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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@ -27,6 +27,7 @@ Rapidly prototype a simple 2D game, pixel-based animations, software renderers,
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- [Dear ImGui example with `winit`](./examples/imgui-winit)
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- [Minimal example with SDL2](./examples/minimal-sdl2)
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- [Minimal example with `winit`](./examples/minimal-winit)
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- [Minimal example with `fltk`](./examples/minimal-fltk)
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- [Pixel Invaders](./examples/invaders)
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- [`raqote` example](./examples/raqote-winit)
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examples/minimal-fltk/Cargo.toml
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examples/minimal-fltk/Cargo.toml
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[package]
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name = "minimal-fltk"
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version = "0.1.0"
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authors = ["Jay Oster <jay@kodewerx.org>"]
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edition = "2018"
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publish = false
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[features]
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optimize = ["log/release_max_level_warn"]
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default = ["optimize"]
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[dependencies]
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fltk = { version = "0.14", features = ["no-pango"] }
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env_logger = "0.7.1"
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log = "0.4.8"
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pixels = { path = "../.." }
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examples/minimal-fltk/README.md
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examples/minimal-fltk/README.md
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# Hello Pixels
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![Hello Pixels](../../img/minimal-fltk.png)
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Minimal example with fltk.
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## Running
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```bash
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cargo run --release --package minimal-fltk
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```
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## About
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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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examples/minimal-fltk/src/main.rs
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examples/minimal-fltk/src/main.rs
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#![deny(clippy::all)]
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#![forbid(unsafe_code)]
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#![cfg_attr(not(debug_assertions), windows_subsystem = "windows")]
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use fltk::{app, prelude::*, window::Window};
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use log::error;
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use pixels::{Error, Pixels, SurfaceTexture};
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use std::{thread, time::Duration};
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const WIDTH: u32 = 600;
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const HEIGHT: u32 = 400;
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const CIRCLE_RADIUS: i16 = 64;
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const SLEEP: u64 = 16;
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/// Representation of the application state. In this example, a circle will bounce around the screen.
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struct World {
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circle_x: i16,
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circle_y: i16,
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velocity_x: i16,
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velocity_y: i16,
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}
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fn main() -> Result<(), Error> {
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env_logger::init();
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let app = app::App::default();
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let mut win = Window::default()
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.with_size(WIDTH as i32, HEIGHT as i32)
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.with_label("Hello Pixels");
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win.end();
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win.make_resizable(true);
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win.show();
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let mut pixels = {
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let surface_texture = SurfaceTexture::new(WIDTH, HEIGHT, &win);
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Pixels::new(WIDTH, HEIGHT, surface_texture)?
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};
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let mut world = World::new();
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while app.wait() {
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// Update internal state
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world.update();
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// Draw the current frame
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world.draw(pixels.get_frame());
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if pixels
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.render()
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.map_err(|e| error!("pixels.render() failed: {}", e))
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.is_err()
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{
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app.quit();
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}
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win.redraw();
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// Calls to redraw in the event loop require an explicit sleep
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thread::sleep(Duration::from_millis(SLEEP));
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}
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Ok(())
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}
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impl World {
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/// Create a new `World` instance that can draw a moving circle.
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fn new() -> Self {
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Self {
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circle_x: 300,
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circle_y: 200,
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velocity_x: 5,
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velocity_y: 5,
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}
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}
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/// Update the `World` internal state; bounce the circle around the screen.
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fn update(&mut self) {
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if self.circle_x - CIRCLE_RADIUS <= 0 || self.circle_x + CIRCLE_RADIUS > WIDTH as i16 {
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self.velocity_x *= -1;
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}
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if self.circle_y - CIRCLE_RADIUS <= 0 || self.circle_y + CIRCLE_RADIUS > HEIGHT as i16 {
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self.velocity_y *= -1;
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}
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self.circle_x += self.velocity_x;
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self.circle_y += self.velocity_y;
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}
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/// Draw the `World` state to the frame buffer.
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///
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/// Assumes the default texture format: `wgpu::TextureFormat::Rgba8UnormSrgb`
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fn draw(&self, frame: &mut [u8]) {
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for (i, pixel) in frame.chunks_exact_mut(4).enumerate() {
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let x = (i % WIDTH as usize) as i16;
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let y = (i / WIDTH as usize) as i16;
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let d = {
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let xd = x as i32 - self.circle_x as i32;
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let yd = y as i32 - self.circle_y as i32;
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((xd.pow(2) + yd.pow(2)) as f64).sqrt().powi(2)
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};
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let inside_the_circle = d < (CIRCLE_RADIUS as f64).powi(2);
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let rgba = if inside_the_circle {
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[0xac, 0x00, 0xe6, 0xff]
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} else {
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[0x26, 0x00, 0x33, 0xff]
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};
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pixel.copy_from_slice(&rgba);
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}
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}
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}
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BIN
img/minimal-fltk.png
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img/minimal-fltk.png
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