rust_page_system

Crates.iorust_page_system
lib.rsrust_page_system
version0.3.9
created_at2025-10-18 05:32:49.51774+00
updated_at2025-11-08 19:12:44.185783+00
descriptionRPS - Rust Page System, Is a small, opinionated page/state management system built with Rust and SDL3.
homepage
repositoryhttps://github.com/HaruNashii/RPS
max_upload_size
id1888843
size1,547,954
Haru (HaruNashii)

documentation

README

RPS - Rust Page System

A small, opinionated page/state management system built with Rust and SDL3. This repository contains an example application and a lightweight page manager useful for games, tools, demos, or any SDL-based application that benefits from push/pop page stacks, deterministic update/rendering, and simple resource lifetimes.

This README explains the features, the dependencies you need to build and run the project, how to get started quickly, suggested workflows, and tips for troubleshooting.


Table of contents


Features

  • Lightweight page system for SDL-based Rust apps
    • Push/pop pages (stack-based scene management)
    • Centralized input/event routing to active page(s)
    • Simple render ordering (top-of-stack renders last)
  • Minimal, idiomatic Rust API (designed to be easy to adapt)
  • Example pages in the repository that demonstrate:
    • Simple single Page with Persistent Elements and UserInputText
    • Basic input handling (keyboard / mouse)
    • More complex example with Multiples Pages, Persistent Elements and UserInputText
  • Designed to work with SDL3 (native windowing, events, rendering, textures, fonts, images)

Requirements

  1. Rust toolchain

    • rustup recommended
    • Stable Rust (we recommend Rust 1.70+ or the latest stable release)
  2. SDL3 and optional SDL3 extensions (development headers / libraries)

    • SDL3 (required) — runtime and development headers
    • Optional but recommended:
      • SDL3_image (for loading PNG/JPEG etc.)
      • SDL3_ttf (for TrueType fonts)
      • SDL3_mixer (for audio, if used)
    • Note: You must install the platform-specific development packages for SDL3 and the extensions for the build to link successfully.
  3. Common build tools

    • cargo (comes with rustup)
    • A C toolchain (gcc/clang / build essentials) to link native SDL libraries
    • pkg-config (to link libraries in general)
    • FontConfig (for font use)

If you need the official SDL source and instructions:


Example usage

Below is a example of how a page system might be used. The exact API in the repository may vary slightly; use this as a guide to how the system is intended to behave. for more accurate examples you can see them here

Simple Conceptual Example
use rust_page_system::{
    Button, Renderer,
    misc::{center_elements::get_center, vec::GetOrCreate},
    system::{
        input_handler::InputHandler,
        page_system::{Page, PageData, PersistentElements},
        renderer::RendererConfig,
        state::AppState,
        window::{WindowConfig, create_window, get_monitor_refresh_rate}
    }
};
use sdl3::{pixels::Color, rect::Rect, sys::render::SDL_LOGICAL_PRESENTATION_STRETCH};
use std::{env, rc::Rc, time::Duration};

// use this is you want to embedded any file, currently for rendering sdl3-rust only supports .bmp file
//use include_dir::Dir;
//pub static ASSETS: Dir = include_project_assets!();

//==========================================================================================================================================================================
//=======================================================================# main function recommended setup #===============================================================
//==========================================================================================================================================================================
fn main()
{
    let window_config = WindowConfig {
        window_title: "SimpleExample".to_string(),
        icon: (None, None),
        // Recommended to start with 16:9 aspect ratio
        start_window_size: (800, 450),
        // Recommended to have minimum size with 16:9 aspect ratio
        window_minimum_size: (800, 450),
        resizable: true,
        centered: true,
        // By Default SDL_LOGICAL_PRESENTATION_STRETCH Is Set, Only Setting It Here For Demonstration Purpose
        different_sdl_presentation_mode: Some(SDL_LOGICAL_PRESENTATION_STRETCH),
        font: ("JetBrainsMono".to_string(), Some("Bold".to_string()))
    };
    let mut window_modules = create_window(window_config);

    let mut input_handler = InputHandler::new(true);
    let mut app_state = AppState::new(PageId::Page1, window_modules.canvas.window().size(), window_modules.stretch_mode_status);
    let mut page_data = PageData::new(&app_state);
    let renderer_config = RendererConfig { canvas: window_modules.canvas, texture_creator: &window_modules.texture_creator, ttf_context: &window_modules.ttf_context, font_path: &window_modules.font_path, decrease_color_when_selected: Some((25, 25, 25)), selection_color: Some((0, 0, 200, 125)) };
    let mut renderer = Renderer::new(renderer_config);

    populate_page_data(&mut page_data);

    // Wrap the button_action function in a mutable closure so it can capture
    // additional context if needed. Passing a closure here allows the
    // button handler API to accept additional arguments beyond the default.
    let mut button_action_closure = |app_state: &mut AppState<PageId, ButtonId>, button_id: &ButtonId, page_data: &mut PageData<PageId, ButtonId>| button_action(app_state, button_id, page_data);

    loop
    {
        //using 900 / your_refresh_rate to a very crispy experience
        std::thread::sleep(Duration::from_millis(900 / get_monitor_refresh_rate()));
        app_state.update_window_size(renderer.canvas.window().size().0, renderer.canvas.window().size().1);
        input_handler.handle_input(&mut window_modules.event_pump, &mut window_modules.clipboard_system, &mut page_data, &mut app_state, &mut button_action_closure);
        page_data.create_current_page(&mut app_state);
        renderer.render(&page_data, &mut app_state, &input_handler);
    }
}

//==========================================================================================================================================================================
//===============================================================# can be a different file, like: buttons_actions.rs #======================================================
//==========================================================================================================================================================================
pub fn button_action(app_state: &mut AppState<PageId, ButtonId>, button_id: &ButtonId, app_data: &mut PageData<PageId, ButtonId>)
{
    if !app_state.capturing_input.0
    {
        if &ButtonId::ButtonPage1 == button_id
        {
            app_state.change_current_page(app_data, PageId::Page1, button_id);
            return;
        };
        if &ButtonId::ButtonSubPage == button_id
        {
            app_state.change_current_page(app_data, PageId::Page1SubPage, button_id);
            return;
        };
        if &ButtonId::ButtonBack == button_id
        {
            app_state.change_current_page(app_data, PageId::Page1, button_id);
            return;
        };
        // Non Handle Buttons Will Be Considered User Input Buttons
        app_state.capturing_input = (true, Some(*button_id));
    }
}

//==========================================================================================================================================================================
//===============================================================# can be a different file, like: setup_page_data.rs #======================================================
//==========================================================================================================================================================================
pub fn populate_page_data(page_data: &mut PageData<PageId, ButtonId>)
{
    page_data.push_page_link(Some(vec![(PageId::Page1SubPage, Rc::new(subpage_page1))]), Some(vec![(PageId::Page1, Rc::new(|input: &mut Vec<String>| page_1(input, 13)))]));
}

//==========================================================================================================================================================================
//====================================================================# can be a different file, like: style.rs (or not even exist) #=======================================
//==========================================================================================================================================================================
pub const BACKGROUND_COLOR: Color = Color::RGB(30, 30, 46);
pub const TEXT_COLOR: Color = Color::RGB(255, 255, 255);
pub const SUBTEXT_COLOR: Color = Color::RGB(186, 194, 222);
pub const PURPLE_COLOR: Color = Color::RGB(203, 166, 247);
pub const PINK_COLOR: Color = Color::RGB(243, 139, 168);
pub const ORANGE_COLOR: Color = Color::RGB(250, 179, 135);
pub const BLACK_COLOR: Color = Color::RGB(17, 17, 27);
pub const RED_COLOR: Color = Color::RGB(255, 0, 0);

//==========================================================================================================================================================================
//===============================================================# can be a different file, like: pages.rs #================================================================
//==========================================================================================================================================================================
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
/// Defines The ID for your Pages
pub enum PageId
{
    Persistent,
    Page1,
    Page1SubPage
}
#[derive(Eq, PartialEq, Clone, Copy, Debug)]
#[repr(usize)]
/// Defines The ID for your Buttons
pub enum ButtonId
{
    ButtonPage1,
    ButtonPurpleInputStartPage1,
    ButtonSubPage,
    ButtonBack
}

// Define Your Pages Here:
pub fn persistent_elements(_string: String) -> PersistentElements<PageId, ButtonId>
{
    //"persistent_elements now can also receive extra args without affecting the functionality of the app"
    // like the parsed = _string
    //===================== rects =========================
    let all_rects = vec![(BLACK_COLOR, (Rect::new(0, 0, 1920, 100), 0))];

    //===================== texts =========================
    let all_text = vec![(17.0, (825, 34), "This Is A Persistent Element".to_string(), TEXT_COLOR)];

    //===================== images =========================
    let all_images = vec![((10, 10), (50, 50), format!("{}/.cache/page_system/example_1.jpg", env::home_dir().unwrap().display()))];

    //===================== page creation =========================
    PersistentElements { id: PageId::Persistent, background_color: None, rects: Some(all_rects), buttons: None, texts: Some(all_text), images: Some(all_images) }
}

pub fn page_1(user_input: &mut Vec<String>, _int: i32) -> Page<PageId, ButtonId>
{
    //"pages now can also receive extra args without affecting the functionality of the app"
    // like the parsed = _int
    //===================== variables =========================
    let purple_button_data = get_center((600, 100), (1920, 1080));
    let subpage_button_data = get_center((235, 40), (1920, 1080));

    //===================== buttons =========================
    let all_buttons = vec![Button { enabled: true, color: PURPLE_COLOR, rect: Rect::new(subpage_button_data.pos_x, 150, subpage_button_data.w, subpage_button_data.h), radius: 20, id: ButtonId::ButtonSubPage, has_transition: None }, Button { enabled: true, color: PURPLE_COLOR, rect: Rect::new(purple_button_data.pos_x, purple_button_data.pos_y, purple_button_data.w, purple_button_data.h), radius: 5, id: ButtonId::ButtonPurpleInputStartPage1, has_transition: None }];

    //===================== texts =========================
    let all_text = vec![(18.0, (all_buttons[0].rect.x + 10, all_buttons[0].rect.y + 7), "Go To subpage_page1".to_string(), TEXT_COLOR), (18.0, (all_buttons[1].rect.x + 75, all_buttons[1].rect.y - 25), "Click the Button To Start Getting Input".to_string(), SUBTEXT_COLOR), (25.0, (all_buttons[1].rect.x + 15, all_buttons[1].rect.y + 35), user_input.get_or_create(0), BLACK_COLOR)];

    //===================== page creation =========================
    Page { has_userinput: Some(vec![(PageId::Page1, ButtonId::ButtonPurpleInputStartPage1)]), has_persistent_elements: Some(vec![(PageId::Persistent, Rc::new(|| persistent_elements("a".to_string())))]), id: PageId::Page1, background_color: Some(BACKGROUND_COLOR), rects: None, buttons: Some(all_buttons), texts: Some(all_text), images: None }
}

pub fn subpage_page1() -> Page<PageId, ButtonId>
{
    //===================== buttons =========================
    let all_buttons = vec![Button { enabled: true, color: PINK_COLOR, rect: Rect::new(20, 20, 50, 40), radius: 0, id: ButtonId::ButtonBack, has_transition: None }];

    //===================== texts =========================
    let all_text = vec![(18.0, (all_buttons[0].rect.x + 10, all_buttons[0].rect.y + 7), "<-".to_string(), TEXT_COLOR)];

    //===================== page creation =========================
    Page { has_userinput: None, has_persistent_elements: None, id: PageId::Page1SubPage, background_color: Some(BACKGROUND_COLOR), rects: None, buttons: Some(all_buttons), texts: Some(all_text), images: None }
}

This pattern lets you:

  • Swap entire screens/pages cleanly
  • Keep page-specific state encapsulated
  • Easily implement pause screens, modal dialogs (by stacking pages)

Suggested Project layout

  • Cargo.toml — Rust project configuration
  • assets/ — images, fonts, audio used by examples (if included)
  • src/
    • main.rs — application entrypoint
    • ui/your_pages.rs — page implementations (menu/game/demo)
    • ui/style.rs — style of page elements (buttons/rects/texts)
    • actions/buttons_actions.rs - actions that buttons take when pressed

Development notes & recommended workflow

  • Use cargo clippy
  • When adding features (audio, fonts, etc.), gate them behind Cargo features and document required system dependencies.

Suggested Cargo features (example)

  • features:
    • "image" => enables SDL_image usage
    • "ttf" => enables SDL_ttf usage
    • "audio" => enables SDL_mixer usage

Contributing

  • Fork the repository, create a feature branch, and open a pull request.
  • When opening PRs:
    • Include a short description of the change
    • Always run cargo clippy & cargo fmt (nightly)
  • For larger proposals, open an issue first to discuss the design.

Troubleshooting

Linker errors (cannot find -lSDL3, undefined references)

  • Ensure the SDL3 dev libraries are installed and visible to your linker.
  • On Linux, verify pkg-config can find SDL3: pkg-config --cflags --libs sdl3
  • Set PKG_CONFIG_PATH to the directory where the SDL3 .pc files are installed.

Missing headers at compile time

  • Install the development package (headers). On Debian/Ubuntu that is normally libsdl3-dev (if available) or build SDL3 from source.

Runtime errors on Windows

  • Make sure SDL3 DLLs are either on the PATH or next to the executable.
  • Ensure you built/run with the same runtime (MSVC vs MinGW) as your SDL binaries.

Roadmap / Ideas

  • Deterministic update loop with fixed timestep guidance
  • Resource manager for textures/fonts/sounds
  • Input remapping and configurable controls
  • Add more unit/integration tests for the page manager logic

License

This Project are licensed under the MIT licence. Please see the license file for more information. tl;dr you can do whatever you want. :)


Acknowledgements & References


Commit count: 0

cargo fmt