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:
Jay Oster 2022-01-08 04:57:23 -08:00 committed by GitHub
parent d4cc56df18
commit afd15436d6
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
4 changed files with 61 additions and 153 deletions

View file

@ -3,25 +3,40 @@
use log::{debug, error};
use pixels::{Error, Pixels, SurfaceTexture};
use winit::dpi::{LogicalPosition, LogicalSize, PhysicalSize};
use winit::event::{Event, VirtualKeyCode};
use winit::event_loop::{ControlFlow, EventLoop};
use winit::{
dpi::LogicalSize,
event::{Event, VirtualKeyCode},
event_loop::{ControlFlow, EventLoop},
window::WindowBuilder,
};
use winit_input_helper::WinitInputHelper;
const SCREEN_WIDTH: u32 = 400;
const SCREEN_HEIGHT: u32 = 300;
const WIDTH: u32 = 400;
const HEIGHT: u32 = 300;
fn main() -> Result<(), Error> {
env_logger::init();
let event_loop = EventLoop::new();
let mut input = WinitInputHelper::new();
let (window, p_width, p_height, mut _hidpi_factor) =
create_window("Conway's Game of Life", &event_loop);
let surface_texture = SurfaceTexture::new(p_width, p_height, &window);
let window = {
let size = LogicalSize::new(WIDTH as f64, HEIGHT as f64);
let scaled_size = LogicalSize::new(WIDTH as f64 * 3.0, HEIGHT as f64 * 3.0);
WindowBuilder::new()
.with_title("Conway's Game of Life")
.with_inner_size(scaled_size)
.with_min_inner_size(size)
.build(&event_loop)
.unwrap()
};
let mut life = ConwayGrid::new_random(SCREEN_WIDTH as usize, SCREEN_HEIGHT as usize);
let mut pixels = Pixels::new(SCREEN_WIDTH, SCREEN_HEIGHT, surface_texture)?;
let mut pixels = {
let window_size = window.inner_size();
let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
Pixels::new(WIDTH, HEIGHT, surface_texture)?
};
let mut life = ConwayGrid::new_random(WIDTH as usize, HEIGHT as usize);
let mut paused = false;
let mut draw_state: Option<bool> = None;
@ -108,10 +123,6 @@ fn main() -> Result<(), Error> {
draw_state = None;
}
}
// Adjust high DPI factor
if let Some(factor) = input.scale_factor_changed() {
_hidpi_factor = factor;
}
// Resize the window
if let Some(size) = input.window_resized() {
pixels.resize_surface(size.width, size.height);
@ -124,64 +135,6 @@ fn main() -> Result<(), Error> {
});
}
// COPYPASTE: ideally this could be shared.
/// Create a window for the game.
///
/// Automatically scales the window to cover about 2/3 of the monitor height.
///
/// # Returns
///
/// Tuple of `(window, surface, width, height, hidpi_factor)`
/// `width` and `height` are in `PhysicalSize` units.
fn create_window(
title: &str,
event_loop: &EventLoop<()>,
) -> (winit::window::Window, u32, u32, f64) {
// Create a hidden window so we can estimate a good default window size
let window = winit::window::WindowBuilder::new()
.with_visible(false)
.with_title(title)
.build(event_loop)
.unwrap();
let hidpi_factor = window.scale_factor();
// Get dimensions
let width = SCREEN_WIDTH as f64;
let height = SCREEN_HEIGHT as f64;
let (monitor_width, monitor_height) = {
if let Some(monitor) = window.current_monitor() {
let size = monitor.size().to_logical(hidpi_factor);
(size.width, size.height)
} else {
(width, height)
}
};
let scale = (monitor_height / height * 2.0 / 3.0).round().max(1.0);
// Resize, center, and display the window
let min_size: winit::dpi::LogicalSize<f64> =
PhysicalSize::new(width, height).to_logical(hidpi_factor);
let default_size = LogicalSize::new(width * scale, height * scale);
let center = LogicalPosition::new(
(monitor_width - width * scale) / 2.0,
(monitor_height - height * scale) / 2.0,
);
window.set_inner_size(default_size);
window.set_min_inner_size(Some(min_size));
window.set_outer_position(center);
window.set_visible(true);
let size = default_size.to_physical::<f64>(hidpi_factor);
(
window,
size.width.round() as u32,
size.height.round() as u32,
hidpi_factor,
)
}
/// Generate a pseudorandom seed for the game's PRNG.
fn generate_seed() -> (u64, u64) {
use byteorder::{ByteOrder, NativeEndian};

View file

@ -24,9 +24,9 @@ mod loader;
mod sprites;
/// The screen width is constant (units are in pixels)
pub const SCREEN_WIDTH: usize = 224;
pub const WIDTH: usize = 224;
/// The screen height is constant (units are in pixels)
pub const SCREEN_HEIGHT: usize = 256;
pub const HEIGHT: usize = 256;
// Invader positioning
const START: Point = Point::new(24, 64);
@ -343,7 +343,7 @@ impl World {
}
}
Direction::Right => {
if right > SCREEN_WIDTH - 2 {
if right > WIDTH - 2 {
self.invaders.bounds.pos.x -= 2;
self.invaders.bounds.pos.y += 8;
self.invaders.descend = true;
@ -406,7 +406,7 @@ impl World {
}
Direction::Right => {
if self.player.pos.x < SCREEN_WIDTH - width * 2 {
if self.player.pos.x < WIDTH - width * 2 {
self.player.pos.x += frames;
self.player.sprite.animate(&self.assets, dt);
}

View file

@ -3,7 +3,7 @@ use std::rc::Rc;
use std::time::Duration;
use crate::loader::Assets;
use crate::{Point, SCREEN_HEIGHT, SCREEN_WIDTH};
use crate::{Point, HEIGHT, WIDTH};
use line_drawing::Bresenham;
// This is the type stored in the `Assets` hash map
@ -191,15 +191,15 @@ pub(crate) fn blit<S>(screen: &mut [u8], dest: &Point, sprite: &S)
where
S: Drawable,
{
assert!(dest.x + sprite.width() <= SCREEN_WIDTH);
assert!(dest.y + sprite.height() <= SCREEN_HEIGHT);
assert!(dest.x + sprite.width() <= WIDTH);
assert!(dest.y + sprite.height() <= HEIGHT);
let pixels = sprite.pixels();
let width = sprite.width() * 4;
let mut s = 0;
for y in 0..sprite.height() {
let i = dest.x * 4 + dest.y * SCREEN_WIDTH * 4 + y * SCREEN_WIDTH * 4;
let i = dest.x * 4 + dest.y * WIDTH * 4 + y * WIDTH * 4;
// Merge pixels from sprite into screen
let zipped = screen[i..i + width].iter_mut().zip(&pixels[s..s + width]);
@ -219,9 +219,9 @@ pub(crate) fn line(screen: &mut [u8], p1: &Point, p2: &Point, color: [u8; 4]) {
let p2 = (p2.x as i64, p2.y as i64);
for (x, y) in Bresenham::new(p1, p2) {
let x = min(x as usize, SCREEN_WIDTH - 1);
let y = min(y as usize, SCREEN_HEIGHT - 1);
let i = x * 4 + y * SCREEN_WIDTH * 4;
let x = min(x as usize, WIDTH - 1);
let y = min(y as usize, HEIGHT - 1);
let i = x * 4 + y * WIDTH * 4;
screen[i..i + 4].copy_from_slice(&color);
}

View file

@ -1,16 +1,17 @@
#![deny(clippy::all)]
#![forbid(unsafe_code)]
use std::env;
use std::time::Instant;
use gilrs::{Button, Gilrs};
use log::{debug, error};
use pixels::{Error, Pixels, SurfaceTexture};
use simple_invaders::{Controls, Direction, World, SCREEN_HEIGHT, SCREEN_WIDTH};
use winit::dpi::{LogicalPosition, LogicalSize, PhysicalSize};
use winit::event::{Event, VirtualKeyCode};
use winit::event_loop::{ControlFlow, EventLoop};
use simple_invaders::{Controls, Direction, World, HEIGHT, WIDTH};
use std::{env, time::Instant};
use winit::{
dpi::LogicalSize,
event::{Event, VirtualKeyCode},
event_loop::{ControlFlow, EventLoop},
window::WindowBuilder,
};
use winit_input_helper::WinitInputHelper;
fn main() -> Result<(), Error> {
@ -25,9 +26,23 @@ fn main() -> Result<(), Error> {
.parse()
.unwrap_or(false);
let (window, width, height, mut _hidpi_factor) = create_window("pixel invaders", &event_loop);
let surface_texture = SurfaceTexture::new(width, height, &window);
let mut pixels = Pixels::new(SCREEN_WIDTH as u32, SCREEN_HEIGHT as u32, surface_texture)?;
let window = {
let size = LogicalSize::new(WIDTH as f64, HEIGHT as f64);
let scaled_size = LogicalSize::new(WIDTH as f64 * 3.0, HEIGHT as f64 * 3.0);
WindowBuilder::new()
.with_title("pixel invaders")
.with_inner_size(scaled_size)
.with_min_inner_size(size)
.build(&event_loop)
.unwrap()
};
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)?
};
let mut invaders = World::new(generate_seed(), debug);
let mut time = Instant::now();
let mut gamepad = None;
@ -96,11 +111,6 @@ fn main() -> Result<(), Error> {
Controls { direction, fire }
};
// Adjust high DPI factor
if let Some(factor) = input.scale_factor_changed() {
_hidpi_factor = factor;
}
// Resize the window
if let Some(size) = input.window_resized() {
pixels.resize_surface(size.width, size.height);
@ -118,61 +128,6 @@ fn main() -> Result<(), Error> {
});
}
/// Create a window for the game.
///
/// Automatically scales the window to cover about 2/3 of the monitor height.
///
/// # Returns
///
/// Tuple of `(window, surface, width, height, hidpi_factor)`
/// `width` and `height` are in `PhysicalSize` units.
fn create_window(
title: &str,
event_loop: &EventLoop<()>,
) -> (winit::window::Window, u32, u32, f64) {
// Create a hidden window so we can estimate a good default window size
let window = winit::window::WindowBuilder::new()
.with_visible(false)
.with_title(title)
.build(event_loop)
.unwrap();
let hidpi_factor = window.scale_factor();
// Get dimensions
let width = SCREEN_WIDTH as f64;
let height = SCREEN_HEIGHT as f64;
let (monitor_width, monitor_height) = {
if let Some(monitor) = window.current_monitor() {
let size = monitor.size().to_logical(hidpi_factor);
(size.width, size.height)
} else {
(width, height)
}
};
let scale = (monitor_height / height * 2.0 / 3.0).round().max(1.0);
// Resize, center, and display the window
let min_size = PhysicalSize::new(width, height).to_logical::<f64>(hidpi_factor);
let default_size = LogicalSize::new(width * scale, height * scale);
let center = LogicalPosition::new(
(monitor_width - width * scale) / 2.0,
(monitor_height - height * scale) / 2.0,
);
window.set_inner_size(default_size);
window.set_min_inner_size(Some(min_size));
window.set_outer_position(center);
window.set_visible(true);
let size = default_size.to_physical::<f64>(hidpi_factor);
(
window,
size.width.round() as u32,
size.height.round() as u32,
hidpi_factor,
)
}
/// Generate a pseudorandom seed for the game's PRNG.
fn generate_seed() -> (u64, u64) {
use byteorder::{ByteOrder, NativeEndian};