afd15436d6
- 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
145 lines
4.8 KiB
Rust
145 lines
4.8 KiB
Rust
#![deny(clippy::all)]
|
|
#![forbid(unsafe_code)]
|
|
|
|
use gilrs::{Button, Gilrs};
|
|
use log::{debug, error};
|
|
use pixels::{Error, Pixels, SurfaceTexture};
|
|
use simple_invaders::{Controls, Direction, World, HEIGHT, WIDTH};
|
|
use std::{env, time::Instant};
|
|
use winit::{
|
|
dpi::LogicalSize,
|
|
event::{Event, VirtualKeyCode},
|
|
event_loop::{ControlFlow, EventLoop},
|
|
window::WindowBuilder,
|
|
};
|
|
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 = {
|
|
let size = LogicalSize::new(WIDTH as f64, HEIGHT as f64);
|
|
let scaled_size = LogicalSize::new(WIDTH as f64 * 3.0, HEIGHT as f64 * 3.0);
|
|
WindowBuilder::new()
|
|
.with_title("pixel invaders")
|
|
.with_inner_size(scaled_size)
|
|
.with_min_inner_size(size)
|
|
.build(&event_loop)
|
|
.unwrap()
|
|
};
|
|
|
|
let mut pixels = {
|
|
let window_size = window.inner_size();
|
|
let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
|
|
Pixels::new(WIDTH as u32, 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::RedrawRequested(_) = event {
|
|
invaders.draw(pixels.get_frame());
|
|
if pixels
|
|
.render()
|
|
.map_err(|e| error!("pixels.render() failed: {}", e))
|
|
.is_err()
|
|
{
|
|
*control_flow = ControlFlow::Exit;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// 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 }
|
|
};
|
|
|
|
// Resize the window
|
|
if let Some(size) = input.window_resized() {
|
|
pixels.resize_surface(size.width, size.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();
|
|
}
|
|
});
|
|
}
|
|
|
|
/// 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]),
|
|
)
|
|
}
|