Crates.io | pix-engine |
lib.rs | pix-engine |
version | 0.8.0 |
source | src |
created_at | 2020-02-29 23:51:28.964661 |
updated_at | 2023-10-30 22:48:11.114108 |
description | A cross-platform graphics/UI engine framework for simple games, visualizations, and graphics demos. |
homepage | |
repository | https://github.com/lukexor/pix-engine.git |
max_upload_size | |
id | 213998 |
size | 19,605,258 |
📖 Summary - 🌆 Screenshots - 🚀 Getting Started - 🛠️ Features - ⚠️ Known Issues - 💬 Contact
pix_engine
is a cross-platform graphics & UI library for simple games,
visualizations, digital art, and graphics applications written in Rust,
supporting SDL2 (and soon Web-Assembly!) renderers.
The primary goal of this library is to be simple to setup and use for graphics or algorithm exploration and is not meant to be as fully-featured as other, larger graphics libraries.
It is intended to be more than just a toy library, however, and can be used to
drive real applications. The Tetanes NES emulator, for example uses
pix_engine
for rendering, window and event handling.
Some examples of things you can create with pix-engine
:
The current minimum Rust version is 1.67.0
.
First and foremost you'll need Rust installed! Follow the latest directions at https://www.rust-lang.org/learn/get-started.
When building or running applications for a desktop target such as macOS
,
Linux
, or Windows
and not a Web-Assembly target, you must install
SDL2 libraries. Note for windows: You may need to install
Visual Studio C++ Build Tools.
There are several options for installing SDL2
, but these are the most common:
macOS
, a package management tool like apt
for
Linux
or MSVC
for Windows
.For more details and installation options see the rust-sdl2 documentation.
brew install sdl2 sdl2_gfx sdl2_image sdl2_mixer sdl2_ttf
Note: The minimum SDL2
version is 2.0.20
. Some package managers may not have
the latest versions available.
Ubuntu:
sudo apt-get install libsdl2-dev libsdl2-gfx-dev libsdl2-image-dev
libsdl2-mixer-dev libsdl2-ttf-dev
Fedora:
sudo dnf install SDL2-devel SDL2_gfx-devel SDL2_image-devel SDL2_mixer-devel SDL2_ttf-devel
Arch:
sudo pacman -S sdl2 sdl2_gfx sdl2_image sdl2_mixer sdl2_ttf
SDL2
MSVC
development libraries from
https://www.libsdl.org/download-2.0.php e.g. (SDL2-devel-2.0.20-VC.zip
).SDL2_image
, SDL2_mixer
, and SDL2_ttf
MSVC
development libraries from
https://www.libsdl.org/projects/. e.g. (SDL2_image-devel-2.0.5-VC.zip
)..zip
file into a folder.lib\x64\
C:\Users\{Username}\.rustup\toolchains\{current toolchain}\lib\rustlib\{current toolchain}\lib
where {current toolchain}
is likely stable-x86_64-pc-windows-msvc
.
rustup
, See rust-sdl2 for more info on
Windows installation.dll
files:
lib\x64\
cargo
project next to Cargo.toml
.MSVC binaries for SDL2 are also present in this repository under the lib
folder.
Creating a visual or interactive application using pix-engine
requires
implementing only a single method of the PixEngine
trait for your
application: PixEngine::on_update
which gets executed as
often as possible. Within that function you'll have access to a mutable
PixState
object which provides several methods for modifying
settings and drawing to the screen.
PixEngine
provides additional methods that can be implemented to
respond to user events and handle application startup and teardown.
Here's an example application which simply draws a circle following the mouse and renders it white or black depending if the mouse is held down or not:
use pix_engine::prelude::*;
struct MyApp;
impl PixEngine for MyApp {
// Set up application state and initial settings. `PixState` contains
// engine specific state and utility methods for actions like getting mouse
// coordinates, drawing shapes, etc. (Optional)
fn on_start(&mut self, s: &mut PixState) -> PixResult<()> {
// Set the background to GRAY and clear the screen.
s.background(Color::GRAY);
// Change the font family to NOTO and size to 16 instead of using the
// defaults.
s.font_family(Font::NOTO)?;
s.font_size(16);
// Returning `Err` instead of `Ok` would indicate initialization failed,
// and that the application should terminate immediately.
Ok(())
}
// Main update/render loop. Called as often as possible unless
// `target_frame_rate` was set with a value. (Required)
fn on_update(&mut self, s: &mut PixState) -> PixResult<()> {
// Set fill color to black if mouse is pressed, otherwise wite.
if s.mouse_pressed() {
s.fill(color!(0));
} else {
s.fill(color!(255));
}
// Draw a circle with fill color at the mouse position with a radius of
// 80.
let m = s.mouse_pos();
s.circle([m.x(), m.y(), 80])?;
Ok(())
}
// Clean up any state or resources before exiting such as deleting temporary
// files or saving game state. (Optional)
fn on_stop(&mut self, s: &mut PixState) -> PixResult<()> {
Ok(())
}
}
fn main() -> PixResult<()> {
let mut engine = Engine::builder()
.dimensions(800, 600)
.title("MyApp")
.show_frame_rate()
.resizable()
.build()?;
let mut app = MyApp;
engine.run(&mut app)
}
The following features can be added to your Cargo.toml
depending on your
needs. e.g.:
[dependencies.pix-engine]
version = "0.6.0"
default-features = false
features = ["serde"]
serde - Adds serde Serialize
/Deserialize
implementations for all
enums/structs.
backtrace - Enables the backtrace
feature for anyhow, which allows
printing backtraces based on environment variables outlined in
std::backtrace. Useful for debugging.
opengl - Forces sdl2
to use opengl
as its renderer. This feature is
disabled by default, allowing sdl2
to use whichever renderer it defaults to
on the target system. For example, macOS defaults to metal
.
PixState
is the global application context for the entire
pix-engine
lifecycle from setup to teardown. It contains all of the settings
and methods required to draw pixels to the screen, manage windows, textures,
rendering settings, etc. See Creating Your
Application for a brief introduction to the engine
lifecycle methods and examples of using PixState
.
All of the drawing primitives for drawing shapes, text, or UI widgets are all
available on the PixState
instance. Some methods are only
available when the corresponding traits are in scope. Many traits are included
by default in the prelude
.
Some examples:
// Draw a circle at `(x, y)` coordinates`(0, 0)` with a radius of `80`.
s.circle([0, 0, 80])?;
// Draw a rectangle at `(x, y)` coordinates `(10, 20)` with a width `80` and a
// height of `100`.
s.rect([10, 20, 80, 100])?;
There are also several convenience macros for creating shapes that can be used
for drawing, or storing inside a struct
:
// Create a triangle with points at `(x, y)` coordinates `(10, 20)`, `(30, 10)`,
// `(20, 25)`.
let t = tri!([10, 20], [30, 10], [20, 25]);
// Create a 3D point at `(x, y, z)` coordinates `(10, 20, 10)`.
let p = point!(10, 20, 10);
// Create a square at point `p` with a width/height of `100`.
let r = square!(p, 100);
Textures are simple a representation of pixels but have some extra flexibility:
By default, all drawing operations target the primary window canvas. Once drawn, the pixels are static and can only be drawn over. Using textures allows you to create things like draggable elements, popups, animation sprites, etc.
To create a texture:
// Create a texture with a width and height of 256, formatting as RGB with no
// alpha channel. You can also provide `None` as the format which will inherit
// the format of the current window.
let texture_id = s.create_texture(256, 256, PixelFormat::Rgb);
// Draw to the texture. These changes are not visible in the window.
s.set_texture_target(texture_id)?;
s.background(Color::BLACK);
s.text("Hello World!");
s.clear_texture_target();
// Now draw the texture to the current canvas. Specifying `None` as the `src`
// argument means use the entire texture size. The `dst` here is double the
// original texture which has the effect of scaling the texture by 2.
s.texture(texture_id, None, rect!(0, 0, 512, 512))?;
// To clean up unused textures, simply delete them.
s.delete_texture(texture_id)?;
A limited form of audio support is available, with wider support coming soon. By default, an audio queue is available that you can push samples to:
s.resume_audio(); // Audio queue starts in a `Paused` state.
// Some method generating `f32` samples between 0.0 and 1.0
let samples = generate_audio();
s.enqueue_audio(&samples);
There is also an AudioCallback
trait you can
implement for doing callback-based audio generation. See the examples/
folder
for details. Using this callback you can also do limited audio recording and
playback with a microphone.
pix-engine
offers an immediate mode graphical user interface (IMGUI)
library which allows for rapid UI development that is performant and simple to
setup/iterate on. Some limitations:
Much of the API design is inspired by Dear ImGui, but note the following differences:
Tab
/Shift-Tab
cycles focus through interactable elements.Enter
/Return
on an active element simulates clicking on it.Ctrl+Click
(Cmd+Click
on macOS) on a slider or drag box to edit the value
as text.
Tab
/Escape
/Return
exits editing mode.Ctrl+Backspace
(Cmd+Backspace
on macOS) to delete all content.Alt+Backspace
(Option+Backspace
on macOS) to delete a single word.Ctrl+X
(Cmd+X
on macOS) to cut contents to the system clipboard.Ctrl+C
(Cmd+C
on macOS) to copy contents to the system clipboard.Ctrl+V
(Cmd+V
on macOS) to paste contents from the system clipboard.gui
in the examples/
folder to get started.PixState
instance in the PixState::on_update
render loop which is called every frame.PixState::same_line
will shift position to the
right of the previous element.As your application grows, you may find the need to have different views open
simultaneously. This can be done by opening up additional windows to render
into. Each window has it's own canvas, while sharing the global PixState
context settings. The API is very similar to working with textures.
// Create a window with size of 800x600.
let window_id = s
.window()
.dimensions(800, 600)
.title("My Window")
.position_centered()
.build()?;
// Draw to the window. These changes are immediately visible in the window.
s.set_window_target(window_id)?;
s.background(Color::BLACK);
s.fill(Color::RED);
s.text("Hello World!");
s.reset_window_target();
// A user can either close the window with the `X` button, `Ctrl-W`, `Alt-F4`,
// etc. or you can close it programatically.
s.close_window(window_id)?;
Note: One thing to consider when creating and managing widnows is that when a window gets closed, its ID becomes invalid. Attempting to draw in an invalid window will return an error. Thus, most window creation will also require removing invalid window IDs from their application:
fn on_window_event(
&mut self,
_s: &mut PixState,
window_id: WindowId,
event: WindowEvent,
) -> PixResult<()> {
if event == WindowEvent::Close && self.popup_window == Some(window_id) {
self.popup_window = None;
}
Ok(())
}
This library uses the log crate. To leverage
logging in your application, choose one of the supported logger implementations
and initialize it in your main
function.
Example using env_logger:
fn main() -> PixResult<()> {
env_logger::init();
let mut engine = Engine::builder()
.dimensions(800, 600)
.title("MyApp")
.build()?;
let mut app = MyApp;
engine.run(&mut app)
}
See the github issue tracker.
Licensed under either of
at your option.
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.
For issue reporting, please use the github issue tracker. You can also contact me directly at https://lukeworks.tech/contact/.
This has been a true passion project for several years and I can't thank the open source community enough for the all the amazing content and support.
A special shout out to the following projects which heavily inspired the implementation and evolution of this crate: