Crates.io | pix-win-loop |
lib.rs | pix-win-loop |
version | 0.4.0 |
source | src |
created_at | 2023-12-23 10:46:16.079058 |
updated_at | 2024-01-04 10:42:55.425944 |
description | Windowing (using `winit`), nice input handling and frame-rate-independent game loop all wrapped up in a neat little package. Custom rendering support (`pixels` and `softbuffer` are available out of the box with a flick of a feature) |
homepage | |
repository | https://github.com/Solar-Falcon/pix-win-loop |
max_upload_size | |
id | 1078994 |
size | 7,804 |
GPU pixel buffer (using pixels
), windowing (using winit
), nice input handling and frame-rate-independent game loop all wrapped up in a neat little package.
The game loop is based on https://gafferongames.com/post/fix_your_timestep.
The 'win-loop' part of the crate has moved on to the (unexpectedly named) win-loop
crate in case you want to use another rendering, but want to keep the game loop.
pix-win-loop
v0.3.0 and further uses win-loop
, but still keeps the 0.2 API.
use pix_win_loop::*;
struct Application;
impl App for Application {
fn update(&mut self, ctx: &mut Context) -> Result<()> {
if ctx.input.is_logical_key_pressed(NamedKey::Escape) {
ctx.exit();
}
Ok(())
}
fn render(&mut self, pixels: &mut Pixels, _blending_factor: f64) -> Result<()> {
// do rendering using pixels.
let mut frame = pixels.frame_mut();
// draw a 400x12 green line
for pixel in frame.chunks_exact_mut(4).take(PIX_WIDTH as usize * 12) {
pixel[1] = 255;
pixel[3] = 255;
}
// you can use pixels.render_with() for custom rendering
pixels.render()?;
Ok(())
}
}
const PIX_WIDTH: u32 = 400;
const PIX_HEIGHT: u32 = 300;
fn main() -> Result<()> {
let window_builder = WindowBuilder::new()
.with_title("win-pix-loop example")
.with_inner_size(PhysicalSize::new(800, 600));
// Pixel buffer will be scaled to the window size.
// So e.g. this will result in 2x scaling.
let pixel_buffer_size = PhysicalSize::new(PIX_WIDTH, PIX_HEIGHT);
// Minimum time between updates.
// See https://gafferongames.com/post/fix_your_timestep.
let target_frame_time = Duration::from_secs_f32(1. / 120.); // 120 fps
// Maximum time between updates.
// The real time can still exceed this value.
// See https://gafferongames.com/post/fix_your_timestep.
let max_frame_time = Duration::from_secs_f32(0.1);
pix_win_loop::start(window_builder, Application, pixel_buffer_size, target_frame_time, max_frame_time)
}