skunk2d/src/window.rs

179 lines
6.4 KiB
Rust

use crate::image::Image;
use crate::vec2::Vec2;
use pixels::{Pixels, SurfaceTexture};
use rand::Rng;
use winit::dpi::LogicalSize;
use winit::event::VirtualKeyCode::Escape;
use winit::event::{
ElementState, Event as WinitEvent, MouseButton as WinitMouseButton, WindowEvent,
};
use winit::event_loop::{ControlFlow, EventLoop};
use winit::window::WindowBuilder;
pub enum MouseButton {
Left,
Right,
Middle,
WheelUp,
WheelDown,
Forward,
Back,
}
pub enum Event {
MouseClick(MouseButton, Vec2<i32>),
}
pub trait Game {
fn new(window_state: &mut WindowState) -> Self;
fn update(&mut self, window_state: &mut WindowState);
fn on_event(&mut self, window_state: &mut WindowState, event: Event);
fn draw(&self, target: &mut Image);
}
pub struct WindowState {
palette: [[u8; 4]; 256],
mouse_pos: Vec2<i32>,
}
impl WindowState {
fn new() -> Self {
WindowState {
palette: [[0u8; 4]; 256],
mouse_pos: Vec2::zero(),
}
}
pub fn set_palette(&mut self, index: u8, r: u8, g: u8, b: u8) {
self.palette[index as usize] = [r, g, b, 0xffu8];
}
pub fn scramble_palette(&mut self) {
let mut rng = rand::thread_rng();
for i in 0..=255 {
self.set_palette(i, rng.gen(), rng.gen(), rng.gen());
}
}
pub fn mouse_pos(&self) -> Vec2<i32> {
self.mouse_pos
}
}
pub fn run<T: Game + 'static>(width: i32, height: i32) {
let event_loop = EventLoop::new();
let window = {
let size = LogicalSize::new(width as f64, height as f64);
WindowBuilder::new()
.with_title("Skunk 2D")
.with_inner_size(size)
.with_min_inner_size(size)
.with_decorations(false)
.with_maximized(true)
.build(&event_loop)
.unwrap()
};
//todo: replace Pixels with custom thingie (startup time slow because wgpu?)
let mut pixels = {
let window_size = window.inner_size();
let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
Pixels::new(width as u32, height as u32, surface_texture).unwrap()
};
let mut screen = Image::new(Vec2 {
x: width,
y: height,
});
let mut window_state = WindowState::new();
let mut game = T::new(&mut window_state);
event_loop.run(move |event, _, control_flow| {
match event {
WinitEvent::NewEvents(_) => {}
WinitEvent::WindowEvent {
event: window_event,
..
} => {
match window_event {
WindowEvent::Resized(size) => {
pixels.resize_surface(size.width, size.height).unwrap();
}
WindowEvent::Moved(_) => {}
WindowEvent::CloseRequested => {}
WindowEvent::Destroyed => {}
WindowEvent::DroppedFile(_) => {}
WindowEvent::HoveredFile(_) => {}
WindowEvent::HoveredFileCancelled => {}
WindowEvent::ReceivedCharacter(_) => {}
WindowEvent::Focused(_) => {}
WindowEvent::KeyboardInput { input, .. } => {
//todo: actually do input handling
if input.virtual_keycode.unwrap() == Escape {
*control_flow = ControlFlow::Exit;
return;
}
}
WindowEvent::ModifiersChanged(_) => {}
WindowEvent::Ime(_) => {}
WindowEvent::CursorMoved { position, .. } => {
let (x, y) = pixels
.window_pos_to_pixel((position.x as f32, position.y as f32))
.unwrap_or_else(|pos| pixels.clamp_pixel_pos(pos));
window_state.mouse_pos = Vec2 {
x: x as i32,
y: y as i32,
}
}
WindowEvent::CursorEntered { .. } => {}
WindowEvent::CursorLeft { .. } => {}
WindowEvent::MouseWheel { .. } => {}
WindowEvent::MouseInput { button, state, .. } => {
let b = match button {
WinitMouseButton::Left => MouseButton::Left,
WinitMouseButton::Right => MouseButton::Right,
WinitMouseButton::Middle => MouseButton::Middle,
//todo: handle other mousebuttons
WinitMouseButton::Other(b) => match b {
_ => MouseButton::Back,
},
};
match state {
ElementState::Pressed => {
let e = Event::MouseClick(b, window_state.mouse_pos);
game.on_event(&mut window_state, e);
}
ElementState::Released => {}
}
}
WindowEvent::TouchpadMagnify { .. } => {}
WindowEvent::SmartMagnify { .. } => {}
WindowEvent::TouchpadRotate { .. } => {}
WindowEvent::TouchpadPressure { .. } => {}
WindowEvent::AxisMotion { .. } => {}
WindowEvent::Touch(_) => {}
WindowEvent::ScaleFactorChanged { .. } => {}
WindowEvent::ThemeChanged(_) => {}
WindowEvent::Occluded(_) => {}
}
}
WinitEvent::DeviceEvent { .. } => {}
WinitEvent::UserEvent(_) => {}
WinitEvent::Suspended => {}
WinitEvent::Resumed => {}
WinitEvent::MainEventsCleared => {}
WinitEvent::RedrawRequested(_) => {
game.draw(&mut screen);
for (i, pixel) in pixels.frame_mut().chunks_exact_mut(4).enumerate() {
pixel.copy_from_slice(&window_state.palette[screen.data()[i] as usize]);
}
pixels.render().unwrap();
}
WinitEvent::RedrawEventsCleared => {}
WinitEvent::LoopDestroyed => {}
}
game.update(&mut window_state);
window.request_redraw();
});
}