Fix crash on Wayland (#251)
- Rather than setting the position and window size based on available screen space, this PR just creates a window with a default size and doesn't attempt to set the position. - Closes #29
This commit is contained in:
parent
d4cc56df18
commit
afd15436d6
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@ -3,25 +3,40 @@
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use log::{debug, error};
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use log::{debug, error};
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use pixels::{Error, Pixels, SurfaceTexture};
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use pixels::{Error, Pixels, SurfaceTexture};
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use winit::dpi::{LogicalPosition, LogicalSize, PhysicalSize};
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use winit::{
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use winit::event::{Event, VirtualKeyCode};
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dpi::LogicalSize,
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use winit::event_loop::{ControlFlow, EventLoop};
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event::{Event, VirtualKeyCode},
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event_loop::{ControlFlow, EventLoop},
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window::WindowBuilder,
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};
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use winit_input_helper::WinitInputHelper;
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use winit_input_helper::WinitInputHelper;
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const SCREEN_WIDTH: u32 = 400;
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const WIDTH: u32 = 400;
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const SCREEN_HEIGHT: u32 = 300;
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const HEIGHT: u32 = 300;
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fn main() -> Result<(), Error> {
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fn main() -> Result<(), Error> {
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env_logger::init();
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env_logger::init();
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let event_loop = EventLoop::new();
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let event_loop = EventLoop::new();
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let mut input = WinitInputHelper::new();
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let mut input = WinitInputHelper::new();
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let (window, p_width, p_height, mut _hidpi_factor) =
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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, &window);
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let window = {
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let size = LogicalSize::new(WIDTH as f64, HEIGHT as f64);
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let scaled_size = LogicalSize::new(WIDTH as f64 * 3.0, HEIGHT as f64 * 3.0);
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WindowBuilder::new()
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.with_title("Conway's Game of Life")
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.with_inner_size(scaled_size)
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.with_min_inner_size(size)
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.build(&event_loop)
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.unwrap()
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};
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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 = {
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let mut pixels = Pixels::new(SCREEN_WIDTH, SCREEN_HEIGHT, surface_texture)?;
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let window_size = window.inner_size();
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let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
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Pixels::new(WIDTH, HEIGHT, surface_texture)?
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};
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let mut life = ConwayGrid::new_random(WIDTH as usize, HEIGHT as usize);
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let mut paused = false;
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let mut paused = false;
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let mut draw_state: Option<bool> = None;
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let mut draw_state: Option<bool> = None;
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@ -108,10 +123,6 @@ fn main() -> Result<(), Error> {
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draw_state = None;
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draw_state = None;
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}
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}
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}
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}
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// Adjust high DPI factor
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if let Some(factor) = input.scale_factor_changed() {
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_hidpi_factor = factor;
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}
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// Resize the window
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// Resize the window
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if let Some(size) = input.window_resized() {
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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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pixels.resize_surface(size.width, size.height);
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@ -124,64 +135,6 @@ fn main() -> Result<(), Error> {
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});
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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, 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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let hidpi_factor = window.scale_factor();
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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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if let Some(monitor) = window.current_monitor() {
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let size = monitor.size().to_logical(hidpi_factor);
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(size.width, size.height)
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} else {
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(width, height)
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}
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};
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let scale = (monitor_height / height * 2.0 / 3.0).round().max(1.0);
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// Resize, center, and display the window
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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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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 size = default_size.to_physical::<f64>(hidpi_factor);
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(
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window,
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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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/// Generate a pseudorandom seed for the game's PRNG.
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fn generate_seed() -> (u64, u64) {
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fn generate_seed() -> (u64, u64) {
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use byteorder::{ByteOrder, NativeEndian};
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use byteorder::{ByteOrder, NativeEndian};
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@ -24,9 +24,9 @@ mod loader;
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mod sprites;
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mod sprites;
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/// The screen width is constant (units are in pixels)
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/// The screen width is constant (units are in pixels)
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pub const SCREEN_WIDTH: usize = 224;
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pub const WIDTH: usize = 224;
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/// The screen height is constant (units are in pixels)
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/// The screen height is constant (units are in pixels)
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pub const SCREEN_HEIGHT: usize = 256;
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pub const HEIGHT: usize = 256;
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// Invader positioning
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// Invader positioning
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const START: Point = Point::new(24, 64);
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const START: Point = Point::new(24, 64);
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@ -343,7 +343,7 @@ impl World {
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}
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}
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}
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}
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Direction::Right => {
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Direction::Right => {
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if right > SCREEN_WIDTH - 2 {
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if right > WIDTH - 2 {
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self.invaders.bounds.pos.x -= 2;
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self.invaders.bounds.pos.x -= 2;
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self.invaders.bounds.pos.y += 8;
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self.invaders.bounds.pos.y += 8;
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self.invaders.descend = true;
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self.invaders.descend = true;
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@ -406,7 +406,7 @@ impl World {
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}
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}
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Direction::Right => {
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Direction::Right => {
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if self.player.pos.x < SCREEN_WIDTH - width * 2 {
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if self.player.pos.x < WIDTH - width * 2 {
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self.player.pos.x += frames;
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self.player.pos.x += frames;
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self.player.sprite.animate(&self.assets, dt);
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self.player.sprite.animate(&self.assets, dt);
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}
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}
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@ -3,7 +3,7 @@ use std::rc::Rc;
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use std::time::Duration;
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use std::time::Duration;
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use crate::loader::Assets;
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use crate::loader::Assets;
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use crate::{Point, SCREEN_HEIGHT, SCREEN_WIDTH};
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use crate::{Point, HEIGHT, WIDTH};
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use line_drawing::Bresenham;
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use line_drawing::Bresenham;
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// This is the type stored in the `Assets` hash map
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// This is the type stored in the `Assets` hash map
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@ -191,15 +191,15 @@ pub(crate) fn blit<S>(screen: &mut [u8], dest: &Point, sprite: &S)
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where
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where
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S: Drawable,
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S: Drawable,
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{
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{
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assert!(dest.x + sprite.width() <= SCREEN_WIDTH);
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assert!(dest.x + sprite.width() <= WIDTH);
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assert!(dest.y + sprite.height() <= SCREEN_HEIGHT);
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assert!(dest.y + sprite.height() <= HEIGHT);
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let pixels = sprite.pixels();
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let pixels = sprite.pixels();
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let width = sprite.width() * 4;
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let width = sprite.width() * 4;
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let mut s = 0;
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let mut s = 0;
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for y in 0..sprite.height() {
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for y in 0..sprite.height() {
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let i = dest.x * 4 + dest.y * SCREEN_WIDTH * 4 + y * SCREEN_WIDTH * 4;
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let i = dest.x * 4 + dest.y * WIDTH * 4 + y * WIDTH * 4;
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// Merge pixels from sprite into screen
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// Merge pixels from sprite into screen
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let zipped = screen[i..i + width].iter_mut().zip(&pixels[s..s + width]);
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let zipped = screen[i..i + width].iter_mut().zip(&pixels[s..s + width]);
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@ -219,9 +219,9 @@ pub(crate) fn line(screen: &mut [u8], p1: &Point, p2: &Point, color: [u8; 4]) {
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let p2 = (p2.x as i64, p2.y as i64);
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let p2 = (p2.x as i64, p2.y as i64);
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for (x, y) in Bresenham::new(p1, p2) {
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for (x, y) in Bresenham::new(p1, p2) {
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let x = min(x as usize, SCREEN_WIDTH - 1);
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let x = min(x as usize, WIDTH - 1);
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let y = min(y as usize, SCREEN_HEIGHT - 1);
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let y = min(y as usize, HEIGHT - 1);
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let i = x * 4 + y * SCREEN_WIDTH * 4;
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let i = x * 4 + y * WIDTH * 4;
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screen[i..i + 4].copy_from_slice(&color);
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screen[i..i + 4].copy_from_slice(&color);
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}
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}
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@ -1,16 +1,17 @@
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#![deny(clippy::all)]
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#![deny(clippy::all)]
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#![forbid(unsafe_code)]
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#![forbid(unsafe_code)]
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use std::env;
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use std::time::Instant;
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use gilrs::{Button, Gilrs};
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use gilrs::{Button, Gilrs};
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use log::{debug, error};
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use log::{debug, error};
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use pixels::{Error, Pixels, SurfaceTexture};
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use pixels::{Error, Pixels, SurfaceTexture};
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use simple_invaders::{Controls, Direction, World, SCREEN_HEIGHT, SCREEN_WIDTH};
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use simple_invaders::{Controls, Direction, World, HEIGHT, WIDTH};
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use winit::dpi::{LogicalPosition, LogicalSize, PhysicalSize};
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use std::{env, time::Instant};
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use winit::event::{Event, VirtualKeyCode};
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use winit::{
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use winit::event_loop::{ControlFlow, EventLoop};
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dpi::LogicalSize,
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event::{Event, VirtualKeyCode},
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event_loop::{ControlFlow, EventLoop},
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window::WindowBuilder,
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};
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use winit_input_helper::WinitInputHelper;
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use winit_input_helper::WinitInputHelper;
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fn main() -> Result<(), Error> {
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fn main() -> Result<(), Error> {
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@ -25,9 +26,23 @@ fn main() -> Result<(), Error> {
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.parse()
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.parse()
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.unwrap_or(false);
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.unwrap_or(false);
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let (window, width, height, mut _hidpi_factor) = create_window("pixel invaders", &event_loop);
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let window = {
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let surface_texture = SurfaceTexture::new(width, height, &window);
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let size = LogicalSize::new(WIDTH as f64, HEIGHT as f64);
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let mut pixels = Pixels::new(SCREEN_WIDTH as u32, SCREEN_HEIGHT as u32, surface_texture)?;
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let scaled_size = LogicalSize::new(WIDTH as f64 * 3.0, HEIGHT as f64 * 3.0);
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WindowBuilder::new()
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.with_title("pixel invaders")
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.with_inner_size(scaled_size)
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.with_min_inner_size(size)
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.build(&event_loop)
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.unwrap()
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};
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let mut pixels = {
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let window_size = window.inner_size();
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let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
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Pixels::new(WIDTH as u32, HEIGHT as u32, surface_texture)?
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};
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let mut invaders = World::new(generate_seed(), debug);
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let mut invaders = World::new(generate_seed(), debug);
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let mut time = Instant::now();
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let mut time = Instant::now();
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let mut gamepad = None;
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let mut gamepad = None;
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@ -96,11 +111,6 @@ fn main() -> Result<(), Error> {
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Controls { direction, fire }
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Controls { direction, fire }
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};
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};
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// Adjust high DPI factor
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if let Some(factor) = input.scale_factor_changed() {
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_hidpi_factor = factor;
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}
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// Resize the window
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// Resize the window
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if let Some(size) = input.window_resized() {
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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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pixels.resize_surface(size.width, size.height);
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@ -118,61 +128,6 @@ fn main() -> Result<(), Error> {
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});
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});
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}
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}
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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, 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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let hidpi_factor = window.scale_factor();
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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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if let Some(monitor) = window.current_monitor() {
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let size = monitor.size().to_logical(hidpi_factor);
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(size.width, size.height)
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} else {
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(width, height)
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}
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};
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let scale = (monitor_height / height * 2.0 / 3.0).round().max(1.0);
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// Resize, center, and display the window
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let min_size = PhysicalSize::new(width, height).to_logical::<f64>(hidpi_factor);
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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 size = default_size.to_physical::<f64>(hidpi_factor);
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(
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window,
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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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/// Generate a pseudorandom seed for the game's PRNG.
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fn generate_seed() -> (u64, u64) {
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fn generate_seed() -> (u64, u64) {
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use byteorder::{ByteOrder, NativeEndian};
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use byteorder::{ByteOrder, NativeEndian};
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