add fltk example (#137)

* add fltk example

* fix clippy lint

* fix rustfmt check

* add missing trailing new line

* use no-pango feature

* remove call to win.draw()
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Mohammed Alyousef 2021-02-07 21:36:21 +03:00 committed by GitHub
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@ -27,6 +27,7 @@ Rapidly prototype a simple 2D game, pixel-based animations, software renderers,
- [Dear ImGui example with `winit`](./examples/imgui-winit)
- [Minimal example with SDL2](./examples/minimal-sdl2)
- [Minimal example with `winit`](./examples/minimal-winit)
- [Minimal example with `fltk`](./examples/minimal-fltk)
- [Pixel Invaders](./examples/invaders)
- [`raqote` example](./examples/raqote-winit)

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@ -0,0 +1,16 @@
[package]
name = "minimal-fltk"
version = "0.1.0"
authors = ["Jay Oster <jay@kodewerx.org>"]
edition = "2018"
publish = false
[features]
optimize = ["log/release_max_level_warn"]
default = ["optimize"]
[dependencies]
fltk = { version = "0.14", features = ["no-pango"] }
env_logger = "0.7.1"
log = "0.4.8"
pixels = { path = "../.." }

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@ -0,0 +1,15 @@
# Hello Pixels
![Hello Pixels](../../img/minimal-fltk.png)
Minimal example with fltk.
## Running
```bash
cargo run --release --package minimal-fltk
```
## About
This example demonstrates the absolute minimum for creating an fltk window and pixel buffer. It animates a purple circle moving on a darker purple background, just for _something_ interesting to display.

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@ -0,0 +1,107 @@
#![deny(clippy::all)]
#![forbid(unsafe_code)]
#![cfg_attr(not(debug_assertions), windows_subsystem = "windows")]
use fltk::{app, prelude::*, window::Window};
use log::error;
use pixels::{Error, Pixels, SurfaceTexture};
use std::{thread, time::Duration};
const WIDTH: u32 = 600;
const HEIGHT: u32 = 400;
const CIRCLE_RADIUS: i16 = 64;
const SLEEP: u64 = 16;
/// Representation of the application state. In this example, a circle will bounce around the screen.
struct World {
circle_x: i16,
circle_y: i16,
velocity_x: i16,
velocity_y: i16,
}
fn main() -> Result<(), Error> {
env_logger::init();
let app = app::App::default();
let mut win = Window::default()
.with_size(WIDTH as i32, HEIGHT as i32)
.with_label("Hello Pixels");
win.end();
win.make_resizable(true);
win.show();
let mut pixels = {
let surface_texture = SurfaceTexture::new(WIDTH, HEIGHT, &win);
Pixels::new(WIDTH, HEIGHT, surface_texture)?
};
let mut world = World::new();
while app.wait() {
// Update internal state
world.update();
// Draw the current frame
world.draw(pixels.get_frame());
if pixels
.render()
.map_err(|e| error!("pixels.render() failed: {}", e))
.is_err()
{
app.quit();
}
win.redraw();
// Calls to redraw in the event loop require an explicit sleep
thread::sleep(Duration::from_millis(SLEEP));
}
Ok(())
}
impl World {
/// Create a new `World` instance that can draw a moving circle.
fn new() -> Self {
Self {
circle_x: 300,
circle_y: 200,
velocity_x: 5,
velocity_y: 5,
}
}
/// Update the `World` internal state; bounce the circle around the screen.
fn update(&mut self) {
if self.circle_x - CIRCLE_RADIUS <= 0 || self.circle_x + CIRCLE_RADIUS > WIDTH as i16 {
self.velocity_x *= -1;
}
if self.circle_y - CIRCLE_RADIUS <= 0 || self.circle_y + CIRCLE_RADIUS > HEIGHT as i16 {
self.velocity_y *= -1;
}
self.circle_x += self.velocity_x;
self.circle_y += self.velocity_y;
}
/// Draw the `World` state to the frame buffer.
///
/// Assumes the default texture format: `wgpu::TextureFormat::Rgba8UnormSrgb`
fn draw(&self, frame: &mut [u8]) {
for (i, pixel) in frame.chunks_exact_mut(4).enumerate() {
let x = (i % WIDTH as usize) as i16;
let y = (i / WIDTH as usize) as i16;
let d = {
let xd = x as i32 - self.circle_x as i32;
let yd = y as i32 - self.circle_y as i32;
((xd.pow(2) + yd.pow(2)) as f64).sqrt().powi(2)
};
let inside_the_circle = d < (CIRCLE_RADIUS as f64).powi(2);
let rgba = if inside_the_circle {
[0xac, 0x00, 0xe6, 0xff]
} else {
[0x26, 0x00, 0x33, 0xff]
};
pixel.copy_from_slice(&rgba);
}
}
}

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