Clean up event handling with winit_input_helper (#21)
* Clean up event handling with winit_input_helper - Closes #20 * QoL improvements
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a7802453ec
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10
Cargo.lock
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10
Cargo.lock
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@ -709,6 +709,7 @@ dependencies = [
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"simple-invaders 0.1.0",
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"wgpu 0.3.0 (git+https://github.com/gfx-rs/wgpu-rs?rev=012d08d64de924da93289c2b51fb06b22d7348cf)",
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"winit 0.20.0-alpha4 (registry+https://github.com/rust-lang/crates.io-index)",
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"winit_input_helper 0.4.0-alpha4 (registry+https://github.com/rust-lang/crates.io-index)",
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]
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[[package]]
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@ -1273,6 +1274,14 @@ dependencies = [
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"x11-dl 2.18.4 (registry+https://github.com/rust-lang/crates.io-index)",
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]
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[[package]]
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name = "winit_input_helper"
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version = "0.4.0-alpha4"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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dependencies = [
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"winit 0.20.0-alpha4 (registry+https://github.com/rust-lang/crates.io-index)",
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]
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[[package]]
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name = "wio"
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version = "0.2.2"
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@ -1484,6 +1493,7 @@ dependencies = [
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"checksum winapi-x86_64-pc-windows-gnu 0.4.0 (registry+https://github.com/rust-lang/crates.io-index)" = "712e227841d057c1ee1cd2fb22fa7e5a5461ae8e48fa2ca79ec42cfc1931183f"
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"checksum wincolor 1.0.2 (registry+https://github.com/rust-lang/crates.io-index)" = "96f5016b18804d24db43cebf3c77269e7569b8954a8464501c216cc5e070eaa9"
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"checksum winit 0.20.0-alpha4 (registry+https://github.com/rust-lang/crates.io-index)" = "56c565622ccb05351d92445415952ca09dade6a53e75dd9e75d9bd35d4e99333"
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"checksum winit_input_helper 0.4.0-alpha4 (registry+https://github.com/rust-lang/crates.io-index)" = "48df19ac64492fa604aeb2269afb41f21c19a2bdc552134bec1c3751d6c0919d"
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"checksum wio 0.2.2 (registry+https://github.com/rust-lang/crates.io-index)" = "5d129932f4644ac2396cb456385cbf9e63b5b30c6e8dc4820bdca4eb082037a5"
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"checksum ws2_32-sys 0.2.1 (registry+https://github.com/rust-lang/crates.io-index)" = "d59cefebd0c892fa2dd6de581e937301d8552cb44489cdff035c6187cb63fa5e"
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"checksum x11 2.18.1 (registry+https://github.com/rust-lang/crates.io-index)" = "39697e3123f715483d311b5826e254b6f3cfebdd83cf7ef3358f579c3d68e235"
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@ -20,6 +20,7 @@ log = { version = "0.4", features = ["release_max_level_warn"] }
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pixels-mocks = { path = "pixels-mocks" }
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simple-invaders = { path = "simple-invaders" }
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winit = "0.20.0-alpha4"
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winit_input_helper = "0.4.0-alpha4"
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[workspace]
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members = [
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@ -3,12 +3,14 @@ use std::time::Instant;
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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 winit::event;
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use winit::event::{Event, VirtualKeyCode, WindowEvent};
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit_input_helper::WinitInputHelper;
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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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// Enable debug mode with `DEBUG=true` environment variable
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let debug = env::var("DEBUG")
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@ -40,94 +42,64 @@ fn main() -> Result<(), Error> {
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};
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let surface_texture = SurfaceTexture::new(width, height, surface);
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let mut fb = Pixels::new(224, 256, surface_texture)?;
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let mut pixels = Pixels::new(224, 256, surface_texture)?;
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let mut invaders = World::new(debug);
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let mut last = Instant::now();
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let mut time = Instant::now();
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let mut controls = Controls::default();
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let mut last_state = false;
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let mut button_state = false;
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let mut rising_edge = false;
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event_loop.run(move |event, _, control_flow| match event {
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event::Event::WindowEvent { event, .. } => match event {
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// Close events
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event::WindowEvent::KeyboardInput {
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input:
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event::KeyboardInput {
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virtual_keycode: Some(event::VirtualKeyCode::Escape),
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state: event::ElementState::Pressed,
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..
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},
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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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match event {
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Event::WindowEvent {
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event: WindowEvent::RedrawRequested,
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..
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} => {
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pixels.render(invaders.draw());
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}
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_ => (),
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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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| event::WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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// Keyboard controls
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event::WindowEvent::KeyboardInput {
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input:
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event::KeyboardInput {
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virtual_keycode: Some(virtual_code),
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state: event::ElementState::Pressed,
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..
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},
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..
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} => match virtual_code {
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event::VirtualKeyCode::Left => controls.direction = Direction::Left,
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event::VirtualKeyCode::Right => controls.direction = Direction::Right,
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event::VirtualKeyCode::Space => button_state = true,
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_ => (),
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},
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event::WindowEvent::KeyboardInput {
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input:
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event::KeyboardInput {
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virtual_keycode: Some(virtual_code),
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state: event::ElementState::Released,
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..
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},
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..
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} => match virtual_code {
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event::VirtualKeyCode::Left => controls.direction = Direction::Still,
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event::VirtualKeyCode::Right => controls.direction = Direction::Still,
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event::VirtualKeyCode::Space => button_state = false,
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_ => (),
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},
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controls.direction = if input.key_held(VirtualKeyCode::Left) {
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Direction::Left
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} else if input.key_held(VirtualKeyCode::Right) {
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Direction::Right
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} else {
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Direction::Still
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};
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controls.fire = input.key_pressed(VirtualKeyCode::Space);
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// Adjust high DPI factor
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event::WindowEvent::HiDpiFactorChanged(factor) => hidpi_factor = factor,
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if let Some(factor) = input.hidpi_changed() {
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hidpi_factor = factor;
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}
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// Resize the window
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event::WindowEvent::Resized(size) => {
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if let Some(size) = input.window_resized() {
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let size = size.to_physical(hidpi_factor);
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let width = size.width.round() as u32;
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let height = size.height.round() as u32;
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fb.resize(width, height);
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pixels.resize(width, height);
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}
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// Redraw the screen
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event::WindowEvent::RedrawRequested => fb.render(invaders.draw()),
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_ => (),
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},
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event::Event::EventsCleared => {
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// Get a new delta time.
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let now = Instant::now();
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let dt = now.duration_since(last);
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last = now;
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// Compute rising edge based on current and last button states
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rising_edge = button_state && !last_state;
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last_state = button_state;
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// Fire button only uses rising edge
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controls.fire = rising_edge;
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let dt = now.duration_since(time);
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time = now;
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// Update the game logic and request redraw
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invaders.update(&dt, &controls);
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window.request_redraw();
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}
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_ => (),
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});
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}
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