skunk2d/src/window.rs

188 lines
6.6 KiB
Rust

use crate::image::Image;
use crate::vec2::Vec2;
use rand::Rng;
use std::num::NonZeroU32;
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: [u32; 256],
mouse_pos: Vec2<i32>,
}
impl WindowState {
fn new() -> Self {
WindowState {
palette: [0u32; 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 as u32) | ((g as u32) << 8) | ((b as u32) << 16) | 0xff000000;
}
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 context = unsafe { softbuffer::Context::new(&window) }.unwrap();
let mut surface = unsafe { softbuffer::Surface::new(&context, &window) }.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(_) => {}
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 let Some(k) = input.virtual_keycode {
if k == Escape {
*control_flow = ControlFlow::Exit;
}
};
if *control_flow == ControlFlow::Exit {
return;
}
}
WindowEvent::ModifiersChanged(_) => {}
WindowEvent::Ime(_) => {}
WindowEvent::CursorMoved { position, .. } => {
window_state.mouse_pos = Vec2 {
x: position.x as i32,
y: position.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);
let (width, height) = {
let size = window.inner_size();
(size.width, size.height)
};
surface
.resize(
NonZeroU32::new(width).unwrap(),
NonZeroU32::new(height).unwrap(),
)
.unwrap();
let mut buf = surface.buffer_mut().unwrap();
for i in 0..(width * height) as usize {
buf[i] = window_state.palette[screen.data()[i] as usize];
}
buf.present().unwrap();
}
WinitEvent::RedrawEventsCleared => {}
WinitEvent::LoopDestroyed => {}
}
game.update(&mut window_state);
window.request_redraw();
});
}