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use strict;
use warnings;
use Time::HiRes qw( time sleep );
use SDL;
use SDLx::App;
use SDL::Event;
use SDL::Events;

use SDLx::Controller::Interface;
my $app = SDLx::App->new( w => 200, h => 200, title => "timestep", delay => 10 );

#The initial x and y for this object.
my $spring = SDLx::Controller::Interface->new( x => 100, y => 100 );

#we have a constant x velocity of 20
my $constant = SDLx::Controller::Interface->new( x => 0, y => 20, v_x => 20 );

#NO need to send an acceleration for x,y or rotation
$constant->set_acceleration( sub { return ( 0, 0, 0 ) } );

#a hooke's law acceleration for the spring
my $accel = sub {
	my ( $t, $state ) = @_;
	my $k  = 10;
	my $b  = 1;
	my $ax = ( ( -1 * $k ) * ( $state->x ) - $b * $state->v_x );
	return ( $ax, 0, 0 );
};
$spring->set_acceleration($accel);

#This is how we will render the spring. Notice the x, and y are not tied to how they will show on the screen
my $render = sub {
	my $state = shift;
	$app->draw_rect( [ 100 - $state->x, $state->y, 2, 2 ], 0xFF0FFF );
};

#an event handler to exit
my $event = sub {
	$_[1]->stop if $_[0]->type == SDL_QUIT;
};


$app->add_event_handler($event);

#clear the screen
$app->add_show_handler( sub { $app->draw_rect( [ 0, 0, $app->w, $app->h ], 0x000000 ) } );

#add the spring
$spring->attach($app, $render );

#add the constant_velocity
$constant->attach( $app,
	sub {
		my $state = shift;
		$app->draw_rect( [ $state->x, $state->y, 4, 4 ], 0xFFFFFF );
	}
);

#add the final update
$app->add_show_handler( sub { $app->update() } );

$app->run();