extern crate sdl2; use sdl2::pixels::PixelFormatEnum; use sdl2::rect::Rect; use sdl2::event::Event; use sdl2::keyboard::Keycode; pub fn main() -> Result<(), String> { let sdl_context = sdl2::init()?; let video_subsystem = sdl_context.video()?; let window = video_subsystem.window("rust-sdl2 demo: Video", 800, 600) .position_centered() .opengl() .build() .map_err(|e| e.to_string())?; let mut canvas = window.into_canvas().build().map_err(|e| e.to_string())?; let texture_creator = canvas.texture_creator(); let mut texture = texture_creator.create_texture_streaming(PixelFormatEnum::IYUV, 256, 256) .map_err(|e| e.to_string())?; // Create a U-V gradient texture.with_lock(None, |buffer: &mut [u8], pitch: usize| { // `pitch` is the width of the Y component // The U and V components are half the width and height of Y let w = 256; let h = 256; // Set Y (constant) for y in 0..h { for x in 0..w { let offset = y*pitch + x; buffer[offset] = 128; } } let y_size = pitch*h; // Set U and V (X and Y) for y in 0..h/2 { for x in 0..w/2 { let u_offset = y_size + y*pitch/2 + x; let v_offset = y_size + (pitch/2 * h/2) + y*pitch/2 + x; buffer[u_offset] = (x*2) as u8; buffer[v_offset] = (y*2) as u8; } } })?; canvas.clear(); canvas.copy(&texture, None, Some(Rect::new(100, 100, 256, 256)))?; canvas.present(); let mut event_pump = sdl_context.event_pump()?; 'running: loop { for event in event_pump.poll_iter() { match event { Event::Quit {..} | Event::KeyDown { keycode: Some(Keycode::Escape), .. } => { break 'running }, _ => {} } } // The rest of the game loop goes here... } Ok(()) }