* Update GitHub Actions
- actions-rs is unmaintained.
- See: https://github.com/actions-rs/toolchain/issues/216
- Enable rust-cache
- Cargo.lock was removed in #63 but it's necessary for reproducible builds in CI.
- The lock file is ignored by dependents.
- Our separate `pixels-ci-rust-version` repo also ignores it, so CI will still be able to tell us if the crate build ever breaks due to unlocked dependencies.
- See the `rust-version` job in ci.yml.
* 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>
- This version is different from the MSRV. It specifies the minimum
version required to build the crate and its direct dependencies.
- Add a CI step for building the crate alone with the oldest version
possible.
- See MSRV.md for the policy and minimal version supported by CI,
including all example code.
- Update all actions to checkout/v3
* 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.
- 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
- 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
- Closes#235
- Now using alpha blending (non-premultiplied) in the scaling renderer
so that the clear color can be blended with the texture. This can be
made configurable, but we'll go with this for now.
* Fix half-pixel offsets in scaling renderer
- This bug was very subtle. It can be hard to notice!
- Context: When the scaling renderer transformation matrix is created,
it needs to center the image within the border.
- The previous code always evaluated the translation to (0, 0)
- This PR makes half-pixel adjustments to the translation when needed,
making it impossible to rasterize the texture on a half-pixel
boundary.
- I spotted this while working on pixel-aspect-ratio support, but it can
most easily be witnessed in the `conway` example by grabbing the top
or bottom resize handle on the window and slow dragging it up and down
by 1-pixel-at-a-time. When you hit a half-pixel bug the entire texture
will change slightly; some pixels will become hidden or duplicated.
* Bump MSRV