use std::env; use std::time::Instant; use gilrs::{Button, Gilrs}; use log::debug; use pixels::{Error, Pixels, SurfaceTexture}; use simple_invaders::{Controls, Direction, World, SCREEN_HEIGHT, SCREEN_WIDTH}; use winit::dpi::{LogicalPosition, LogicalSize, PhysicalSize}; use winit::event::{Event, VirtualKeyCode, WindowEvent}; use winit::event_loop::{ControlFlow, EventLoop}; use winit_input_helper::WinitInputHelper; fn main() -> Result<(), Error> { env_logger::init(); let event_loop = EventLoop::new(); let mut input = WinitInputHelper::new(); let mut gilrs = Gilrs::new().unwrap(); // Enable debug mode with `DEBUG=true` environment variable let debug = env::var("DEBUG") .unwrap_or_else(|_| "false".to_string()) .parse() .unwrap_or(false); let (window, surface, width, height, mut hidpi_factor) = create_window("pixel invaders", &event_loop); let surface_texture = SurfaceTexture::new(width, height, surface); let mut pixels = Pixels::new(SCREEN_WIDTH as u32, SCREEN_HEIGHT as u32, surface_texture)?; let mut invaders = World::new(generate_seed(), debug); let mut time = Instant::now(); let mut gamepad = None; event_loop.run(move |event, _, control_flow| { // The one and only event that winit_input_helper doesn't have for us... if let Event::WindowEvent { event: WindowEvent::RedrawRequested, .. } = event { invaders.draw(pixels.get_frame()); pixels.render(); } // Pump the gilrs event loop and find an active gamepad while let Some(gilrs::Event { id, event, .. }) = gilrs.next_event() { let pad = gilrs.gamepad(id); if gamepad.is_none() { debug!("Gamepad with id {} is connected: {}", id, pad.name()); gamepad = Some(id); } else if event == gilrs::ev::EventType::Disconnected { debug!("Gamepad with id {} is disconnected: {}", id, pad.name()); gamepad = None; } } // For everything else, for let winit_input_helper collect events to build its state. // It returns `true` when it is time to update our game state and request a redraw. if input.update(event) { // Close events if input.key_pressed(VirtualKeyCode::Escape) || input.quit() { *control_flow = ControlFlow::Exit; return; } let controls = { // Keyboard controls let mut left = input.key_held(VirtualKeyCode::Left); let mut right = input.key_held(VirtualKeyCode::Right); let mut fire = input.key_pressed(VirtualKeyCode::Space); // Gamepad controls if let Some(id) = gamepad { let gamepad = gilrs.gamepad(id); left = left || gamepad.is_pressed(Button::DPadLeft); right = right || gamepad.is_pressed(Button::DPadRight); fire = fire || gamepad.button_data(Button::South).map_or(false, |button| { button.is_pressed() && button.counter() == gilrs.counter() }); } let direction = if left { Direction::Left } else if right { Direction::Right } else { Direction::Still }; Controls { direction, fire } }; // 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); } // Get a new delta time. let now = Instant::now(); let dt = now.duration_since(time); time = now; // Update the game logic and request redraw invaders.update(&dt, &controls); window.request_redraw(); } }); } /// Create a window for the game. /// /// Automatically scales the window to cover about 2/3 of the monitor height. /// /// # Returns /// /// Tuple of `(window, surface, width, height, hidpi_factor)` /// `width` and `height` are in `LogicalSize` units. fn create_window( title: &str, event_loop: &EventLoop<()>, ) -> (winit::window::Window, pixels::wgpu::Surface, u32, u32, f64) { // Create a hidden window so we can estimate a good default window size let window = winit::window::WindowBuilder::new() .with_visible(false) .with_title(title) .build(&event_loop) .unwrap(); let hidpi_factor = window.hidpi_factor(); // Get dimensions let width = SCREEN_WIDTH as f64; let height = SCREEN_HEIGHT as f64; let (monitor_width, monitor_height) = { let size = window.current_monitor().size(); (size.width / hidpi_factor, size.height / hidpi_factor) }; let scale = (monitor_height / height * 2.0 / 3.0).round(); // Resize, center, and display the window let min_size = PhysicalSize::new(width, height).to_logical(hidpi_factor); let default_size = LogicalSize::new(width * scale, height * scale); let center = LogicalPosition::new( (monitor_width - width * scale) / 2.0, (monitor_height - height * scale) / 2.0, ); window.set_inner_size(default_size); window.set_min_inner_size(Some(min_size)); window.set_outer_position(center); window.set_visible(true); let surface = pixels::wgpu::Surface::create(&window); let size = default_size.to_physical(hidpi_factor); ( window, surface, size.width.round() as u32, size.height.round() as u32, hidpi_factor, ) } /// Generate a pseudorandom seed for the game's PRNG. fn generate_seed() -> (u64, u64) { use byteorder::{ByteOrder, NativeEndian}; use getrandom::getrandom; let mut seed = [0_u8; 16]; getrandom(&mut seed).expect("failed to getrandom"); ( NativeEndian::read_u64(&seed[0..8]), NativeEndian::read_u64(&seed[8..16]), ) }