fps lock and integer pixel scaling and letterboxing
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a8aecacbdf
commit
799f679be6
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@ -1,7 +1,7 @@
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use skunk2d::*;
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const WIDTH: i32 = 1280 / 2;
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const HEIGHT: i32 = 720 / 2;
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const WIDTH: i32 = 1920 / 3;
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const HEIGHT: i32 = 1080 / 3;
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struct World {
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img: Image,
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@ -1,13 +1,16 @@
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use crate::image::Image;
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use crate::vec2::Vec2;
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use rand::Rng;
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use std::cmp::{max, min};
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use std::num::NonZeroU32;
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use std::time::{Duration, Instant};
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use winit::dpi::LogicalSize;
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use winit::event::VirtualKeyCode::Escape;
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use winit::event::{
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ElementState, Event as WinitEvent, MouseButton as WinitMouseButton, WindowEvent,
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};
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit::platform::run_return::EventLoopExtRunReturn;
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use winit::window::WindowBuilder;
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pub enum MouseButton {
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@ -61,15 +64,15 @@ impl WindowState {
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}
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pub fn run<T: Game + 'static>(width: i32, height: i32) {
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let event_loop = EventLoop::new();
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let mut event_loop = EventLoop::new();
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let window = {
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let size = LogicalSize::new(width as f64, height as f64);
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WindowBuilder::new()
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.with_title("Skunk 2D")
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.with_inner_size(size)
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.with_min_inner_size(size)
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//.with_decorations(false)
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//.with_maximized(true)
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.with_decorations(false)
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.with_maximized(true)
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.build(&event_loop)
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.unwrap()
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};
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@ -84,7 +87,26 @@ pub fn run<T: Game + 'static>(width: i32, height: i32) {
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let mut window_state = WindowState::new();
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let mut game = T::new(&mut window_state);
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event_loop.run(move |event, _, control_flow| {
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let mut frames_since_last_second = 0;
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let mut last_second = Instant::now();
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let mut last_frame = last_second;
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let target_fps = 60;
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let target_frame_duration = Duration::from_secs(1) / target_fps;
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let mut scale = 1usize;
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let mut off_x = 0usize;
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let mut off_y = 0usize;
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event_loop.run_return(move |event, _, control_flow| {
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let mut scale = &mut scale;
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let mut off_x = &mut off_x;
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let mut off_y = &mut off_y;
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if Instant::now() - last_second > Duration::from_secs(1) {
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println!("fps: {}", frames_since_last_second);
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frames_since_last_second = 0;
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last_second += Duration::from_secs(1);
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}
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match event {
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WinitEvent::NewEvents(_) => {}
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WinitEvent::WindowEvent {
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@ -108,16 +130,15 @@ pub fn run<T: Game + 'static>(width: i32, height: i32) {
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*control_flow = ControlFlow::Exit;
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}
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};
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if *control_flow == ControlFlow::Exit {
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return;
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}
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}
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WindowEvent::ModifiersChanged(_) => {}
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WindowEvent::Ime(_) => {}
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WindowEvent::CursorMoved { position, .. } => {
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let x = (position.x as i32 - *off_x as i32) / *scale as i32;
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let y = (position.y as i32 - *off_y as i32) / *scale as i32;
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window_state.mouse_pos = Vec2 {
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x: position.x as i32,
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y: position.y as i32,
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x: min(width - 1, max(0, x)),
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y: min(height - 1, max(0, y)),
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}
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}
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WindowEvent::CursorEntered { .. } => {}
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@ -156,32 +177,47 @@ pub fn run<T: Game + 'static>(width: i32, height: i32) {
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WinitEvent::UserEvent(_) => {}
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WinitEvent::Suspended => {}
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WinitEvent::Resumed => {}
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WinitEvent::MainEventsCleared => {}
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WinitEvent::RedrawRequested(_) => {
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game.draw(&mut screen);
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WinitEvent::MainEventsCleared => {
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if Instant::now() - last_frame >= target_frame_duration {
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game.update(&mut window_state);
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game.draw(&mut screen);
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let (width, height) = {
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let size = window.inner_size();
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(size.width, size.height)
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};
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surface
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.resize(
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NonZeroU32::new(width).unwrap(),
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NonZeroU32::new(height).unwrap(),
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)
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.unwrap();
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surface
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.resize(
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NonZeroU32::new(size.width).unwrap(),
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NonZeroU32::new(size.height).unwrap(),
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)
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.unwrap();
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let mut buf = surface.buffer_mut().unwrap();
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for i in 0..(width * height) as usize {
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buf[i] = window_state.palette[screen.data()[i] as usize];
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*scale = min(size.width / width as u32, size.height / height as u32) as usize;
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*off_x = (size.width as usize - width as usize * *scale) / 2;
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*off_y = (size.height as usize - height as usize * *scale) / 2;
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let mut buf = surface.buffer_mut().unwrap();
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for y in 0..height as usize {
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for x in 0..width as usize {
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let p = window_state.palette
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[screen.data()[x + y * width as usize] as usize];
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for iy in 0..*scale {
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for ix in 0..*scale {
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let tx = x * *scale + ix + *off_x;
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let ty = y * *scale + iy + *off_y;
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buf[tx + ty * size.width as usize] = p;
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}
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}
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}
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}
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buf.present().unwrap();
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frames_since_last_second += 1;
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last_frame += target_frame_duration;
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} else {
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std::thread::sleep(Duration::from_millis(1));
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}
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buf.present().unwrap();
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}
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WinitEvent::RedrawRequested(_) => {}
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WinitEvent::RedrawEventsCleared => {}
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WinitEvent::LoopDestroyed => {}
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}
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game.update(&mut window_state);
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window.request_redraw();
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});
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}
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