#![deny(clippy::all)] #![forbid(unsafe_code)] use pixels::{wgpu::Surface, Error, Pixels, SurfaceTexture}; use winit::dpi::LogicalSize; use winit::event::{Event, VirtualKeyCode, WindowEvent}; use winit::event_loop::{ControlFlow, EventLoop}; use winit::window::WindowBuilder; use winit_input_helper::WinitInputHelper; const WIDTH: u32 = 320; const HEIGHT: u32 = 240; const BOX_SIZE: i16 = 64; /// Representation of the application state. In this example, a box will bounce around the screen. struct World { box_x: i16, box_y: i16, velocity_x: i16, velocity_y: i16, } fn main() -> Result<(), Error> { let event_loop = EventLoop::new(); let mut input = WinitInputHelper::new(); let window = { let size = LogicalSize::new(WIDTH as f64, HEIGHT as f64); WindowBuilder::new() .with_title("Hello Pixels") .with_inner_size(size) .with_min_inner_size(size) .build(&event_loop) .unwrap() }; let mut hidpi_factor = window.hidpi_factor(); let mut pixels = { let surface = Surface::create(&window); let surface_texture = SurfaceTexture::new(WIDTH, HEIGHT, surface); Pixels::new(WIDTH, HEIGHT, surface_texture)? }; let mut world = World::new(); event_loop.run(move |event, _, control_flow| { // Draw the current frame if let Event::WindowEvent { event: WindowEvent::RedrawRequested, .. } = event { world.draw(pixels.get_frame()); pixels.render(); } // Handle input events if input.update(event) { // Close events if input.key_pressed(VirtualKeyCode::Escape) || input.quit() { *control_flow = ControlFlow::Exit; return; } // Adjust high DPI factor if let Some(factor) = input.hidpi_changed() { hidpi_factor = factor; } // Resize the window if let Some(size) = input.window_resized() { let size = size.to_physical(hidpi_factor); let width = size.width.round() as u32; let height = size.height.round() as u32; pixels.resize(width, height); } // Update internal state and request a redraw world.update(); window.request_redraw(); } }); } impl World { /// Create a new `World` instance that can draw a moving box. fn new() -> Self { Self { box_x: 24, box_y: 16, velocity_x: 1, velocity_y: 1, } } /// Update the `World` internal state; bounce the box around the screen. fn update(&mut self) { if self.box_x < 0 || self.box_x + BOX_SIZE >= WIDTH as i16 { self.velocity_x *= -1; } if self.box_y < 0 || self.box_y + BOX_SIZE >= HEIGHT as i16 { self.velocity_y *= -1; } self.box_x += self.velocity_x; self.box_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 inside_the_box = x >= self.box_x && x < self.box_x + BOX_SIZE && y >= self.box_y && y < self.box_y + BOX_SIZE; let rgba = if inside_the_box { [0x5e, 0x48, 0xe8, 0xff] } else { [0x48, 0xb2, 0xe8, 0xff] }; pixel.copy_from_slice(&rgba); } } }