2019-11-07 16:16:25 +11:00
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#![deny(clippy::all)]
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#![forbid(unsafe_code)]
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2019-11-06 18:15:58 +11:00
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use log::debug;
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use pixels::{Error, Pixels, SurfaceTexture};
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use winit::dpi::{LogicalPosition, LogicalSize, PhysicalSize};
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2020-04-13 16:13:40 +10:00
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use winit::event::{Event, VirtualKeyCode};
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2019-11-06 18:15:58 +11:00
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit_input_helper::WinitInputHelper;
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const SCREEN_WIDTH: u32 = 400;
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const SCREEN_HEIGHT: u32 = 300;
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fn main() -> Result<(), Error> {
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env_logger::init();
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let event_loop = EventLoop::new();
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let mut input = WinitInputHelper::new();
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2020-04-13 16:13:40 +10:00
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let (window, surface, p_width, p_height, mut hidpi_factor) =
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2019-11-06 18:15:58 +11:00
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create_window("Conway's Game of Life", &event_loop);
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let surface_texture = SurfaceTexture::new(p_width, p_height, surface);
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let mut life = ConwayGrid::new_random(SCREEN_WIDTH as usize, SCREEN_HEIGHT as usize);
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let mut pixels = Pixels::new(SCREEN_WIDTH, SCREEN_HEIGHT, surface_texture)?;
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let mut paused = false;
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let mut draw_state: Option<bool> = None;
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event_loop.run(move |event, _, control_flow| {
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// The one and only event that winit_input_helper doesn't have for us...
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2020-04-13 16:13:40 +10:00
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if let Event::RedrawRequested(_) = event {
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2019-11-06 18:15:58 +11:00
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life.draw(pixels.get_frame());
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2020-04-13 16:13:40 +10:00
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pixels.render().unwrap();
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2019-11-06 18:15:58 +11:00
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}
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// For everything else, for let winit_input_helper collect events to build its state.
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// It returns `true` when it is time to update our game state and request a redraw.
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if input.update(event) {
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// Close events
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if input.key_pressed(VirtualKeyCode::Escape) || input.quit() {
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*control_flow = ControlFlow::Exit;
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return;
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}
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if input.key_pressed(VirtualKeyCode::P) {
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paused = !paused;
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}
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if input.key_pressed(VirtualKeyCode::Space) {
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// Space is frame-step, so ensure we're paused
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paused = true;
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}
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if input.key_pressed(VirtualKeyCode::R) {
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life.randomize();
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}
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// Handle mouse. This is a bit involved since support some simple
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// line drawing (mostly because it makes nice looking patterns).
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let (mouse_cell, mouse_prev_cell) = input
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.mouse()
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.map(|(mx, my)| {
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let (dx, dy) = input.mouse_diff();
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let prev_x = mx - dx;
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let prev_y = my - dy;
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let dpx = hidpi_factor as f32;
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let (w, h) = (p_width as f32 / dpx, p_height as f32 / dpx);
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let mx_i = ((mx / w) * (SCREEN_WIDTH as f32)).round() as isize;
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let my_i = ((my / h) * (SCREEN_HEIGHT as f32)).round() as isize;
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let px_i = ((prev_x / w) * (SCREEN_WIDTH as f32)).round() as isize;
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let py_i = ((prev_y / h) * (SCREEN_HEIGHT as f32)).round() as isize;
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((mx_i, my_i), (px_i, py_i))
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})
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.unwrap_or_default();
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if input.mouse_pressed(0) {
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debug!("Mouse click at {:?}", mouse_cell);
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draw_state = Some(life.toggle(mouse_cell.0, mouse_cell.1));
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} else if let Some(draw_alive) = draw_state {
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let release = input.mouse_released(0);
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let held = input.mouse_held(0);
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debug!("Draw at {:?} => {:?}", mouse_prev_cell, mouse_cell);
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debug!("Mouse held {:?}, release {:?}", held, release);
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// If they either released (finishing the drawing) or are still
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// in the middle of drawing, keep going.
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if release || held {
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debug!("Draw line of {:?}", draw_alive);
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life.set_line(
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mouse_prev_cell.0,
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mouse_prev_cell.1,
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mouse_cell.0,
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mouse_cell.1,
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draw_alive,
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);
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}
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// If they let go or are otherwise not clicking anymore, stop drawing.
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if release || !held {
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debug!("Draw end");
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draw_state = None;
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}
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}
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// Adjust high DPI factor
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2020-04-13 16:13:40 +10:00
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if let Some(factor) = input.scale_factor_changed() {
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2019-11-06 18:15:58 +11:00
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hidpi_factor = factor;
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}
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// Resize the window
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if let Some(size) = input.window_resized() {
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2020-04-13 16:13:40 +10:00
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pixels.resize(size.width, size.height);
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2019-11-06 18:15:58 +11:00
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}
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if !paused || input.key_pressed(VirtualKeyCode::Space) {
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life.update();
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}
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window.request_redraw();
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}
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});
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}
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// COPYPASTE: ideally this could be shared.
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/// Create a window for the game.
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///
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/// Automatically scales the window to cover about 2/3 of the monitor height.
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///
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/// # Returns
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///
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/// Tuple of `(window, surface, width, height, hidpi_factor)`
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/// `width` and `height` are in `PhysicalSize` units.
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fn create_window(
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title: &str,
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event_loop: &EventLoop<()>,
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) -> (winit::window::Window, pixels::wgpu::Surface, u32, u32, f64) {
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// Create a hidden window so we can estimate a good default window size
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let window = winit::window::WindowBuilder::new()
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.with_visible(false)
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.with_title(title)
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.build(&event_loop)
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.unwrap();
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2020-04-13 16:13:40 +10:00
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let hidpi_factor = window.scale_factor();
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2019-11-06 18:15:58 +11:00
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// Get dimensions
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let width = SCREEN_WIDTH as f64;
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let height = SCREEN_HEIGHT as f64;
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let (monitor_width, monitor_height) = {
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let size = window.current_monitor().size();
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2020-04-13 16:13:40 +10:00
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(
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size.width as f64 / hidpi_factor,
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size.height as f64 / hidpi_factor,
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)
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2019-11-06 18:15:58 +11:00
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};
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let scale = (monitor_height / height * 2.0 / 3.0).round();
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// Resize, center, and display the window
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2020-04-13 16:13:40 +10:00
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let min_size: winit::dpi::LogicalSize<f64> =
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PhysicalSize::new(width, height).to_logical(hidpi_factor);
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2019-11-06 18:15:58 +11:00
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let default_size = LogicalSize::new(width * scale, height * scale);
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let center = LogicalPosition::new(
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(monitor_width - width * scale) / 2.0,
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(monitor_height - height * scale) / 2.0,
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);
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window.set_inner_size(default_size);
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window.set_min_inner_size(Some(min_size));
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window.set_outer_position(center);
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window.set_visible(true);
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let surface = pixels::wgpu::Surface::create(&window);
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2020-04-13 16:13:40 +10:00
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let size = default_size.to_physical::<f64>(hidpi_factor);
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2019-11-06 18:15:58 +11:00
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(
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window,
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surface,
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size.width.round() as u32,
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size.height.round() as u32,
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hidpi_factor,
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)
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}
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/// Generate a pseudorandom seed for the game's PRNG.
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fn generate_seed() -> (u64, u64) {
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use byteorder::{ByteOrder, NativeEndian};
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use getrandom::getrandom;
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let mut seed = [0_u8; 16];
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getrandom(&mut seed).expect("failed to getrandom");
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(
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NativeEndian::read_u64(&seed[0..8]),
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NativeEndian::read_u64(&seed[8..16]),
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)
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}
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const BIRTH_RULE: [bool; 9] = [false, false, false, true, false, false, false, false, false];
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const SURVIVE_RULE: [bool; 9] = [false, false, true, true, false, false, false, false, false];
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const INITIAL_FILL: f32 = 0.3;
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#[derive(Clone, Copy, Debug, Default)]
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struct Cell {
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alive: bool,
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// Used for the trail effect. Always 255 if `self.alive` is true (We could
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// use an enum for Cell, but it makes several functions slightly more
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// complex, and doesn't actually make anything any simpler here, or save any
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// memory, so we don't)
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heat: u8,
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}
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impl Cell {
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fn new(alive: bool) -> Self {
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Self { alive, heat: 0 }
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}
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#[must_use]
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fn update_neibs(self, n: usize) -> Self {
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let next_alive = if self.alive {
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SURVIVE_RULE[n]
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} else {
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BIRTH_RULE[n]
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};
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self.next_state(next_alive)
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}
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#[must_use]
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fn next_state(mut self, alive: bool) -> Self {
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self.alive = alive;
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if self.alive {
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self.heat = 255;
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} else {
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self.heat = self.heat.saturating_sub(1);
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}
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self
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}
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fn set_alive(&mut self, alive: bool) {
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*self = self.next_state(alive);
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}
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fn cool_off(&mut self, decay: f32) {
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if !self.alive {
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let heat = (self.heat as f32 * decay).min(255.0).max(0.0);
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assert!(heat.is_finite());
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self.heat = heat as u8;
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}
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}
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}
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#[derive(Clone, Debug)]
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struct ConwayGrid {
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cells: Vec<Cell>,
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width: usize,
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height: usize,
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// Should always be the same size as `cells`. When updating, we read from
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// `cells` and write to `scratch_cells`, then swap. Otherwise it's not in
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// use, and `cells` should be updated directly.
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scratch_cells: Vec<Cell>,
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}
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impl ConwayGrid {
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fn new_empty(width: usize, height: usize) -> Self {
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assert!(width != 0 && height != 0);
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let size = width.checked_mul(height).expect("too big");
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Self {
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cells: vec![Cell::default(); size],
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scratch_cells: vec![Cell::default(); size],
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width,
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height,
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}
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}
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fn new_random(width: usize, height: usize) -> Self {
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let mut result = Self::new_empty(width, height);
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result.randomize();
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result
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}
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fn randomize(&mut self) {
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let mut rng: randomize::PCG32 = generate_seed().into();
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for c in self.cells.iter_mut() {
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let alive = randomize::f32_half_open_right(rng.next_u32()) > INITIAL_FILL;
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*c = Cell::new(alive);
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}
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// run a few simulation iterations for aesthetics (If we don't, the
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// noise is ugly)
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for _ in 0..3 {
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self.update();
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}
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// Smooth out noise in the heatmap that would remain for a while
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for c in self.cells.iter_mut() {
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c.cool_off(0.4);
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}
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}
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fn count_neibs(&self, x: usize, y: usize) -> usize {
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let (xm1, xp1) = if x == 0 {
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(self.width - 1, x + 1)
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} else if x == self.width - 1 {
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(x - 1, 0)
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} else {
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(x - 1, x + 1)
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};
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let (ym1, yp1) = if y == 0 {
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(self.height - 1, y + 1)
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} else if y == self.height - 1 {
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(y - 1, 0)
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} else {
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(y - 1, y + 1)
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};
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2020-04-13 16:13:40 +10:00
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self.cells[xm1 + ym1 * self.width].alive as usize
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2019-11-06 18:15:58 +11:00
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+ self.cells[x + ym1 * self.width].alive as usize
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+ self.cells[xp1 + ym1 * self.width].alive as usize
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+ self.cells[xm1 + y * self.width].alive as usize
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+ self.cells[xp1 + y * self.width].alive as usize
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+ self.cells[xm1 + yp1 * self.width].alive as usize
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+ self.cells[x + yp1 * self.width].alive as usize
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2020-04-13 16:13:40 +10:00
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+ self.cells[xp1 + yp1 * self.width].alive as usize
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2019-11-06 18:15:58 +11:00
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}
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fn update(&mut self) {
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for y in 0..self.height {
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for x in 0..self.width {
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let neibs = self.count_neibs(x, y);
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let idx = x + y * self.width;
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let next = self.cells[idx].update_neibs(neibs);
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// Write into scratch_cells, since we're still reading from `self.cells`
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self.scratch_cells[idx] = next;
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}
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}
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std::mem::swap(&mut self.scratch_cells, &mut self.cells);
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}
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fn toggle(&mut self, x: isize, y: isize) -> bool {
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if let Some(i) = self.grid_idx(x, y) {
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let was_alive = self.cells[i].alive;
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self.cells[i].set_alive(!was_alive);
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!was_alive
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} else {
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false
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}
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}
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fn draw(&self, screen: &mut [u8]) {
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debug_assert_eq!(screen.len(), 4 * self.cells.len());
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for (c, pix) in self.cells.iter().zip(screen.chunks_exact_mut(4)) {
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let color = if c.alive {
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[0, 0xff, 0xff, 0xff]
|
|
|
|
} else {
|
|
|
|
[0, 0, c.heat, 0xff]
|
|
|
|
};
|
|
|
|
pix.copy_from_slice(&color);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn set_line(&mut self, x0: isize, y0: isize, x1: isize, y1: isize, alive: bool) {
|
|
|
|
// probably should do sutherland-hodgeman if this were more serious.
|
|
|
|
// instead just clamp the start pos, and draw until moving towards the
|
|
|
|
// end pos takes us out of bounds.
|
|
|
|
let x0 = x0.max(0).min(self.width as isize);
|
|
|
|
let y0 = y0.max(0).min(self.height as isize);
|
|
|
|
for (x, y) in line_drawing::Bresenham::new((x0, y0), (x1, y1)) {
|
|
|
|
if let Some(i) = self.grid_idx(x, y) {
|
|
|
|
self.cells[i].set_alive(alive);
|
|
|
|
} else {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn grid_idx<I: std::convert::TryInto<usize>>(&self, x: I, y: I) -> Option<usize> {
|
|
|
|
if let (Ok(x), Ok(y)) = (x.try_into(), y.try_into()) {
|
|
|
|
if x < self.width && y < self.height {
|
|
|
|
Some(x + y * self.width)
|
|
|
|
} else {
|
|
|
|
None
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
None
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|