basic rectangle drawing support added
This commit is contained in:
parent
1f2105f3be
commit
b495dbbdcd
1 changed files with 150 additions and 417 deletions
567
src/main.rs
567
src/main.rs
|
@ -1,448 +1,181 @@
|
||||||
use std::{
|
use engine::Engine;
|
||||||
num::NonZeroU32,
|
|
||||||
time::{Duration, Instant},
|
|
||||||
};
|
|
||||||
|
|
||||||
use game::GameState;
|
|
||||||
use winit::{
|
|
||||||
dpi::PhysicalSize,
|
|
||||||
event::{Event, KeyEvent, WindowEvent},
|
|
||||||
event_loop::{ControlFlow, EventLoop},
|
|
||||||
keyboard::{Key, NamedKey},
|
|
||||||
raw_window_handle::{HasDisplayHandle, HasWindowHandle},
|
|
||||||
window::WindowBuilder,
|
|
||||||
};
|
|
||||||
|
|
||||||
fn main() {
|
fn main() {
|
||||||
let event_loop = EventLoop::new().unwrap();
|
Engine::new()
|
||||||
let window = WindowBuilder::new()
|
.set_render_fn(|mut ctx| {
|
||||||
.with_inner_size(winit::dpi::Size::Physical(PhysicalSize::new(1200, 700)))
|
// draw three colored rectagles(tm)
|
||||||
.build(&event_loop)
|
ctx.rect_unchecked(0, 0, 100, 100, 0xff0000);
|
||||||
.unwrap();
|
ctx.rect_unchecked(100, 0, 100, 100, 0x00ff00);
|
||||||
|
ctx.rect_unchecked(0, 100, 100, 100, 0x0000ff);
|
||||||
// ControlFlow::Poll continuously runs the event loop, even if the OS hasn't
|
|
||||||
// dispatched any events. This is ideal for games and similar applications.
|
|
||||||
event_loop.set_control_flow(ControlFlow::Poll);
|
|
||||||
|
|
||||||
// ControlFlow::Wait pauses the event loop if no events are available to process.
|
|
||||||
// This is ideal for non-game applications that only update in response to user
|
|
||||||
// input, and uses significantly less power/CPU time than ControlFlow::Poll.
|
|
||||||
event_loop.set_control_flow(ControlFlow::Wait);
|
|
||||||
|
|
||||||
let context = softbuffer::Context::new(window.display_handle().unwrap()).unwrap();
|
|
||||||
let mut surface = softbuffer::Surface::new(&context, window.window_handle().unwrap()).unwrap();
|
|
||||||
|
|
||||||
let mut game = GameState::init();
|
|
||||||
|
|
||||||
event_loop
|
|
||||||
.run(|event, elwt| {
|
|
||||||
elwt.set_control_flow(ControlFlow::WaitUntil(
|
|
||||||
Instant::now() + Duration::from_millis(1000 / 60),
|
|
||||||
));
|
|
||||||
|
|
||||||
match event {
|
|
||||||
Event::WindowEvent {
|
|
||||||
window_id,
|
|
||||||
event: WindowEvent::RedrawRequested,
|
|
||||||
} if window_id == window.id() => {
|
|
||||||
if let (Some(width), Some(height)) = {
|
|
||||||
let size = window.inner_size();
|
|
||||||
(NonZeroU32::new(size.width), NonZeroU32::new(size.height))
|
|
||||||
} {
|
|
||||||
surface.resize(width, height).unwrap();
|
|
||||||
|
|
||||||
let mut buffer = surface.buffer_mut().unwrap();
|
|
||||||
// for y in 0..height.get() {
|
|
||||||
// for x in 0..width.get() {
|
|
||||||
// let red = x % 255;
|
|
||||||
// let green = y % 255;
|
|
||||||
// let blue = (x * y) % 255;
|
|
||||||
// let index = y as usize * width.get() as usize + x as usize;
|
|
||||||
// buffer[index] = blue | (green << 8) | (red << 16);
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
buffer.fill(0);
|
|
||||||
game.update();
|
|
||||||
game.render(&mut buffer, (width, height));
|
|
||||||
|
|
||||||
buffer.present().unwrap();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Event::WindowEvent {
|
|
||||||
event:
|
|
||||||
WindowEvent::CloseRequested
|
|
||||||
| WindowEvent::KeyboardInput {
|
|
||||||
event:
|
|
||||||
KeyEvent {
|
|
||||||
logical_key: Key::Named(NamedKey::Escape),
|
|
||||||
..
|
|
||||||
},
|
|
||||||
..
|
|
||||||
},
|
|
||||||
window_id,
|
|
||||||
} if window_id == window.id() => {
|
|
||||||
elwt.exit();
|
|
||||||
}
|
|
||||||
_ => {}
|
|
||||||
}
|
|
||||||
})
|
})
|
||||||
.unwrap();
|
.run();
|
||||||
}
|
}
|
||||||
|
|
||||||
mod game {
|
mod engine {
|
||||||
use std::{convert::identity, num::NonZeroU32, time::Instant};
|
const GAME_SIZE: (u32, u32) = (500, 800);
|
||||||
|
use std::{
|
||||||
|
num::NonZeroU32,
|
||||||
|
process,
|
||||||
|
time::{Duration, Instant},
|
||||||
|
};
|
||||||
|
|
||||||
use softbuffer::Buffer;
|
use softbuffer::Buffer;
|
||||||
use winit::raw_window_handle::{DisplayHandle, WindowHandle};
|
use winit::{
|
||||||
|
dpi::PhysicalSize,
|
||||||
|
event::{Event, KeyEvent, StartCause, WindowEvent},
|
||||||
|
event_loop::{ControlFlow, EventLoop},
|
||||||
|
keyboard::{Key, NamedKey},
|
||||||
|
raw_window_handle::{DisplayHandle, HasDisplayHandle, HasWindowHandle, WindowHandle},
|
||||||
|
window::WindowBuilder,
|
||||||
|
};
|
||||||
|
|
||||||
const PADDLE_SIZE: (u32, u32) = (5, 50);
|
type RenderFn = fn(&mut RenderCtx<'_, '_>);
|
||||||
const BALL_RADIUS: u32 = 10;
|
// core game engine struct
|
||||||
const BALL_VEC_RIGHT_DOWN: (i16, i16) = (8, 12);
|
pub struct Engine {
|
||||||
const FIELD_SIZE: (u32, u32) = (1200, 700);
|
event_loop: EventLoop<()>,
|
||||||
const FIELD_BORDER_WIDTH: u32 = 5;
|
render_fn: RenderFn,
|
||||||
const TICK_LEN: f32 = 1000. / 60.;
|
|
||||||
|
|
||||||
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
|
||||||
enum BallDirection {
|
|
||||||
RightUp,
|
|
||||||
RightDown,
|
|
||||||
LeftUp,
|
|
||||||
LeftDown,
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
impl Engine {
|
||||||
enum HorizontalCollisionCheck {
|
pub fn new() -> Self {
|
||||||
None,
|
let event_loop = EventLoop::new().unwrap();
|
||||||
Left,
|
|
||||||
Right,
|
|
||||||
}
|
|
||||||
|
|
||||||
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
|
||||||
enum VerticalCollisionCheck {
|
|
||||||
None,
|
|
||||||
Top,
|
|
||||||
Bottom,
|
|
||||||
}
|
|
||||||
|
|
||||||
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
|
||||||
struct CollisionCheck(HorizontalCollisionCheck, VerticalCollisionCheck);
|
|
||||||
|
|
||||||
impl CollisionCheck {
|
|
||||||
fn check_field(obj_pos: (u32, u32), obj_size: (u32, u32)) -> Self {
|
|
||||||
let horizontal = if obj_pos.0 == 0 {
|
|
||||||
HorizontalCollisionCheck::Left
|
|
||||||
} else if (obj_pos.0 + obj_size.0) >= FIELD_SIZE.0 {
|
|
||||||
HorizontalCollisionCheck::Right
|
|
||||||
} else {
|
|
||||||
HorizontalCollisionCheck::None
|
|
||||||
};
|
|
||||||
let vertical = if obj_pos.1 == 0 {
|
|
||||||
VerticalCollisionCheck::Top
|
|
||||||
} else if (obj_pos.1 + obj_size.1) >= FIELD_SIZE.1 {
|
|
||||||
VerticalCollisionCheck::Bottom
|
|
||||||
} else {
|
|
||||||
VerticalCollisionCheck::None
|
|
||||||
};
|
|
||||||
Self(horizontal, vertical)
|
|
||||||
}
|
|
||||||
|
|
||||||
fn no_collisions(&self) -> bool {
|
|
||||||
matches!(
|
|
||||||
self,
|
|
||||||
CollisionCheck(HorizontalCollisionCheck::None, VerticalCollisionCheck::None)
|
|
||||||
)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
struct MovingObject {
|
|
||||||
prev_pos: (u32, u32),
|
|
||||||
}
|
|
||||||
|
|
||||||
impl BallDirection {
|
|
||||||
fn get_vec(&self) -> (i16, i16) {
|
|
||||||
match self {
|
|
||||||
BallDirection::RightDown => BALL_VEC_RIGHT_DOWN,
|
|
||||||
BallDirection::RightUp => (BALL_VEC_RIGHT_DOWN.0, -BALL_VEC_RIGHT_DOWN.1),
|
|
||||||
BallDirection::LeftUp => (-BALL_VEC_RIGHT_DOWN.0, BALL_VEC_RIGHT_DOWN.1),
|
|
||||||
BallDirection::LeftDown => (-BALL_VEC_RIGHT_DOWN.0, -BALL_VEC_RIGHT_DOWN.1),
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
pub struct GameState {
|
|
||||||
ball_pos: (u32, u32),
|
|
||||||
ball_direction: BallDirection,
|
|
||||||
paddle_r_pos: u32,
|
|
||||||
paddle_y_pos: u32,
|
|
||||||
scores: (u32, u32),
|
|
||||||
last_frame_time: Instant,
|
|
||||||
}
|
|
||||||
|
|
||||||
impl GameState {
|
|
||||||
pub fn init() -> Self {
|
|
||||||
Self {
|
Self {
|
||||||
ball_pos: (FIELD_SIZE.0 / 2, FIELD_SIZE.1 / 2),
|
event_loop,
|
||||||
paddle_r_pos: FIELD_SIZE.0 / 2,
|
render_fn: |_| {},
|
||||||
paddle_y_pos: FIELD_SIZE.0 / 2,
|
|
||||||
ball_direction: BallDirection::RightDown,
|
|
||||||
scores: (0, 0),
|
|
||||||
last_frame_time: Instant::now(),
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn render(
|
// sets the render function for the game
|
||||||
&self,
|
pub fn set_render_fn(mut self, f: RenderFn) -> Self {
|
||||||
buf: &mut Buffer<'_, DisplayHandle<'_>, WindowHandle<'_>>,
|
self.render_fn = f;
|
||||||
win_size: (NonZeroU32, NonZeroU32),
|
self
|
||||||
) {
|
|
||||||
let win_size = (win_size.0.get(), win_size.1.get());
|
|
||||||
self.render_field(buf, win_size);
|
|
||||||
self.render_ball(buf, win_size);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn update(&mut self) {
|
// runs the game and consumes self, this will finish the process
|
||||||
let delta_t = self.delta_time();
|
pub fn run(self) -> ! {
|
||||||
|
let Self {
|
||||||
|
event_loop,
|
||||||
|
render_fn,
|
||||||
|
} = self;
|
||||||
|
|
||||||
self.last_frame_time = Instant::now();
|
// set up window
|
||||||
self.move_ball();
|
let window = WindowBuilder::new()
|
||||||
}
|
.with_inner_size(winit::dpi::Size::Physical(PhysicalSize::new(1200, 700)))
|
||||||
|
.build(&event_loop)
|
||||||
|
.unwrap();
|
||||||
|
|
||||||
fn move_ball(&mut self) {
|
// set up softbuffer
|
||||||
let vec = self.ball_direction.get_vec();
|
let context = softbuffer::Context::new(window.display_handle().unwrap()).unwrap();
|
||||||
let delta_t = self.delta_time();
|
let mut surface =
|
||||||
|
softbuffer::Surface::new(&context, window.window_handle().unwrap()).unwrap();
|
||||||
|
|
||||||
let new_pos = (
|
event_loop
|
||||||
self.ball_pos
|
.run(|event, elwt| {
|
||||||
.0
|
// shoddy vsync
|
||||||
.saturating_add_signed((vec.0 as f32 * delta_t) as i32)
|
elwt.set_control_flow(ControlFlow::WaitUntil(
|
||||||
.clamp(0, FIELD_SIZE.0 - BALL_RADIUS),
|
Instant::now() + Duration::from_millis(1000 / 60),
|
||||||
self.ball_pos
|
));
|
||||||
.1
|
|
||||||
.saturating_add_signed((vec.1 as f32 * delta_t) as i32)
|
|
||||||
.clamp(0, FIELD_SIZE.1 - BALL_RADIUS),
|
|
||||||
);
|
|
||||||
// println!("{:?} -> {:?}", self.ball_pos, new_pos);
|
|
||||||
self.ball_pos = new_pos;
|
|
||||||
|
|
||||||
let check_res = CollisionCheck::check_field(
|
match event {
|
||||||
(
|
// redraw
|
||||||
new_pos.0.saturating_sub(BALL_RADIUS),
|
Event::NewEvents(StartCause::ResumeTimeReached {
|
||||||
new_pos.1.saturating_sub(BALL_RADIUS),
|
start: _start,
|
||||||
),
|
requested_resume: _requested_resume,
|
||||||
(BALL_RADIUS * 2, BALL_RADIUS * 2),
|
}) => {
|
||||||
);
|
if let (Some(width), Some(height)) = {
|
||||||
|
let size = window.inner_size();
|
||||||
|
(NonZeroU32::new(size.width), NonZeroU32::new(size.height))
|
||||||
|
} {
|
||||||
|
surface.resize(width, height).unwrap();
|
||||||
|
let mut buffer = surface.buffer_mut().unwrap();
|
||||||
|
buffer.fill(0);
|
||||||
|
|
||||||
let CollisionCheck(horizontal, vertical) = check_res;
|
let mut ctx = RenderCtx::new(buffer, (width, height), GAME_SIZE);
|
||||||
|
|
||||||
self.ball_direction = match (self.ball_direction, (horizontal, vertical)) {
|
// render
|
||||||
(
|
render_fn(&mut ctx);
|
||||||
BallDirection::RightUp,
|
ctx.force_present();
|
||||||
(HorizontalCollisionCheck::None, VerticalCollisionCheck::Bottom),
|
}
|
||||||
)
|
}
|
||||||
| (
|
// crash game to exit lol
|
||||||
BallDirection::RightDown,
|
Event::WindowEvent {
|
||||||
(HorizontalCollisionCheck::None, VerticalCollisionCheck::None),
|
window_id: _window_id,
|
||||||
)
|
event:
|
||||||
| (
|
WindowEvent::CloseRequested
|
||||||
BallDirection::LeftUp,
|
| WindowEvent::KeyboardInput {
|
||||||
(HorizontalCollisionCheck::Left, VerticalCollisionCheck::None),
|
event:
|
||||||
)
|
KeyEvent {
|
||||||
| (
|
logical_key: Key::Named(NamedKey::Escape),
|
||||||
BallDirection::LeftDown,
|
..
|
||||||
(HorizontalCollisionCheck::Left, VerticalCollisionCheck::Top),
|
},
|
||||||
) => BallDirection::RightDown,
|
..
|
||||||
|
},
|
||||||
(
|
} => todo!(),
|
||||||
BallDirection::RightUp,
|
// potential future keyboard handling
|
||||||
(HorizontalCollisionCheck::None, VerticalCollisionCheck::None),
|
Event::WindowEvent {
|
||||||
)
|
window_id: _window_id,
|
||||||
| (
|
event:
|
||||||
BallDirection::RightDown,
|
WindowEvent::KeyboardInput {
|
||||||
(HorizontalCollisionCheck::None, VerticalCollisionCheck::Top),
|
device_id: _device_id,
|
||||||
)
|
event: _event,
|
||||||
| (
|
is_synthetic: _is_synthetic,
|
||||||
BallDirection::LeftUp,
|
},
|
||||||
(HorizontalCollisionCheck::Left, VerticalCollisionCheck::Top),
|
} => {}
|
||||||
)
|
_ => {}
|
||||||
| (
|
}
|
||||||
BallDirection::LeftDown,
|
})
|
||||||
(HorizontalCollisionCheck::Left, VerticalCollisionCheck::None),
|
.unwrap();
|
||||||
) => BallDirection::RightUp,
|
process::exit(0);
|
||||||
|
|
||||||
(
|
|
||||||
BallDirection::RightUp,
|
|
||||||
(HorizontalCollisionCheck::Right, VerticalCollisionCheck::Bottom),
|
|
||||||
)
|
|
||||||
| (
|
|
||||||
BallDirection::RightDown,
|
|
||||||
(HorizontalCollisionCheck::Right, VerticalCollisionCheck::None),
|
|
||||||
)
|
|
||||||
| (
|
|
||||||
BallDirection::LeftUp,
|
|
||||||
(HorizontalCollisionCheck::None, VerticalCollisionCheck::None),
|
|
||||||
)
|
|
||||||
| (
|
|
||||||
BallDirection::LeftDown,
|
|
||||||
(HorizontalCollisionCheck::None, VerticalCollisionCheck::Bottom),
|
|
||||||
) => BallDirection::LeftUp,
|
|
||||||
|
|
||||||
(
|
|
||||||
BallDirection::RightUp,
|
|
||||||
(HorizontalCollisionCheck::Right, VerticalCollisionCheck::None),
|
|
||||||
)
|
|
||||||
| (
|
|
||||||
BallDirection::RightDown,
|
|
||||||
(HorizontalCollisionCheck::Right, VerticalCollisionCheck::Top),
|
|
||||||
)
|
|
||||||
| (
|
|
||||||
BallDirection::LeftUp,
|
|
||||||
(HorizontalCollisionCheck::None, VerticalCollisionCheck::Top),
|
|
||||||
)
|
|
||||||
| (
|
|
||||||
BallDirection::LeftDown,
|
|
||||||
(HorizontalCollisionCheck::None, VerticalCollisionCheck::None),
|
|
||||||
) => BallDirection::LeftDown,
|
|
||||||
|
|
||||||
other => panic!("Invalid collision: {other:#?}"),
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
fn delta_time(&self) -> f32 {
|
|
||||||
Instant::now()
|
|
||||||
.duration_since(self.last_frame_time)
|
|
||||||
.as_millis() as f32
|
|
||||||
/ TICK_LEN
|
|
||||||
}
|
|
||||||
|
|
||||||
fn render_field(
|
|
||||||
&self,
|
|
||||||
buf: &mut Buffer<'_, DisplayHandle<'_>, WindowHandle<'_>>,
|
|
||||||
win_size: (u32, u32),
|
|
||||||
) {
|
|
||||||
let field_pos = (
|
|
||||||
(win_size.0 / 2).saturating_sub(FIELD_SIZE.0 / 2),
|
|
||||||
(win_size.1 / 2).saturating_sub(FIELD_SIZE.1 / 2),
|
|
||||||
);
|
|
||||||
|
|
||||||
// top border
|
|
||||||
draw_rect(
|
|
||||||
buf,
|
|
||||||
win_size,
|
|
||||||
(
|
|
||||||
field_pos.0.saturating_sub(FIELD_BORDER_WIDTH),
|
|
||||||
field_pos.1.saturating_sub(FIELD_BORDER_WIDTH),
|
|
||||||
),
|
|
||||||
(
|
|
||||||
FIELD_SIZE.0.saturating_add(FIELD_BORDER_WIDTH * 2),
|
|
||||||
FIELD_BORDER_WIDTH,
|
|
||||||
),
|
|
||||||
0xff0000,
|
|
||||||
);
|
|
||||||
// right border
|
|
||||||
draw_rect(
|
|
||||||
buf,
|
|
||||||
win_size,
|
|
||||||
(field_pos.0.saturating_add(FIELD_SIZE.0), field_pos.1),
|
|
||||||
(FIELD_BORDER_WIDTH, FIELD_SIZE.1),
|
|
||||||
0x00ff00,
|
|
||||||
);
|
|
||||||
// bottom border
|
|
||||||
draw_rect(
|
|
||||||
buf,
|
|
||||||
win_size,
|
|
||||||
(
|
|
||||||
field_pos.0.saturating_sub(FIELD_BORDER_WIDTH),
|
|
||||||
field_pos.1.saturating_add(FIELD_SIZE.1),
|
|
||||||
),
|
|
||||||
(
|
|
||||||
FIELD_SIZE.0.saturating_add(FIELD_BORDER_WIDTH * 2),
|
|
||||||
FIELD_BORDER_WIDTH,
|
|
||||||
),
|
|
||||||
0xff00ff,
|
|
||||||
);
|
|
||||||
// left border
|
|
||||||
draw_rect(
|
|
||||||
buf,
|
|
||||||
win_size,
|
|
||||||
(field_pos.0.saturating_sub(FIELD_BORDER_WIDTH), field_pos.1),
|
|
||||||
(FIELD_BORDER_WIDTH, FIELD_SIZE.1),
|
|
||||||
0x00ffff,
|
|
||||||
);
|
|
||||||
// draw midline
|
|
||||||
draw_rect(
|
|
||||||
buf,
|
|
||||||
win_size,
|
|
||||||
((win_size.0 / 2) - (FIELD_BORDER_WIDTH / 2), field_pos.1),
|
|
||||||
(FIELD_BORDER_WIDTH, FIELD_SIZE.1),
|
|
||||||
0x7f7f7f,
|
|
||||||
)
|
|
||||||
}
|
|
||||||
fn render_ball(
|
|
||||||
&self,
|
|
||||||
buf: &mut Buffer<'_, DisplayHandle<'_>, WindowHandle<'_>>,
|
|
||||||
win_size: (u32, u32),
|
|
||||||
) {
|
|
||||||
let field_pos = (
|
|
||||||
(win_size.0 / 2).saturating_sub(FIELD_SIZE.0 / 2),
|
|
||||||
(win_size.1 / 2).saturating_sub(FIELD_SIZE.1 / 2),
|
|
||||||
);
|
|
||||||
// let field_pos = identity((
|
|
||||||
// (win_size.0 / 2).saturating_sub(FIELD_SIZE.0 / 2),
|
|
||||||
// (win_size.1 / 2).saturating_sub(FIELD_SIZE.1 / 2),
|
|
||||||
// ));
|
|
||||||
// println!("{}, {}", field_pos.0, field_pos.1);
|
|
||||||
|
|
||||||
let ball_render_pos = (
|
|
||||||
(self.ball_pos.0 + field_pos.0).saturating_sub(BALL_RADIUS),
|
|
||||||
(self.ball_pos.1 + field_pos.1).saturating_sub(BALL_RADIUS),
|
|
||||||
);
|
|
||||||
|
|
||||||
draw_rect(
|
|
||||||
buf,
|
|
||||||
win_size,
|
|
||||||
ball_render_pos,
|
|
||||||
(BALL_RADIUS * 2, BALL_RADIUS * 2),
|
|
||||||
0xffffff,
|
|
||||||
);
|
|
||||||
}
|
|
||||||
fn render_paddles(
|
|
||||||
&self,
|
|
||||||
buf: &mut Buffer<'_, DisplayHandle<'_>, WindowHandle<'_>>,
|
|
||||||
win_size: (u32, u32),
|
|
||||||
) {
|
|
||||||
todo!()
|
|
||||||
}
|
|
||||||
fn render_paddle(
|
|
||||||
&self,
|
|
||||||
buf: &mut Buffer<'_, DisplayHandle<'_>, WindowHandle<'_>>,
|
|
||||||
win_size: (u32, u32),
|
|
||||||
) {
|
|
||||||
todo!()
|
|
||||||
}
|
|
||||||
fn render_scores(
|
|
||||||
&self,
|
|
||||||
buf: &mut Buffer<'_, DisplayHandle<'_>, WindowHandle<'_>>,
|
|
||||||
win_size: (u32, u32),
|
|
||||||
) {
|
|
||||||
todo!()
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
fn draw_rect(
|
// render context
|
||||||
buf: &mut Buffer<'_, DisplayHandle<'_>, WindowHandle<'_>>,
|
pub struct RenderCtx<'buf, 'win> {
|
||||||
buf_size: (u32, u32),
|
buffer: Buffer<'buf, DisplayHandle<'win>, WindowHandle<'win>>,
|
||||||
pos: (u32, u32),
|
win_size: (u32, u32),
|
||||||
size: (u32, u32),
|
context_size: (u32, u32),
|
||||||
color: u32,
|
context_pos: (u32, u32),
|
||||||
) {
|
}
|
||||||
for y in pos.1..(pos.1 + size.1) {
|
|
||||||
for x in pos.0..(pos.0 + size.0) {
|
impl<'buf, 'win> RenderCtx<'buf, 'win> {
|
||||||
let index = y as usize * buf_size.0 as usize + x as usize;
|
// create new render context
|
||||||
if let Some(px) = buf.get_mut(index) {
|
pub fn new(
|
||||||
*px = color
|
buffer: Buffer<'buf, DisplayHandle<'win>, WindowHandle<'win>>,
|
||||||
|
win_size: (NonZeroU32, NonZeroU32),
|
||||||
|
context_size: (u32, u32),
|
||||||
|
) -> Self {
|
||||||
|
Self {
|
||||||
|
buffer,
|
||||||
|
win_size: (win_size.0.get(), win_size.1.get()),
|
||||||
|
context_size,
|
||||||
|
context_pos: (
|
||||||
|
(win_size.0.get() / 2).saturating_sub(context_size.0 / 2),
|
||||||
|
(win_size.1.get() / 2).saturating_sub(context_size.1 / 2),
|
||||||
|
),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// draw a rectangle in the context
|
||||||
|
//
|
||||||
|
// coordinates are relative to the context
|
||||||
|
pub fn rect_unchecked(&mut self, x: u32, y: u32, width: u32, height: u32, color: u32) {
|
||||||
|
// position in buffer coordinates and not relative coordinates
|
||||||
|
let x_buf_pos = self.context_pos.0 + x;
|
||||||
|
let y_buf_pos = self.context_pos.1 + y;
|
||||||
|
|
||||||
|
for y in y_buf_pos..(y_buf_pos + height) {
|
||||||
|
for x in x_buf_pos..(x_buf_pos + width) {
|
||||||
|
let index = y as usize * self.win_size.0 as usize + x as usize;
|
||||||
|
if let Some(px) = self.buffer.get_mut(index) {
|
||||||
|
*px = color
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub fn force_present(self) {
|
||||||
|
self.buffer.present().unwrap()
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue