Commit graph

59 commits

Author SHA1 Message Date
Aggelos Tselios 295139a412
Make Rust standard library optional (WIP) (#342)
* Remove `std` dependency.

* Format code with `cargo fmt`.
2023-03-16 15:13:36 -07:00
Jay Oster 899e27bafa
Remove get_ and set_ prefixes from public APIs (#341)
This renames:

- `get_frame` to `frame`
- `get_frame_mut` to `frame_mut`
- `set_clear_color` to `clear_color`

Which more closely follows convention set by the standard library et al.
2023-03-09 19:42:57 -08:00
Jay Oster bf296a455e
Remove unused dependencies (cargo-machete) (#331)
* Add cargo-machete to CI Lints
2023-01-09 10:47:42 -08:00
Jay Oster 6f4fa6c967
Fix invalid texture sizes (#250)
- Makes methods fallible when they create textures.
- Correctly handle window resize in fltk example.
- TODO: tests
- Closes #240
2022-12-17 20:21:28 -08:00
Jay Oster 5c2985f1b6
Update all dependencies in the workspace (#323) 2022-12-17 17:35:02 -08:00
David Cristofaro e8d5cf3ebc
Bump wgpu from 0.13 to 0.14 (#320)
* feat(wgpu): upgrade wgpu from 13 to 14

* Address feedback

* Bump tao in `minimal-tao` example

* Bump fltk in `minimal-fltk` example

* Bump egui in `minimal-egui` example

* Bump MSRV to `1.65`

* Bump crates in `imgui-winit` example

* Delete `minimal-sdl2` example

* Fix clippy lints

* Update examples/minimal-egui/src/gui.rs

Co-authored-by: Zageron <hello@zageron.ca>
Co-authored-by: Jay Oster <jay@kodewerx.org>
2022-12-17 13:50:11 -08:00
Jay Oster a2c639823f
Update winit 0.27 (#302)
* Update winit 0.27

Closes #292

This _does not_ update `winit` in the `imgui-winit` example. See https://github.com/parasyte/pixels/pull/302#issuecomment-1264483040 for discussion.
2022-10-01 14:27:21 -07:00
Alex 0b380b637d
Allow accessing frame on immutable buffer (#288)
* Allow accessing frame on immutable buffer

* Rename `get_frame` to `get_frame_mut`

* Use `get_frame_mut` in examples
2022-08-14 15:44:23 -07:00
Jay Oster adaa469ad9
Update gilrs (#280) 2022-06-13 09:24:59 -07:00
Jay Oster 5c1600926e
Update dependencies (#272)
* Update dependencies

- Closes #270

* Unify controls in Invaders example

The fire button on gamepads was allowing trapid fire when holding the
button. Keyboard controls required the fire key to be released between
each shot fired. This commit fixes the difference by making the gamepad
fire button act like the keyboard fire key.
2022-04-25 05:04:51 -07:00
Jay Oster 2e7c822091
Fix CI with latest nightly Clippy (#271) 2022-04-25 03:48:35 -07:00
Jay Oster 3968c9748a
Fix delta time in the invaders example (#252)
- Minor rewrite of the winit integration using the `game-loop` crate for
  fixed time-step updates.
- Updates are now handled at 240 fps, regardless of frame rate.
- Frame rate is capped at 240 fps.
- Adds a pause key.
- Closes #11
2022-01-08 10:44:52 -08:00
Jay Oster afd15436d6
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
2022-01-08 04:57:23 -08:00
Jay Oster c1962ae35c
Update dependencies (#230)
* Move to Edition 2021
* Update `wgpu`, `raw-window-handle`, and all dependencies for the examples
* Update MSRV
* Closes #244
2021-12-31 14:57:57 -08:00
Jay Oster b15854b4d1
Clippy (#233) 2021-12-04 10:00:58 -08:00
Jay Oster 0e6c5286ff
Update line_drawing (#211) 2021-10-08 13:06:48 -07:00
Jay Oster 210b373882
Add resolver = "2" to all examples (#192)
- These are ignored, but it should prevent copy-pasta errors from users
2021-09-01 21:48:51 -07:00
Jay Oster 303f1d90f5
Prepare 0.5.0 (#183)
* Prepare 0.5.0

* Update dependencies
2021-07-17 08:57:25 -07:00
Jay Oster c4df23f65d
Update to wgpu 0.9 (#179)
* Update to wgpu 0.9

* Fix validation error in WGSL shader

- This moves the hardcoded vertex positions and texture coordinates to
  the vertex buffer.
- Replaces the two-triangle quad to 1 full-screen triangle (fixes #180)
- Rewrites the custom shader example to fix a bug with large surface
  textures;
  - The input texture size was used for the output texture, causing the
    purple rectangle to appear very jumpy on large displays in full screen.
- The `ScalingRenderer` now exposes its clipping rectangle. The custom
  shader example uses this for its own clipping rectangle, but it can
  also be used for interacting with the border in general.

* Switch to `wgpu::include_wgsl!()`

- This is a nice little simplification.
- Thanks to @JMS55 for the suggestion!
2021-06-27 11:09:29 -07:00
Jay Oster b76ae1f7bc
Update winit to 0.25 (#168)
- Update winit
- Update egui_winit_platform
- Update imgui_winit_support
- Fix hyperlink and resize in `egui-winit` example
2021-05-29 02:18:48 -07:00
Jay Oster 9bfed17a7f
Various fixes (#154)
* Cargo clippy

* Fix typo
2021-03-29 00:52:43 -07:00
Jay Oster 8071f34a1f
Rename resize to resize_surface (#149)
- Also cleanup documentation.
- Workaround FLTK window resize issues by disabling resizability.
2021-03-09 04:15:24 -08:00
Jay Oster 0a893d6eff
Update all dependencies (#130) 2021-01-05 18:20:36 -08:00
Jay Oster f85145d774
Test all crates in the workspace (#127)
* Test all crates in the workspace

* Fix tests for Rust 1.41.0
2020-12-10 20:00:13 -08:00
Jay Oster d425cfee7f
Clippy (#126)
Changes `Rc<Vec<u8>>` to `Rc<[u8]>`. See: https://rust-lang.github.io/rust-clippy/master/index.html#rc_buffer
2020-12-10 19:28:54 -08:00
Jay Oster 265ba2e5b3
Render API v2 (#112)
* WIP: Render API v2

* Fix doctests

* Expose all of PixelsContext (#110)

* Fix ScalingRenderer::new() taking &mut Device

* Replace getters with direct access to &mut PixelsContext

* Fix wrong reference type

* Fix unneeded mut

* Remove unnecessary mutable borrow, resurrect the shorter getter methods

* Initial port to wgpu master (0.6)
Surface creation is broken (see examples)
Does not support compressed textures

* Fix SurfaceTexture and examples

* Add support for compressed texture formats

* resize doesn't need mutability

* Update documentation

* Update wgpu

* Prepare release

* Goodbye Travis! Thanks for all the fish

Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2020-08-20 16:49:19 -07:00
Jay Oster b5b55c43f7
Add feature flag to enable all log levels in examples (#98)
- Adds extra troubleshooting documentation to the README
2020-07-18 23:00:26 -07:00
Jay Oster b397eb4e48
Change Vsync setting to use Fifo present mode (#93)
And add a method to set `Mailbox` or other explicit modes.

Closes #88
2020-07-17 16:34:54 -07:00
Jay Oster 91db963490
Fix panic in winit examples when pixels.render() returns Error (#70) 2020-04-13 20:38:51 -07:00
Jay Oster 9de2383712
Fix dependency bloat (#67)
* Move all examples to individual crates

* CI: Add libsdl2

* Use Ubuntu bionic for updated libsdl; 2.0.8

* Clippy

* libudev-dev is a dependency of libsdl2-dev

* Clippy

* Remove unnecessary dev-dependency

* `winit` is actually used in unit tests

* Fix a typo

* Move `simple-invaders` crate
2020-04-13 10:12:18 -07:00
Bernardo Meurer 246375f0e9
treewide: bump dependencies (#60) 2020-04-12 23:13:40 -07:00
Jay Oster 8061ce0ea4
Reorganize dependencies (#46)
* Reorganize dependencies

* Enable logging in the minimal-winit example

* Fix a very minor bug in the minimal-winit example
2019-11-19 19:37:36 -08:00
Jay Oster 98983d201d Fix doc comment 2019-11-06 23:15:28 -08:00
Jay Oster d56625577d
Update READMEs (#42) 2019-11-06 22:37:16 -08:00
Jay Oster a92adf1b12
Add explicit clippy deny all, and forbid unsafe code (where possible) (#38) 2019-11-06 21:16:25 -08:00
Jay Oster 28f927e153
Switch from rand_core to randomize (#31)
- For #7
2019-11-02 15:29:09 -07:00
Jay Oster 7844c15a77
Add gamepad support (#28)
* Add gamepad support

* Try to fix the build
2019-10-28 01:03:03 -07:00
Jay Oster 6392ff9481
Fix syntax in the example (#27)
- This works because `wgpu` is a dependency for `pixels`
- But this example should be demonstrating how to ony depend on `pixels` ... And whatever windowing system and event-loop you might want.
2019-10-27 20:27:42 -07:00
Jay Oster 8bebb29a06
Fix screen scaling when window is resized (#25)
* Refactor window creation and size handling

* Require pixel aspect ratio to be > 0

* Fix screen scaling when window is resized

- Ensure the screen retains its correct pixel aspect ratio
- Updated public API on `RenderPass` ... this will continue to be unstable until the initial release
- Add build instructions for the internal shaders
2019-10-27 16:35:22 -07:00
Jay Oster cc04f14a3d
Controls should not be mutable (#24) 2019-10-26 22:03:12 -07:00
Jay Oster 31225385c7
Improve syntax slightly when handling RedrawRequested (#23) 2019-10-23 19:31:42 -07:00
Jay Oster 8801bad58a
Update public API to provide &mut [u8] instead of accepting &[u8] from the app (#22)
- Closes #19
2019-10-21 23:17:58 -07:00
Jay Oster b18690f19f
Clean up event handling with winit_input_helper (#21)
* Clean up event handling with winit_input_helper

- Closes #20

* QoL improvements
2019-10-21 22:34:12 -07:00
Jay Oster ea4e2aafc1
Track hidpi_factor, and properly round the physical pixel size (#15) 2019-10-15 01:09:33 -07:00
Jay Oster 6f0b1e0102
Support resize (#12)
- `Pixels` now takes ownership of the `Surface`. Deal with it. CBF to mess around with weird static lifetime requirements that don't make sense.
2019-10-14 22:17:42 -07:00
Jay Oster 076e4e519e
Implement collision detection (#8)
* Implement collision detection

* Minor cleanups.

* Add laser/player collisions

* Add laser collision with bullets and fix fire button repeating

* Add basic shield collisions

* Refactor collision and debug

* Simplify collision and debug by not tracking laser indices

- We don't care about which laser collided, because they get destroyed immediately.

* Don't track laser indicies against bullets either

* DRY and docs

* Adjust the fleet bounding box as invaders are shot
2019-10-13 19:48:20 -07:00
Jay Oster a793787292 Update README 2019-10-13 18:35:47 -07:00
Jay Oster b6fcf803e7
Invader AI (#6)
* WIP: Invader AI

- Adds debug mode for visualizing bounding boxes
- Adds rectangle and line drawing (for debug mode)
- Invaders move as a close approximation to the original game
- TODO: Demonstrates that the blit function needs to ignore black pixels (or "transparency")
- TODO: The invader movement code is really bad

* clippy and fmt

* Refactor Invader movement

* Support "transparency" in blit function

* Scale player movement to 60 pixels per second, regardless of frame rate.

* Add assertions in blit to prevent drawing out of bounds

* Add bullets, shoot with space

* Add lasers, and improve the bullet animation a little bit

* fmt
2019-10-12 14:26:47 -07:00
Jay Oster d0a16f9a71
Add player controls and shields (#4) 2019-10-08 00:35:53 -07:00
Jay Oster 348533ee9a Add delta time steps and a placeholder for control inputs 2019-10-07 01:00:33 -07:00