Update dependencies (#272)
* Update dependencies - Closes #270 * Unify controls in Invaders example The fire button on gamepads was allowing trapid fire when holding the button. Keyboard controls required the fire key to be released between each shot fired. This commit fixes the difference by making the gamepad fire button act like the keyboard fire key.
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2e7c822091
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@ -18,4 +18,4 @@ log = "0.4"
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pixels = { path = "../.." }
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randomize = "3.0"
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winit = "0.26"
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winit_input_helper = "0.11"
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winit_input_helper = "0.12"
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@ -66,7 +66,7 @@ fn main() -> Result<(), Error> {
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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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if input.key_pressed_os(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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@ -127,7 +127,7 @@ fn main() -> Result<(), Error> {
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if let Some(size) = input.window_resized() {
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pixels.resize_surface(size.width, size.height);
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}
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if !paused || input.key_pressed(VirtualKeyCode::Space) {
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if !paused || input.key_pressed_os(VirtualKeyCode::Space) {
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life.update();
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}
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window.request_redraw();
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@ -15,4 +15,4 @@ env_logger = "0.9"
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log = "0.4"
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pixels = { path = "../.." }
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winit = "0.26"
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winit_input_helper = "0.11"
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winit_input_helper = "0.12"
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@ -17,4 +17,4 @@ imgui-winit-support = { version = "0.8", default-features = false, features = ["
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log = "0.4"
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pixels = { path = "../.." }
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winit = "0.26"
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winit_input_helper = "0.11"
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winit_input_helper = "0.12"
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@ -12,7 +12,7 @@ default = ["optimize"]
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[dependencies]
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byteorder = "1.3"
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env_logger = "0.9"
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game-loop = { version = "0.8", features = ["window"] }
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game-loop = { version = "0.9", features = ["window"] }
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getrandom = "0.2"
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gilrs = "0.8"
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log = "0.4"
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@ -20,4 +20,4 @@ pixels = { path = "../.." }
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randomize = "3.0"
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simple-invaders = { path = "simple-invaders" }
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winit = "0.26"
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winit_input_helper = "0.11"
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winit_input_helper = "0.12"
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@ -8,10 +8,7 @@ use pixels::{Error, Pixels, SurfaceTexture};
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use simple_invaders::{Controls, Direction, World, FPS, HEIGHT, TIME_STEP, WIDTH};
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use std::{env, time::Duration};
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use winit::{
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dpi::LogicalSize,
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event::{Event, VirtualKeyCode},
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event_loop::EventLoop,
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window::WindowBuilder,
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dpi::LogicalSize, event::VirtualKeyCode, event_loop::EventLoop, window::WindowBuilder,
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};
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use winit_input_helper::WinitInputHelper;
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@ -31,8 +28,6 @@ struct Game {
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gamepad: Option<GamepadId>,
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/// Game pause state.
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paused: bool,
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/// State for key edge detection.
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held: [bool; 2],
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}
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impl Game {
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@ -45,14 +40,10 @@ impl Game {
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gilrs: Gilrs::new().unwrap(), // XXX: Don't unwrap.
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gamepad: None,
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paused: false,
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held: [false; 2],
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}
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}
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fn update_controls(&mut self, event: &Event<()>) {
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// Let winit_input_helper collect events to build its state.
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self.input.update(event);
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fn update_controls(&mut self) {
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// Pump the gilrs event loop and find an active gamepad
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while let Some(gilrs::Event { id, event, .. }) = self.gilrs.next_event() {
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let pad = self.gilrs.gamepad(id);
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@ -67,17 +58,11 @@ impl Game {
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self.controls = {
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// Keyboard controls
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let held = [
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self.input.key_held(VirtualKeyCode::Pause),
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self.input.key_held(VirtualKeyCode::P),
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];
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let mut left = self.input.key_held(VirtualKeyCode::Left);
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let mut right = self.input.key_held(VirtualKeyCode::Right);
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let mut fire = self.input.key_held(VirtualKeyCode::Space);
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let mut pause = (held[0] ^ self.held[0] & held[0]) | (held[1] ^ self.held[1] & held[1]);
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self.held = held;
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let mut fire = self.input.key_pressed(VirtualKeyCode::Space);
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let mut pause = self.input.key_pressed(VirtualKeyCode::Pause)
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| self.input.key_pressed(VirtualKeyCode::P);
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// GamePad controls
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if let Some(id) = self.gamepad {
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@ -85,7 +70,9 @@ impl Game {
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left |= gamepad.is_pressed(Button::DPadLeft);
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right |= gamepad.is_pressed(Button::DPadRight);
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fire |= gamepad.is_pressed(Button::South);
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fire |= gamepad.button_data(Button::South).map_or(false, |button| {
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button.is_pressed() && button.counter() == self.gilrs.counter()
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});
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pause |= gamepad.button_data(Button::Start).map_or(false, |button| {
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button.is_pressed() && button.counter() == self.gilrs.counter()
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});
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@ -166,8 +153,10 @@ fn main() -> Result<(), Error> {
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}
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},
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|g, event| {
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// Let winit_input_helper collect events to build its state.
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if g.game.input.update(event) {
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// Update controls
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g.game.update_controls(&event);
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g.game.update_controls();
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// Close events
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if g.game.input.key_pressed(VirtualKeyCode::Escape) || g.game.input.quit() {
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@ -179,6 +168,7 @@ fn main() -> Result<(), Error> {
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if let Some(size) = g.game.input.window_resized() {
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g.game.pixels.resize_surface(size.width, size.height);
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}
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}
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},
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);
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}
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@ -17,4 +17,4 @@ env_logger = "0.9"
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log = "0.4"
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pixels = { path = "../.." }
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winit = "0.26"
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winit_input_helper = "0.11"
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winit_input_helper = "0.12"
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@ -15,7 +15,7 @@ log = "0.4"
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pixels = { path = "../.." }
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wgpu = "0.12"
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winit = "0.26"
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winit_input_helper = "0.11"
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winit_input_helper = "0.12"
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[target.'cfg(target_arch = "wasm32")'.dependencies]
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console_error_panic_hook = "0.1"
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@ -14,4 +14,4 @@ env_logger = "0.9"
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log = "0.4"
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pixels = { path = "../.." }
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winit = "0.26"
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winit_input_helper = "0.11"
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winit_input_helper = "0.12"
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@ -15,7 +15,7 @@ euclid = "0.22"
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log = "0.4"
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pixels = { path = "../.." }
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winit = "0.26"
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winit_input_helper = "0.11"
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winit_input_helper = "0.12"
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[dependencies.raqote]
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git = "https://github.com/jrmuizel/raqote.git"
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