9),
  [`dashed_circle.rs`](file:///home/dietrich/Projekte/Source/turtlers/turtle-lib/examples/dashed_circle.rs#L4),
  and
  [`bezier.rs`](file:///home/dietrich/Projekte/Source/turtlers/turtle-lib/examples/bezier.rs#L4)
  to use `use turtle_lib::*;`.
-
  **[`README.md`](file:///home/dietrich/Projekte/Source/turtlers/README.md#L344)**:
  Updated trait references in the architecture outline.

---

- **Unit & Doc Tests**:
  ```bash
  cargo test --package turtle-lib
  ```
  Result: 17 unit tests passed; 34 doc-tests passed (0 failed).
- **All Examples**:
  ```bash
  cargo check --package turtle-lib --examples
  ```
  Result: Successfully compiled all 30 examples.
- **Clippy**:
  ```bash
  cargo clippy --package turtle-lib -- -Wclippy::pedantic \
  -Aclippy::cast_precision_loss -Aclippy::cast_sign_loss
  -Aclippy::cast_possible_truncation
  ```
  Result: 0 warnings in `builders.rs`.
2026-09-19 11:45:57 +02:00

425 lines
14 KiB
Rust

//! Turtle graphics library for Macroquad
//!
//! This library provides a turtle graphics API for creating drawings and animations
//! using the Macroquad game framework.
//!
//! # Quick Start with `turtle_main` Macro
//!
//! The easiest way to create a turtle program is using the `turtle_main` macro:
//!
//! ```no_run
//! use macroquad::prelude::*;
//! use turtle_lib::*;
//!
//! #[turtle_main("My Drawing")]
//! fn draw(turtle: &mut TurtlePlan) {
//! turtle.set_pen_color(RED);
//! turtle.forward(100.0);
//! turtle.right(90.0);
//! turtle.forward(100.0);
//! }
//! ```
//!
//! The macro automatically handles window setup, rendering loop, and quit handling.
//!
//! # Manual Setup Example
//!
//! For more control, you can set up the application manually:
//!
//! ```no_run
//! use macroquad::prelude::*;
//! use turtle_lib::*;
//!
//! #[macroquad::main("Turtle")]
//! async fn main() {
//! let mut plan = create_turtle_plan();
//! plan.forward(100.0).right(90.0).forward(100.0);
//!
//! let mut app = TurtleApp::new().with_commands(plan.build());
//!
//! loop {
//! clear_background(WHITE);
//! app.update();
//! app.render();
//! next_frame().await
//! }
//! }
//! ```
pub(crate) mod builders;
pub(crate) mod circle_geometry;
pub(crate) mod command_behavior;
pub(crate) mod commands;
pub(crate) mod commands_channel;
pub(crate) mod drawing;
pub(crate) mod execution;
pub(crate) mod general;
pub(crate) mod shapes;
pub(crate) mod state;
pub(crate) mod tessellation;
pub(crate) mod tweening;
pub use builders::{
Cursor, Fill, Movement, Pen, Rotation, Text, TurtlePlan, WithCommands,
};
pub use commands::{CommandQueue, TurtleCommand};
pub use commands_channel::TurtleCommandSender;
pub use general::{AnimationSpeed, Color, Coordinate, Degrees, Length, Precision, Radians};
pub use shapes::{ShapeType, TurtleShape};
pub mod export;
#[cfg(feature = "svg")]
pub(crate) mod export_svg;
// Re-export the turtle_main macro
pub use turtle_lib_macros::turtle_main;
// Re-export the macroquad crate so generated macro code can access it directly
pub use macroquad;
// Re-export common macroquad types and colors for convenience
pub use macroquad::prelude::{
vec2, BLACK, BLUE, DARKGRAY, GOLD, GREEN, ORANGE, PURPLE, RED, WHITE, YELLOW,
};
use crate::commands_channel::TurtleCommandReceiver;
use crate::state::TurtleWorld;
use macroquad::prelude::*;
use std::collections::HashMap;
/// Main turtle application struct
pub struct TurtleApp {
world: TurtleWorld,
// Receivers for turtle command channels
receivers: HashMap<usize, TurtleCommandReceiver>,
// Mouse panning state
is_dragging: bool,
last_mouse_pos: Option<Vec2>,
// Zoom state
zoom_level: f32,
}
impl TurtleApp {
/// Export the current drawing to a file in the specified format.
///
/// # Errors
///
/// Returns an error if the export fails (e.g., unsupported format, file I/O error)
pub fn export_drawing(
&self,
filename: &str,
format: export::DrawingFormat,
) -> Result<(), export::ExportError> {
let _ = filename;
match format {
#[cfg(feature = "svg")]
export::DrawingFormat::Svg => {
use crate::export::DrawingExporter;
use export_svg::svg_export::SvgExporter;
let exporter = SvgExporter;
exporter.export(&self.world, filename)
}
// Additional formats can be registered here.
#[allow(unreachable_patterns)]
_ => Err(export::ExportError::Format(
"Unsupported export format".to_string(),
)),
}
}
/// Create a new `TurtleApp` with default settings
#[must_use]
pub fn new() -> Self {
Self {
world: TurtleWorld::new(),
receivers: HashMap::new(),
is_dragging: false,
last_mouse_pos: None,
zoom_level: 1.0,
}
}
/// Add a new turtle and return its ID
pub fn add_turtle(&mut self) -> usize {
self.world.add_turtle()
}
/// Create a turtle and a command channel for it
///
/// This is the preferred way to set up turtles when using threading.
/// Call this ONCE per turtle during setup, before spawning game logic threads.
///
/// # Arguments
/// * `buffer_size` - Maximum pending command batches before sender blocks (typically 50-200)
///
/// # Returns
/// A `TurtleCommandSender` that can be cloned and sent to game logic threads.
/// The turtle is automatically managed by `TurtleApp`.
///
/// # Examples
/// ```no_run
/// # use turtle_lib::*;
/// # #[macroquad::main("Threading")]
/// # async fn main() {
/// let mut app = TurtleApp::new();
///
/// // Create turtle and get sender
/// let turtle_tx = app.create_turtle_channel(100);
///
/// // Send to game threads
/// let tx_clone = turtle_tx.clone();
/// std::thread::spawn(move || {
/// let mut plan = create_turtle_plan();
/// plan.forward(100.0);
/// tx_clone.send(plan.build()).ok();
/// });
/// # }
/// ```
pub fn create_turtle_channel(&mut self, buffer_size: usize) -> TurtleCommandSender {
let turtle_id = self.world.add_turtle();
let (tx, rx) = commands_channel::turtle_command_channel(turtle_id, buffer_size);
self.receivers.insert(turtle_id, rx);
tx
}
/// Process all pending commands from all turtle channels
///
/// Call this once per frame in your render loop, before `update()`.
/// Drains all receivers and applies commands to their respective turtles.
///
/// # Examples
/// ```no_run
/// # use turtle_lib::*;
/// # use macroquad::prelude::{next_frame, clear_background, WHITE};
/// # #[macroquad::main("Threading")]
/// # async fn main() {
/// # let mut app = TurtleApp::new();
/// # let _tx = app.create_turtle_channel(100);
/// loop {
/// clear_background(WHITE);
/// app.process_commands(); // ← Process channel commands
/// app.update();
/// app.render();
/// next_frame().await;
/// }
/// # }
/// ```
pub fn process_commands(&mut self) {
// Collect all turtle IDs to avoid borrow issues
let turtle_ids: Vec<usize> = self.receivers.keys().copied().collect();
for turtle_id in turtle_ids {
if let Some(receiver) = self.receivers.get(&turtle_id) {
for queue in receiver.recv_all() {
self.append_commands(turtle_id, queue);
}
}
}
}
/// Add commands from a turtle plan to the application for the default turtle (ID 0)
///
/// Speed is controlled by `SetSpeed` commands in the queue.
/// Use `set_speed()` on the turtle plan to set animation speed.
/// Speed >= 1000 = instant mode, speed < 1000 = animated mode.
///
/// # Arguments
/// * `queue` - The command queue to execute
#[must_use]
pub fn with_commands(self, queue: CommandQueue) -> Self {
self.with_commands_for_turtle(0, queue)
}
/// Add commands from a turtle plan to the application for a specific turtle
///
/// Speed is controlled by `SetSpeed` commands in the queue.
/// Use `set_speed()` on the turtle plan to set animation speed.
/// Speed >= 1000 = instant mode, speed < 1000 = animated mode.
///
/// # Arguments
/// * `turtle_id` - The ID of the turtle to control
/// * `queue` - The command queue to execute
#[must_use]
pub fn with_commands_for_turtle(mut self, turtle_id: usize, queue: CommandQueue) -> Self {
// Ensure turtle exists
while self.world.turtles.len() <= turtle_id {
self.world.add_turtle();
}
// Append commands to the turtle's controller
if let Some(turtle) = self.world.get_turtle_mut(turtle_id) {
turtle.tween_controller.append_commands(queue);
}
self
}
/// Execute a plan immediately on a specific turtle (no animation)
pub fn execute_immediate(&mut self, turtle_id: usize, plan: TurtlePlan) {
// Ensure turtle exists
while self.world.turtles.len() <= turtle_id {
self.world.add_turtle();
}
for ref cmd in plan.build() {
execution::execute_command_with_id(cmd, turtle_id, &mut self.world);
}
}
/// Append commands to a turtle's animation queue
pub fn append_to_queue(&mut self, turtle_id: usize, plan: TurtlePlan) {
// Ensure turtle exists
while self.world.turtles.len() <= turtle_id {
self.world.add_turtle();
}
if let Some(turtle) = self.world.get_turtle_mut(turtle_id) {
turtle.tween_controller.append_commands(plan.build());
}
}
/// Append commands from a `CommandQueue` to a turtle's animation queue
///
/// Used internally by `process_commands()` and can be used directly
/// when you have a `CommandQueue` instead of a `TurtlePlan`.
pub fn append_commands(&mut self, turtle_id: usize, queue: CommandQueue) {
// Ensure turtle exists
while self.world.turtles.len() <= turtle_id {
self.world.add_turtle();
}
if let Some(turtle) = self.world.get_turtle_mut(turtle_id) {
turtle.tween_controller.append_commands(queue);
}
}
/// Update animation state and process window mouse events (call every frame in GUI loop)
pub fn update(&mut self) {
// Handle mouse panning and zoom
self.handle_mouse_panning();
self.handle_mouse_zoom();
self.step_animations();
}
/// Drive animation updates for all turtles without querying window or mouse events.
///
/// Suitable for headless execution (such as CLI SVG export) where no graphics window exists.
pub fn step_animations(&mut self) {
// Update all turtles' tween controllers
for turtle in &mut self.world.turtles {
// Drive this turtle's animation controller for one frame.
// `update_tweens` splits &mut Turtle into disjoint field borrows so
// TweenController::update can be a proper &mut self method.
let completed_commands = turtle.update_tweens();
// Process all completed commands and add to the turtle's commands
for (completed_cmd, tween_start, end_state) in completed_commands {
if let Some(draw_cmd) =
execution::tessellate_command(&completed_cmd, &tween_start, end_state.position)
{
#[cfg(feature = "svg")]
execution::push_svg_for_draw(
&completed_cmd,
&tween_start,
end_state.position,
&mut turtle.svg_log,
);
turtle.commands.push(draw_cmd);
}
}
}
}
/// Handle mouse click and drag for panning
fn handle_mouse_panning(&mut self) {
let mouse_pos = mouse_position();
let mouse_pos = vec2(mouse_pos.0, mouse_pos.1);
if is_mouse_button_pressed(MouseButton::Left) {
self.is_dragging = true;
self.last_mouse_pos = Some(mouse_pos);
}
if is_mouse_button_released(MouseButton::Left) {
self.is_dragging = false;
self.last_mouse_pos = None;
}
if self.is_dragging {
if let Some(last_pos) = self.last_mouse_pos {
// Calculate delta in screen space
let delta = mouse_pos - last_pos;
// Convert screen delta to world space delta
// The camera zoom is 2.0 / screen_width, so world_units = screen_pixels / (screen_size * zoom / 2)
let world_delta = vec2(
-delta.x, -delta.y, // Flip Y because screen Y is down
);
self.world.camera.target += world_delta * self.zoom_level;
}
self.last_mouse_pos = Some(mouse_pos);
}
}
/// Handle mouse wheel for zooming
fn handle_mouse_zoom(&mut self) {
let (_wheel_x, wheel_y) = mouse_wheel();
if wheel_y != 0.0 {
// Zoom factor: positive wheel_y = zoom in, negative = zoom out
let zoom_factor = 1.0 + wheel_y * 0.1;
self.zoom_level *= zoom_factor;
// Clamp zoom level to reasonable values
self.zoom_level = self.zoom_level.clamp(0.1, 10.0);
}
}
/// Render the turtle world (call every frame)
pub fn render(&self) {
drawing::render_world_with_tweens(&self.world, self.zoom_level);
}
/// Check if all commands have been executed
#[must_use]
pub fn is_complete(&self) -> bool {
self.world
.turtles
.iter()
.all(|turtle| turtle.tween_controller.is_complete())
}
/// Set the animation speed for all turtles
///
/// # Arguments
/// * `speed` - The animation speed to set for all turtles
pub fn set_all_turtles_speed(&mut self, speed: AnimationSpeed) {
for turtle in &mut self.world.turtles {
turtle.set_speed(speed);
turtle.tween_controller.set_speed(speed);
}
}
}
impl Default for TurtleApp {
fn default() -> Self {
Self::new()
}
}
/// Helper function to create a new turtle plan
///
/// # Example
/// ```
/// use turtle_lib::*;
///
/// let mut turtle = create_turtle_plan();
/// turtle.forward(100.0).right(90.0).forward(50.0);
/// let commands = turtle.build();
/// ```
#[must_use]
pub fn create_turtle_plan() -> TurtlePlan {
TurtlePlan::new()
}