Clean up event handling with winit_input_helper (#21)

* Clean up event handling with winit_input_helper

- Closes #20

* QoL improvements
This commit is contained in:
Jay Oster 2019-10-21 22:34:12 -07:00 committed by GitHub
parent a7802453ec
commit b18690f19f
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 49 additions and 66 deletions

10
Cargo.lock generated
View file

@ -709,6 +709,7 @@ dependencies = [
"simple-invaders 0.1.0",
"wgpu 0.3.0 (git+https://github.com/gfx-rs/wgpu-rs?rev=012d08d64de924da93289c2b51fb06b22d7348cf)",
"winit 0.20.0-alpha4 (registry+https://github.com/rust-lang/crates.io-index)",
"winit_input_helper 0.4.0-alpha4 (registry+https://github.com/rust-lang/crates.io-index)",
]
[[package]]
@ -1273,6 +1274,14 @@ dependencies = [
"x11-dl 2.18.4 (registry+https://github.com/rust-lang/crates.io-index)",
]
[[package]]
name = "winit_input_helper"
version = "0.4.0-alpha4"
source = "registry+https://github.com/rust-lang/crates.io-index"
dependencies = [
"winit 0.20.0-alpha4 (registry+https://github.com/rust-lang/crates.io-index)",
]
[[package]]
name = "wio"
version = "0.2.2"
@ -1484,6 +1493,7 @@ dependencies = [
"checksum winapi-x86_64-pc-windows-gnu 0.4.0 (registry+https://github.com/rust-lang/crates.io-index)" = "712e227841d057c1ee1cd2fb22fa7e5a5461ae8e48fa2ca79ec42cfc1931183f"
"checksum wincolor 1.0.2 (registry+https://github.com/rust-lang/crates.io-index)" = "96f5016b18804d24db43cebf3c77269e7569b8954a8464501c216cc5e070eaa9"
"checksum winit 0.20.0-alpha4 (registry+https://github.com/rust-lang/crates.io-index)" = "56c565622ccb05351d92445415952ca09dade6a53e75dd9e75d9bd35d4e99333"
"checksum winit_input_helper 0.4.0-alpha4 (registry+https://github.com/rust-lang/crates.io-index)" = "48df19ac64492fa604aeb2269afb41f21c19a2bdc552134bec1c3751d6c0919d"
"checksum wio 0.2.2 (registry+https://github.com/rust-lang/crates.io-index)" = "5d129932f4644ac2396cb456385cbf9e63b5b30c6e8dc4820bdca4eb082037a5"
"checksum ws2_32-sys 0.2.1 (registry+https://github.com/rust-lang/crates.io-index)" = "d59cefebd0c892fa2dd6de581e937301d8552cb44489cdff035c6187cb63fa5e"
"checksum x11 2.18.1 (registry+https://github.com/rust-lang/crates.io-index)" = "39697e3123f715483d311b5826e254b6f3cfebdd83cf7ef3358f579c3d68e235"

View file

@ -20,6 +20,7 @@ log = { version = "0.4", features = ["release_max_level_warn"] }
pixels-mocks = { path = "pixels-mocks" }
simple-invaders = { path = "simple-invaders" }
winit = "0.20.0-alpha4"
winit_input_helper = "0.4.0-alpha4"
[workspace]
members = [

View file

@ -3,12 +3,14 @@ use std::time::Instant;
use pixels::{Error, Pixels, SurfaceTexture};
use simple_invaders::{Controls, Direction, World, SCREEN_HEIGHT, SCREEN_WIDTH};
use winit::event;
use winit::event::{Event, VirtualKeyCode, WindowEvent};
use winit::event_loop::{ControlFlow, EventLoop};
use winit_input_helper::WinitInputHelper;
fn main() -> Result<(), Error> {
env_logger::init();
let event_loop = EventLoop::new();
let mut input = WinitInputHelper::new();
// Enable debug mode with `DEBUG=true` environment variable
let debug = env::var("DEBUG")
@ -40,94 +42,64 @@ fn main() -> Result<(), Error> {
};
let surface_texture = SurfaceTexture::new(width, height, surface);
let mut fb = Pixels::new(224, 256, surface_texture)?;
let mut pixels = Pixels::new(224, 256, surface_texture)?;
let mut invaders = World::new(debug);
let mut last = Instant::now();
let mut time = Instant::now();
let mut controls = Controls::default();
let mut last_state = false;
let mut button_state = false;
let mut rising_edge = false;
event_loop.run(move |event, _, control_flow| match event {
event::Event::WindowEvent { event, .. } => match event {
// Close events
event::WindowEvent::KeyboardInput {
input:
event::KeyboardInput {
virtual_keycode: Some(event::VirtualKeyCode::Escape),
state: event::ElementState::Pressed,
..
},
event_loop.run(move |event, _, control_flow| {
// The one and only event that winit_input_helper doesn't have for us...
match event {
Event::WindowEvent {
event: WindowEvent::RedrawRequested,
..
} => {
pixels.render(invaders.draw());
}
_ => (),
}
// For everything else, for let winit_input_helper collect events to build its state.
// It returns `true` when it is time to update our game state and request a redraw.
if input.update(event) {
// Close events
if input.key_pressed(VirtualKeyCode::Escape) || input.quit() {
*control_flow = ControlFlow::Exit;
return;
}
| event::WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
// Keyboard controls
event::WindowEvent::KeyboardInput {
input:
event::KeyboardInput {
virtual_keycode: Some(virtual_code),
state: event::ElementState::Pressed,
..
},
..
} => match virtual_code {
event::VirtualKeyCode::Left => controls.direction = Direction::Left,
event::VirtualKeyCode::Right => controls.direction = Direction::Right,
event::VirtualKeyCode::Space => button_state = true,
_ => (),
},
event::WindowEvent::KeyboardInput {
input:
event::KeyboardInput {
virtual_keycode: Some(virtual_code),
state: event::ElementState::Released,
..
},
..
} => match virtual_code {
event::VirtualKeyCode::Left => controls.direction = Direction::Still,
event::VirtualKeyCode::Right => controls.direction = Direction::Still,
event::VirtualKeyCode::Space => button_state = false,
_ => (),
},
controls.direction = if input.key_held(VirtualKeyCode::Left) {
Direction::Left
} else if input.key_held(VirtualKeyCode::Right) {
Direction::Right
} else {
Direction::Still
};
controls.fire = input.key_pressed(VirtualKeyCode::Space);
// Adjust high DPI factor
event::WindowEvent::HiDpiFactorChanged(factor) => hidpi_factor = factor,
if let Some(factor) = input.hidpi_changed() {
hidpi_factor = factor;
}
// Resize the window
event::WindowEvent::Resized(size) => {
if let Some(size) = input.window_resized() {
let size = size.to_physical(hidpi_factor);
let width = size.width.round() as u32;
let height = size.height.round() as u32;
fb.resize(width, height);
pixels.resize(width, height);
}
// Redraw the screen
event::WindowEvent::RedrawRequested => fb.render(invaders.draw()),
_ => (),
},
event::Event::EventsCleared => {
// Get a new delta time.
let now = Instant::now();
let dt = now.duration_since(last);
last = now;
// Compute rising edge based on current and last button states
rising_edge = button_state && !last_state;
last_state = button_state;
// Fire button only uses rising edge
controls.fire = rising_edge;
let dt = now.duration_since(time);
time = now;
// Update the game logic and request redraw
invaders.update(&dt, &controls);
window.request_redraw();
}
_ => (),
});
}