77 lines
3 KiB
Rust
77 lines
3 KiB
Rust
use std::num::NonZeroU32;
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use winit::{
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event::{Event, KeyEvent, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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keyboard::{Key, NamedKey},
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raw_window_handle::{HasDisplayHandle, HasWindowHandle},
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window::WindowBuilder,
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};
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fn main() {
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let event_loop = EventLoop::new().unwrap();
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let window = WindowBuilder::new().build(&event_loop).unwrap();
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// ControlFlow::Poll continuously runs the event loop, even if the OS hasn't
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// dispatched any events. This is ideal for games and similar applications.
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event_loop.set_control_flow(ControlFlow::Poll);
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// ControlFlow::Wait pauses the event loop if no events are available to process.
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// This is ideal for non-game applications that only update in response to user
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// input, and uses significantly less power/CPU time than ControlFlow::Poll.
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event_loop.set_control_flow(ControlFlow::Wait);
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let context = softbuffer::Context::new(window.display_handle().unwrap()).unwrap();
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let mut surface = softbuffer::Surface::new(&context, window.window_handle().unwrap()).unwrap();
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event_loop
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.run(|event, elwt| {
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elwt.set_control_flow(ControlFlow::Wait);
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match event {
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Event::WindowEvent {
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window_id,
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event: WindowEvent::RedrawRequested,
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} if window_id == window.id() => {
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if let (Some(width), Some(height)) = {
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let size = window.inner_size();
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(NonZeroU32::new(size.width), NonZeroU32::new(size.height))
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} {
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surface.resize(width, height).unwrap();
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let mut buffer = surface.buffer_mut().unwrap();
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// for y in 0..height.get() {
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// for x in 0..width.get() {
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// let red = x % 255;
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// let green = y % 255;
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// let blue = (x * y) % 255;
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// let index = y as usize * width.get() as usize + x as usize;
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// buffer[index] = blue | (green << 8) | (red << 16);
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// }
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// }
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buffer.fill(0);
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buffer.present().unwrap();
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}
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}
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Event::WindowEvent {
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event:
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WindowEvent::CloseRequested
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| WindowEvent::KeyboardInput {
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event:
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KeyEvent {
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logical_key: Key::Named(NamedKey::Escape),
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..
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},
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..
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},
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window_id,
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} if window_id == window.id() => {
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elwt.exit();
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}
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_ => {}
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}
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})
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.unwrap();
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}
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