#![deny(clippy::all)] #![forbid(unsafe_code)] use hypoloop::core::{State, Loop}; use log::error; use pixels::{Error, Pixels, SurfaceTexture}; use winit::dpi::LogicalSize; use winit::event::{Event, VirtualKeyCode}; 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> { env_logger::init(); 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 pixels = { let window_size = window.inner_size(); let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window); Pixels::new(WIDTH, HEIGHT, surface_texture)? }; let mut world = World::new(); // create sim with default configuration let mut sim = Loop::new(); sim.set_update_interval(10); let mut update_logic = move |state: &mut State| { // print information about the current tick's timings state.debug_time(); world.update(state.get_delta_time(), state.get_timescale()); world.draw(pixels.get_frame()); if pixels .render() .map_err(|e| error!("pixels.render() failed: {}", e)) .is_err() { state.pause(); return; } }; // create a closure containing your display logic let mut display_logic = move |state: &mut State| { // Draw the current frame window.request_redraw(); }; sim.init(); event_loop.run(move |event, _, control_flow| { // Handle input events if input.update(&event) { // Close events if input.key_pressed(VirtualKeyCode::Escape) || input.quit() { *control_flow = ControlFlow::Exit; return; } } // step the sim forward sim.step(&mut update_logic, &mut display_logic); }); } 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: 100, velocity_y: 100, } } /// Update the `World` internal state; bounce the box around the screen. fn update(&mut self, delta_time: u32, timescale: f32) { let timestep: f32 = delta_time as f32 / 1000.0 * timescale; 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 as f32 * timestep) as i16; self.box_y += (self.velocity_y as f32 * timestep) as i16; } /// 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); } } }