pixels/examples/invaders/main.rs
2019-11-02 15:29:09 -07:00

187 lines
6.3 KiB
Rust

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]),
)
}