Struct ascii_forge::window::Window

source ·
pub struct Window { /* private fields */ }
Expand description

The main window behind the application. Represents the terminal window, allowing it to be used similar to a buffer, but has extra event handling.

use ascii_forge::prelude::*;

let mut window = Window::init()?;

render!(
    window,
    [
        (10, 10) => "Element Here!"
    ]
)

Implementations§

source§

impl Window

source

pub fn new(io: Stdout) -> Result<Self>

Creates a new window from the given stdout. Please prefer to use init as it will do all of the terminal init stuff.

source

pub fn new_inline(io: Stdout, height: u16) -> Result<Self>

Creates a new window built for inline using the given Stdout and height.

source

pub fn init_inline(height: u16) -> Result<Self>

Initializes a window that is prepared for inline rendering. Height is the number of columns that your terminal will need.

Examples found in repository?
examples/confirmation.rs (line 5)
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pub fn confirmation() -> io::Result<bool> {
    let mut window = Window::init_inline(1)?;

    loop {
        render!(window, [vec2(0, 0) => "Are You Sure? (`Y` / `N`)"]);

        if window.code(KeyCode::Char('y')) || window.code(KeyCode::Char('Y')) {
            return Ok(true);
        }
        if window.code(KeyCode::Char('n')) || window.code(KeyCode::Char('N')) {
            return Ok(false);
        }

        // Update the window
        window.update(Duration::from_millis(1000))?;
    }
}
More examples
Hide additional examples
examples/inline.rs (line 8)
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fn progress_bar() -> io::Result<()> {
    let mut window = Window::init_inline(2)?;

    let timer = SystemTime::now();
    let duration = Duration::from_secs(3);

    // The Inline Render Loop
    loop {
        // Render's the Window and captures events
        window.update(Duration::ZERO)?;

        let amount_done = SystemTime::now().duration_since(timer).unwrap();

        let percent = amount_done.as_secs_f64() / duration.as_secs_f64();

        if percent >= 1.0 {
            break;
        }

        let x = (window.size().x as f64 * percent).round() as u16;

        // Create the progress bar text
        let text_green = "|".repeat(x as usize).green();
        let text_red = "|".repeat((window.size().x - x) as usize).red();

        // Render the Progress Bar
        render!(window, [
            vec2(0, 1) => text_green,
            vec2(x, 1) => text_red,
            vec2(0, 0) => "Progress"
        ]);

        // End the loop if key is pressed early
        if window.key(KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL)) {
            break;
        }
    }

    window.restore()
}
source

pub fn init() -> Result<Self>

Initializes the window, and returns a new Window for your use.

Examples found in repository?
examples/space_invaders.rs (line 164)
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pub fn main() -> io::Result<()> {
    // Create the window, and ask the engine to catch a panic
    let mut window = Window::init()?;
    handle_panics();

    // Run the application
    // Store the result so restore happens no matter what.
    let result = app(&mut window);

    // Restore the previous screen on the terminal
    // Since a print statement will come after this, we want to restore the window.
    window.restore()?;

    // Now check if error
    let result = result?;

    // Print Exit Message
    println!("{}", result);
    Ok(())
}
More examples
Hide additional examples
examples/event_visualizer.rs (line 7)
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fn main() -> Result<(), Box<dyn Error>> {
    let mut event = Event::FocusGained;
    let mut window = Window::init()?;

    if !window.supports().keyboard() {
        window.restore()?;
        eprintln!("This game does not support this terminal.\nIf Curious, look up terminals that support the kitty keyboard protocol");
        return Err("Terminal Unsupported".into());
    }

    loop {
        window.update(Duration::ZERO)?;

        if let Some(new_event) = window.event() {
            event = new_event.clone();
        }

        render!(
            window, [
                vec2(0, 20) => "To Quit, Press Ctrl + C".red(),
                vec2(0, 0) => format!("{:#?}", event).replace('\t', "   "),
            ]
        );

        if window.key(KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL)) {
            break;
        }
    }

    Ok(())
}
examples/simple.rs (line 7)
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fn main() -> io::Result<()> {
    // Will init the window for you, handling all required procedures.
    let mut window = Window::init()?;

    // Ask the system to handle panics for us.
    handle_panics();

    loop {
        // Ask the window to draw, handle events, and fix sizing issues.
        // Duration is the time for which to poll events before re-rendering.
        window.update(Duration::from_millis(200))?;

        // Render elements to the window
        render!(window, [
            vec2(0, 0) => "Hello World!",
            vec2(0, 1) => "Press `Enter` to exit!".red(),
        ]);

        // Check if the Enter Key was pressed, and exit the app if it was.
        if window.code(KeyCode::Enter) {
            break;
        }
    }

    // Restore the window, enabling the window to function normally again
    // If nothing will be run after this, once the window is dropped, this will be run implicitly.
    window.restore()
}
source

pub fn buffer(&self) -> &Buffer

Returns the active Buffer, as a reference.

source

pub fn buffer_mut(&mut self) -> &mut Buffer

Returns the active Buffer, as a mutable reference.

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pub fn swap_buffers(&mut self)

Swaps the buffers, clearing the old buffer. Used automatically by the window’s update method.

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pub fn size(&self) -> Vec2

Returns the current known size of the buffer’s window.

Examples found in repository?
examples/space_invaders.rs (line 43)
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    pub fn alive(&self, window: &Window) -> bool {
        self.loc.1 >= 2.0 && self.loc.1 < (window.size().y - 2) as f32
    }
}

pub struct Player<E: Render> {
    loc: Vec2,
    element: E,
    input: i32,
}

impl<E: Render> Player<E> {
    pub fn new(window: &Window, element: E) -> Self {
        Self {
            loc: vec2(window.size().x / 2, window.size().y - 3),
            input: 0,
            element,
        }
    }

    pub fn draw(&self, window: &mut Window) {
        render!(window, [
            self.loc => self.element
        ])
    }

    pub fn update(&mut self, window: &mut Window) {
        if window.key(KeyEvent::new_with_kind(
            KeyCode::Right,
            KeyModifiers::NONE,
            KeyEventKind::Press,
        )) {
            self.input = 1;
        } else if window.key(KeyEvent::new_with_kind(
            KeyCode::Right,
            KeyModifiers::NONE,
            KeyEventKind::Release,
        )) {
            self.input = self.input.min(0);
        }
        if window.key(KeyEvent::new_with_kind(
            KeyCode::Left,
            KeyModifiers::NONE,
            KeyEventKind::Press,
        )) {
            self.input = -1;
        } else if window.key(KeyEvent::new_with_kind(
            KeyCode::Left,
            KeyModifiers::NONE,
            KeyEventKind::Release,
        )) {
            self.input = self.input.max(0);
        }

        self.loc.x = (self.loc.x as i32 + self.input).clamp(0, window.size().x as i32) as u16;
    }

    pub fn hit<R: Render>(&mut self, projectiles: &[Projectile<R>]) -> bool {
        projectiles.iter().any(|x| x.draw_loc() == self.loc)
    }
}

pub struct Enemy<E: Render> {
    loc: Vec2,
    right: bool,
    element: E,
    score: u32,
}

impl<E: Render> Enemy<E> {
    pub fn new(loc: Vec2, element: E, score: u32) -> Self {
        Self {
            loc,
            right: true,
            element,
            score,
        }
    }

    pub fn draw(&mut self, window: &mut Window) {
        render!(
            window, [
                self.loc => self.element
            ]
        );
    }

    pub fn hit<R: Render>(&mut self, projectiles: &[Projectile<R>]) -> bool {
        projectiles.iter().any(|x| {
            let loc = x.draw_loc();
            loc.y == self.loc.y && ((loc.x)..=(loc.x + 2)).contains(&self.loc.x)
        })
    }

    pub fn enemy_move(&mut self, window: &Window) -> bool {
        if self.loc.y >= window.size().y - 4 {
            true
        } else {
            match self.right {
                true => {
                    self.loc.x += 1;
                    if self.loc.x >= window.size().x {
                        self.right = false;
                        self.loc.y += 1;
                    }
                }
                false => {
                    self.loc.x -= 1;
                    if self.loc.x == 0 {
                        self.right = true;
                        self.loc.y += 1;
                    }
                }
            }

            false
        }
    }
}

pub fn main() -> io::Result<()> {
    // Create the window, and ask the engine to catch a panic
    let mut window = Window::init()?;
    handle_panics();

    // Run the application
    // Store the result so restore happens no matter what.
    let result = app(&mut window);

    // Restore the previous screen on the terminal
    // Since a print statement will come after this, we want to restore the window.
    window.restore()?;

    // Now check if error
    let result = result?;

    // Print Exit Message
    println!("{}", result);
    Ok(())
}

pub fn app(window: &mut Window) -> io::Result<String> {
    let mut score = 0;
    let mut player = Player::new(window, 'W'.green());

    let mut projectiles = vec![];

    let mut enemies = vec![];

    let mut delta = Duration::ZERO;

    let mut spawner = Duration::from_millis(800);

    let mut move_timer = Duration::from_millis(200);

    let mut shoot_timer = Duration::from_millis(500);

    let info_text = Buffer::sized_element("Press C-q to quit");

    // Main Game Loop
    loop {
        let start = SystemTime::now();
        // update the window, without blocking the screen
        window.update(Duration::from_secs_f64(1.0 / 60.0))?;

        if window.code(KeyCode::Char(' ')) {
            projectiles.push(Projectile::new(
                vec2(player.loc.x - 1, player.loc.y - 1),
                -0.3,
                "|||".green(),
            ))
        }

        // Render and update projectiles
        projectiles.retain(|x| x.alive(window));

        projectiles.iter_mut().for_each(|x| {
            x.update();
            x.draw(window);
        });

        // Render and update the player.
        player.update(window);
        player.draw(window);

        match spawner.checked_sub(delta) {
            Some(s) => spawner = s,
            None => {
                enemies.push(Enemy::new(vec2(0, 3), 'M'.red(), 10));
                spawner = Duration::from_secs(2);
            }
        }

        match move_timer.checked_sub(delta) {
            Some(m) => move_timer = m,
            None => {
                if enemies.iter_mut().any(|x| x.enemy_move(window)) {
                    return Ok(format!("Game Over\nScore was: {}", score));
                }
                move_timer = Duration::from_millis(200);
            }
        }

        if player.hit(&projectiles) {
            return Ok(format!("Game Over\nScore was: {}", score));
        }

        match shoot_timer.checked_sub(delta) {
            Some(s) => shoot_timer = s,
            None => {
                enemies.iter_mut().for_each(|x| {
                    projectiles.push(Projectile::new(vec2(x.loc.x, x.loc.y + 1), 0.3, "|".red()))
                });
                shoot_timer = Duration::from_millis(500);
            }
        }

        enemies.retain_mut(|x| {
            if x.hit(&projectiles) {
                score += x.score;
                false
            } else {
                true
            }
        });

        enemies.iter_mut().for_each(|x| x.draw(window));

        render!(
            window, [
                vec2(0, 0) => format!("Score: {}", score),
                vec2(window.size().x - info_text.size().x, 0) => info_text
            ]
        );

        if window.key(KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL)) {
            break;
        }

        delta = SystemTime::now().duration_since(start).unwrap();
    }

    Ok("Game Exited".to_string())
}
More examples
Hide additional examples
examples/inline.rs (line 26)
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fn progress_bar() -> io::Result<()> {
    let mut window = Window::init_inline(2)?;

    let timer = SystemTime::now();
    let duration = Duration::from_secs(3);

    // The Inline Render Loop
    loop {
        // Render's the Window and captures events
        window.update(Duration::ZERO)?;

        let amount_done = SystemTime::now().duration_since(timer).unwrap();

        let percent = amount_done.as_secs_f64() / duration.as_secs_f64();

        if percent >= 1.0 {
            break;
        }

        let x = (window.size().x as f64 * percent).round() as u16;

        // Create the progress bar text
        let text_green = "|".repeat(x as usize).green();
        let text_red = "|".repeat((window.size().x - x) as usize).red();

        // Render the Progress Bar
        render!(window, [
            vec2(0, 1) => text_green,
            vec2(x, 1) => text_red,
            vec2(0, 0) => "Progress"
        ]);

        // End the loop if key is pressed early
        if window.key(KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL)) {
            break;
        }
    }

    window.restore()
}
source

pub fn restore(&mut self) -> Result<()>

Restores the window to it’s previous state from before the window’s init method. If the window is inline, restore the inline render

Examples found in repository?
examples/space_invaders.rs (line 173)
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pub fn main() -> io::Result<()> {
    // Create the window, and ask the engine to catch a panic
    let mut window = Window::init()?;
    handle_panics();

    // Run the application
    // Store the result so restore happens no matter what.
    let result = app(&mut window);

    // Restore the previous screen on the terminal
    // Since a print statement will come after this, we want to restore the window.
    window.restore()?;

    // Now check if error
    let result = result?;

    // Print Exit Message
    println!("{}", result);
    Ok(())
}
More examples
Hide additional examples
examples/event_visualizer.rs (line 10)
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fn main() -> Result<(), Box<dyn Error>> {
    let mut event = Event::FocusGained;
    let mut window = Window::init()?;

    if !window.supports().keyboard() {
        window.restore()?;
        eprintln!("This game does not support this terminal.\nIf Curious, look up terminals that support the kitty keyboard protocol");
        return Err("Terminal Unsupported".into());
    }

    loop {
        window.update(Duration::ZERO)?;

        if let Some(new_event) = window.event() {
            event = new_event.clone();
        }

        render!(
            window, [
                vec2(0, 20) => "To Quit, Press Ctrl + C".red(),
                vec2(0, 0) => format!("{:#?}", event).replace('\t', "   "),
            ]
        );

        if window.key(KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL)) {
            break;
        }
    }

    Ok(())
}
examples/simple.rs (line 31)
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fn main() -> io::Result<()> {
    // Will init the window for you, handling all required procedures.
    let mut window = Window::init()?;

    // Ask the system to handle panics for us.
    handle_panics();

    loop {
        // Ask the window to draw, handle events, and fix sizing issues.
        // Duration is the time for which to poll events before re-rendering.
        window.update(Duration::from_millis(200))?;

        // Render elements to the window
        render!(window, [
            vec2(0, 0) => "Hello World!",
            vec2(0, 1) => "Press `Enter` to exit!".red(),
        ]);

        // Check if the Enter Key was pressed, and exit the app if it was.
        if window.code(KeyCode::Enter) {
            break;
        }
    }

    // Restore the window, enabling the window to function normally again
    // If nothing will be run after this, once the window is dropped, this will be run implicitly.
    window.restore()
}
examples/inline.rs (line 45)
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fn progress_bar() -> io::Result<()> {
    let mut window = Window::init_inline(2)?;

    let timer = SystemTime::now();
    let duration = Duration::from_secs(3);

    // The Inline Render Loop
    loop {
        // Render's the Window and captures events
        window.update(Duration::ZERO)?;

        let amount_done = SystemTime::now().duration_since(timer).unwrap();

        let percent = amount_done.as_secs_f64() / duration.as_secs_f64();

        if percent >= 1.0 {
            break;
        }

        let x = (window.size().x as f64 * percent).round() as u16;

        // Create the progress bar text
        let text_green = "|".repeat(x as usize).green();
        let text_red = "|".repeat((window.size().x - x) as usize).red();

        // Render the Progress Bar
        render!(window, [
            vec2(0, 1) => text_green,
            vec2(x, 1) => text_red,
            vec2(0, 0) => "Progress"
        ]);

        // End the loop if key is pressed early
        if window.key(KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL)) {
            break;
        }
    }

    window.restore()
}
source

pub fn render(&mut self) -> Result<()>

Renders the window to the screen. should really only be used by the update method, but if you need a custom system, you can use this.

source

pub fn update(&mut self, poll: Duration) -> Result<()>

Handles events, and renders the screen.

Examples found in repository?
examples/confirmation.rs (line 18)
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pub fn confirmation() -> io::Result<bool> {
    let mut window = Window::init_inline(1)?;

    loop {
        render!(window, [vec2(0, 0) => "Are You Sure? (`Y` / `N`)"]);

        if window.code(KeyCode::Char('y')) || window.code(KeyCode::Char('Y')) {
            return Ok(true);
        }
        if window.code(KeyCode::Char('n')) || window.code(KeyCode::Char('N')) {
            return Ok(false);
        }

        // Update the window
        window.update(Duration::from_millis(1000))?;
    }
}
More examples
Hide additional examples
examples/event_visualizer.rs (line 16)
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fn main() -> Result<(), Box<dyn Error>> {
    let mut event = Event::FocusGained;
    let mut window = Window::init()?;

    if !window.supports().keyboard() {
        window.restore()?;
        eprintln!("This game does not support this terminal.\nIf Curious, look up terminals that support the kitty keyboard protocol");
        return Err("Terminal Unsupported".into());
    }

    loop {
        window.update(Duration::ZERO)?;

        if let Some(new_event) = window.event() {
            event = new_event.clone();
        }

        render!(
            window, [
                vec2(0, 20) => "To Quit, Press Ctrl + C".red(),
                vec2(0, 0) => format!("{:#?}", event).replace('\t', "   "),
            ]
        );

        if window.key(KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL)) {
            break;
        }
    }

    Ok(())
}
examples/simple.rs (line 15)
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fn main() -> io::Result<()> {
    // Will init the window for you, handling all required procedures.
    let mut window = Window::init()?;

    // Ask the system to handle panics for us.
    handle_panics();

    loop {
        // Ask the window to draw, handle events, and fix sizing issues.
        // Duration is the time for which to poll events before re-rendering.
        window.update(Duration::from_millis(200))?;

        // Render elements to the window
        render!(window, [
            vec2(0, 0) => "Hello World!",
            vec2(0, 1) => "Press `Enter` to exit!".red(),
        ]);

        // Check if the Enter Key was pressed, and exit the app if it was.
        if window.code(KeyCode::Enter) {
            break;
        }
    }

    // Restore the window, enabling the window to function normally again
    // If nothing will be run after this, once the window is dropped, this will be run implicitly.
    window.restore()
}
examples/inline.rs (line 16)
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fn progress_bar() -> io::Result<()> {
    let mut window = Window::init_inline(2)?;

    let timer = SystemTime::now();
    let duration = Duration::from_secs(3);

    // The Inline Render Loop
    loop {
        // Render's the Window and captures events
        window.update(Duration::ZERO)?;

        let amount_done = SystemTime::now().duration_since(timer).unwrap();

        let percent = amount_done.as_secs_f64() / duration.as_secs_f64();

        if percent >= 1.0 {
            break;
        }

        let x = (window.size().x as f64 * percent).round() as u16;

        // Create the progress bar text
        let text_green = "|".repeat(x as usize).green();
        let text_red = "|".repeat((window.size().x - x) as usize).red();

        // Render the Progress Bar
        render!(window, [
            vec2(0, 1) => text_green,
            vec2(x, 1) => text_red,
            vec2(0, 0) => "Progress"
        ]);

        // End the loop if key is pressed early
        if window.key(KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL)) {
            break;
        }
    }

    window.restore()
}
examples/space_invaders.rs (line 205)
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pub fn app(window: &mut Window) -> io::Result<String> {
    let mut score = 0;
    let mut player = Player::new(window, 'W'.green());

    let mut projectiles = vec![];

    let mut enemies = vec![];

    let mut delta = Duration::ZERO;

    let mut spawner = Duration::from_millis(800);

    let mut move_timer = Duration::from_millis(200);

    let mut shoot_timer = Duration::from_millis(500);

    let info_text = Buffer::sized_element("Press C-q to quit");

    // Main Game Loop
    loop {
        let start = SystemTime::now();
        // update the window, without blocking the screen
        window.update(Duration::from_secs_f64(1.0 / 60.0))?;

        if window.code(KeyCode::Char(' ')) {
            projectiles.push(Projectile::new(
                vec2(player.loc.x - 1, player.loc.y - 1),
                -0.3,
                "|||".green(),
            ))
        }

        // Render and update projectiles
        projectiles.retain(|x| x.alive(window));

        projectiles.iter_mut().for_each(|x| {
            x.update();
            x.draw(window);
        });

        // Render and update the player.
        player.update(window);
        player.draw(window);

        match spawner.checked_sub(delta) {
            Some(s) => spawner = s,
            None => {
                enemies.push(Enemy::new(vec2(0, 3), 'M'.red(), 10));
                spawner = Duration::from_secs(2);
            }
        }

        match move_timer.checked_sub(delta) {
            Some(m) => move_timer = m,
            None => {
                if enemies.iter_mut().any(|x| x.enemy_move(window)) {
                    return Ok(format!("Game Over\nScore was: {}", score));
                }
                move_timer = Duration::from_millis(200);
            }
        }

        if player.hit(&projectiles) {
            return Ok(format!("Game Over\nScore was: {}", score));
        }

        match shoot_timer.checked_sub(delta) {
            Some(s) => shoot_timer = s,
            None => {
                enemies.iter_mut().for_each(|x| {
                    projectiles.push(Projectile::new(vec2(x.loc.x, x.loc.y + 1), 0.3, "|".red()))
                });
                shoot_timer = Duration::from_millis(500);
            }
        }

        enemies.retain_mut(|x| {
            if x.hit(&projectiles) {
                score += x.score;
                false
            } else {
                true
            }
        });

        enemies.iter_mut().for_each(|x| x.draw(window));

        render!(
            window, [
                vec2(0, 0) => format!("Score: {}", score),
                vec2(window.size().x - info_text.size().x, 0) => info_text
            ]
        );

        if window.key(KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL)) {
            break;
        }

        delta = SystemTime::now().duration_since(start).unwrap();
    }

    Ok("Game Exited".to_string())
}
source

pub fn handle_event(&mut self, poll: Duration) -> Result<()>

Handles events. Used automatically by the update method, so no need to use it unless update is being used.

source

pub fn mouse_pos(&self) -> Vec2

source

pub fn event(&self) -> &Option<Event>

Returns the current event for the frame, as a reference.

Examples found in repository?
examples/event_visualizer.rs (line 18)
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fn main() -> Result<(), Box<dyn Error>> {
    let mut event = Event::FocusGained;
    let mut window = Window::init()?;

    if !window.supports().keyboard() {
        window.restore()?;
        eprintln!("This game does not support this terminal.\nIf Curious, look up terminals that support the kitty keyboard protocol");
        return Err("Terminal Unsupported".into());
    }

    loop {
        window.update(Duration::ZERO)?;

        if let Some(new_event) = window.event() {
            event = new_event.clone();
        }

        render!(
            window, [
                vec2(0, 20) => "To Quit, Press Ctrl + C".red(),
                vec2(0, 0) => format!("{:#?}", event).replace('\t', "   "),
            ]
        );

        if window.key(KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL)) {
            break;
        }
    }

    Ok(())
}
source

pub fn mouse(&self, event: MouseEventKind) -> Result<bool>

Returns true if the window had an event with the given mouse input

source

pub fn hover<I: Into<Vec2>>(&self, loc: I, size: I) -> Result<bool>

Returns true if the mouse cursor is hovering the given rect.

source

pub fn key(&self, key: KeyEvent) -> bool

Returns true if the given key event is pressed.

Examples found in repository?
examples/event_visualizer.rs (line 29)
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fn main() -> Result<(), Box<dyn Error>> {
    let mut event = Event::FocusGained;
    let mut window = Window::init()?;

    if !window.supports().keyboard() {
        window.restore()?;
        eprintln!("This game does not support this terminal.\nIf Curious, look up terminals that support the kitty keyboard protocol");
        return Err("Terminal Unsupported".into());
    }

    loop {
        window.update(Duration::ZERO)?;

        if let Some(new_event) = window.event() {
            event = new_event.clone();
        }

        render!(
            window, [
                vec2(0, 20) => "To Quit, Press Ctrl + C".red(),
                vec2(0, 0) => format!("{:#?}", event).replace('\t', "   "),
            ]
        );

        if window.key(KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL)) {
            break;
        }
    }

    Ok(())
}
More examples
Hide additional examples
examples/space_invaders.rs (lines 69-73)
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    pub fn update(&mut self, window: &mut Window) {
        if window.key(KeyEvent::new_with_kind(
            KeyCode::Right,
            KeyModifiers::NONE,
            KeyEventKind::Press,
        )) {
            self.input = 1;
        } else if window.key(KeyEvent::new_with_kind(
            KeyCode::Right,
            KeyModifiers::NONE,
            KeyEventKind::Release,
        )) {
            self.input = self.input.min(0);
        }
        if window.key(KeyEvent::new_with_kind(
            KeyCode::Left,
            KeyModifiers::NONE,
            KeyEventKind::Press,
        )) {
            self.input = -1;
        } else if window.key(KeyEvent::new_with_kind(
            KeyCode::Left,
            KeyModifiers::NONE,
            KeyEventKind::Release,
        )) {
            self.input = self.input.max(0);
        }

        self.loc.x = (self.loc.x as i32 + self.input).clamp(0, window.size().x as i32) as u16;
    }

    pub fn hit<R: Render>(&mut self, projectiles: &[Projectile<R>]) -> bool {
        projectiles.iter().any(|x| x.draw_loc() == self.loc)
    }
}

pub struct Enemy<E: Render> {
    loc: Vec2,
    right: bool,
    element: E,
    score: u32,
}

impl<E: Render> Enemy<E> {
    pub fn new(loc: Vec2, element: E, score: u32) -> Self {
        Self {
            loc,
            right: true,
            element,
            score,
        }
    }

    pub fn draw(&mut self, window: &mut Window) {
        render!(
            window, [
                self.loc => self.element
            ]
        );
    }

    pub fn hit<R: Render>(&mut self, projectiles: &[Projectile<R>]) -> bool {
        projectiles.iter().any(|x| {
            let loc = x.draw_loc();
            loc.y == self.loc.y && ((loc.x)..=(loc.x + 2)).contains(&self.loc.x)
        })
    }

    pub fn enemy_move(&mut self, window: &Window) -> bool {
        if self.loc.y >= window.size().y - 4 {
            true
        } else {
            match self.right {
                true => {
                    self.loc.x += 1;
                    if self.loc.x >= window.size().x {
                        self.right = false;
                        self.loc.y += 1;
                    }
                }
                false => {
                    self.loc.x -= 1;
                    if self.loc.x == 0 {
                        self.right = true;
                        self.loc.y += 1;
                    }
                }
            }

            false
        }
    }
}

pub fn main() -> io::Result<()> {
    // Create the window, and ask the engine to catch a panic
    let mut window = Window::init()?;
    handle_panics();

    // Run the application
    // Store the result so restore happens no matter what.
    let result = app(&mut window);

    // Restore the previous screen on the terminal
    // Since a print statement will come after this, we want to restore the window.
    window.restore()?;

    // Now check if error
    let result = result?;

    // Print Exit Message
    println!("{}", result);
    Ok(())
}

pub fn app(window: &mut Window) -> io::Result<String> {
    let mut score = 0;
    let mut player = Player::new(window, 'W'.green());

    let mut projectiles = vec![];

    let mut enemies = vec![];

    let mut delta = Duration::ZERO;

    let mut spawner = Duration::from_millis(800);

    let mut move_timer = Duration::from_millis(200);

    let mut shoot_timer = Duration::from_millis(500);

    let info_text = Buffer::sized_element("Press C-q to quit");

    // Main Game Loop
    loop {
        let start = SystemTime::now();
        // update the window, without blocking the screen
        window.update(Duration::from_secs_f64(1.0 / 60.0))?;

        if window.code(KeyCode::Char(' ')) {
            projectiles.push(Projectile::new(
                vec2(player.loc.x - 1, player.loc.y - 1),
                -0.3,
                "|||".green(),
            ))
        }

        // Render and update projectiles
        projectiles.retain(|x| x.alive(window));

        projectiles.iter_mut().for_each(|x| {
            x.update();
            x.draw(window);
        });

        // Render and update the player.
        player.update(window);
        player.draw(window);

        match spawner.checked_sub(delta) {
            Some(s) => spawner = s,
            None => {
                enemies.push(Enemy::new(vec2(0, 3), 'M'.red(), 10));
                spawner = Duration::from_secs(2);
            }
        }

        match move_timer.checked_sub(delta) {
            Some(m) => move_timer = m,
            None => {
                if enemies.iter_mut().any(|x| x.enemy_move(window)) {
                    return Ok(format!("Game Over\nScore was: {}", score));
                }
                move_timer = Duration::from_millis(200);
            }
        }

        if player.hit(&projectiles) {
            return Ok(format!("Game Over\nScore was: {}", score));
        }

        match shoot_timer.checked_sub(delta) {
            Some(s) => shoot_timer = s,
            None => {
                enemies.iter_mut().for_each(|x| {
                    projectiles.push(Projectile::new(vec2(x.loc.x, x.loc.y + 1), 0.3, "|".red()))
                });
                shoot_timer = Duration::from_millis(500);
            }
        }

        enemies.retain_mut(|x| {
            if x.hit(&projectiles) {
                score += x.score;
                false
            } else {
                true
            }
        });

        enemies.iter_mut().for_each(|x| x.draw(window));

        render!(
            window, [
                vec2(0, 0) => format!("Score: {}", score),
                vec2(window.size().x - info_text.size().x, 0) => info_text
            ]
        );

        if window.key(KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL)) {
            break;
        }

        delta = SystemTime::now().duration_since(start).unwrap();
    }

    Ok("Game Exited".to_string())
}
examples/inline.rs (line 40)
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fn progress_bar() -> io::Result<()> {
    let mut window = Window::init_inline(2)?;

    let timer = SystemTime::now();
    let duration = Duration::from_secs(3);

    // The Inline Render Loop
    loop {
        // Render's the Window and captures events
        window.update(Duration::ZERO)?;

        let amount_done = SystemTime::now().duration_since(timer).unwrap();

        let percent = amount_done.as_secs_f64() / duration.as_secs_f64();

        if percent >= 1.0 {
            break;
        }

        let x = (window.size().x as f64 * percent).round() as u16;

        // Create the progress bar text
        let text_green = "|".repeat(x as usize).green();
        let text_red = "|".repeat((window.size().x - x) as usize).red();

        // Render the Progress Bar
        render!(window, [
            vec2(0, 1) => text_green,
            vec2(x, 1) => text_red,
            vec2(0, 0) => "Progress"
        ]);

        // End the loop if key is pressed early
        if window.key(KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL)) {
            break;
        }
    }

    window.restore()
}
source

pub fn code(&self, code: KeyCode) -> bool

Returns true if the given key code is pressed.

Examples found in repository?
examples/confirmation.rs (line 10)
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pub fn confirmation() -> io::Result<bool> {
    let mut window = Window::init_inline(1)?;

    loop {
        render!(window, [vec2(0, 0) => "Are You Sure? (`Y` / `N`)"]);

        if window.code(KeyCode::Char('y')) || window.code(KeyCode::Char('Y')) {
            return Ok(true);
        }
        if window.code(KeyCode::Char('n')) || window.code(KeyCode::Char('N')) {
            return Ok(false);
        }

        // Update the window
        window.update(Duration::from_millis(1000))?;
    }
}
More examples
Hide additional examples
examples/simple.rs (line 24)
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fn main() -> io::Result<()> {
    // Will init the window for you, handling all required procedures.
    let mut window = Window::init()?;

    // Ask the system to handle panics for us.
    handle_panics();

    loop {
        // Ask the window to draw, handle events, and fix sizing issues.
        // Duration is the time for which to poll events before re-rendering.
        window.update(Duration::from_millis(200))?;

        // Render elements to the window
        render!(window, [
            vec2(0, 0) => "Hello World!",
            vec2(0, 1) => "Press `Enter` to exit!".red(),
        ]);

        // Check if the Enter Key was pressed, and exit the app if it was.
        if window.code(KeyCode::Enter) {
            break;
        }
    }

    // Restore the window, enabling the window to function normally again
    // If nothing will be run after this, once the window is dropped, this will be run implicitly.
    window.restore()
}
examples/space_invaders.rs (line 207)
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pub fn app(window: &mut Window) -> io::Result<String> {
    let mut score = 0;
    let mut player = Player::new(window, 'W'.green());

    let mut projectiles = vec![];

    let mut enemies = vec![];

    let mut delta = Duration::ZERO;

    let mut spawner = Duration::from_millis(800);

    let mut move_timer = Duration::from_millis(200);

    let mut shoot_timer = Duration::from_millis(500);

    let info_text = Buffer::sized_element("Press C-q to quit");

    // Main Game Loop
    loop {
        let start = SystemTime::now();
        // update the window, without blocking the screen
        window.update(Duration::from_secs_f64(1.0 / 60.0))?;

        if window.code(KeyCode::Char(' ')) {
            projectiles.push(Projectile::new(
                vec2(player.loc.x - 1, player.loc.y - 1),
                -0.3,
                "|||".green(),
            ))
        }

        // Render and update projectiles
        projectiles.retain(|x| x.alive(window));

        projectiles.iter_mut().for_each(|x| {
            x.update();
            x.draw(window);
        });

        // Render and update the player.
        player.update(window);
        player.draw(window);

        match spawner.checked_sub(delta) {
            Some(s) => spawner = s,
            None => {
                enemies.push(Enemy::new(vec2(0, 3), 'M'.red(), 10));
                spawner = Duration::from_secs(2);
            }
        }

        match move_timer.checked_sub(delta) {
            Some(m) => move_timer = m,
            None => {
                if enemies.iter_mut().any(|x| x.enemy_move(window)) {
                    return Ok(format!("Game Over\nScore was: {}", score));
                }
                move_timer = Duration::from_millis(200);
            }
        }

        if player.hit(&projectiles) {
            return Ok(format!("Game Over\nScore was: {}", score));
        }

        match shoot_timer.checked_sub(delta) {
            Some(s) => shoot_timer = s,
            None => {
                enemies.iter_mut().for_each(|x| {
                    projectiles.push(Projectile::new(vec2(x.loc.x, x.loc.y + 1), 0.3, "|".red()))
                });
                shoot_timer = Duration::from_millis(500);
            }
        }

        enemies.retain_mut(|x| {
            if x.hit(&projectiles) {
                score += x.score;
                false
            } else {
                true
            }
        });

        enemies.iter_mut().for_each(|x| x.draw(window));

        render!(
            window, [
                vec2(0, 0) => format!("Score: {}", score),
                vec2(window.size().x - info_text.size().x, 0) => info_text
            ]
        );

        if window.key(KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL)) {
            break;
        }

        delta = SystemTime::now().duration_since(start).unwrap();
    }

    Ok("Game Exited".to_string())
}
source

pub fn io(&mut self) -> &mut Stdout

source

pub fn supports(&self) -> &Supports

Examples found in repository?
examples/event_visualizer.rs (line 9)
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fn main() -> Result<(), Box<dyn Error>> {
    let mut event = Event::FocusGained;
    let mut window = Window::init()?;

    if !window.supports().keyboard() {
        window.restore()?;
        eprintln!("This game does not support this terminal.\nIf Curious, look up terminals that support the kitty keyboard protocol");
        return Err("Terminal Unsupported".into());
    }

    loop {
        window.update(Duration::ZERO)?;

        if let Some(new_event) = window.event() {
            event = new_event.clone();
        }

        render!(
            window, [
                vec2(0, 20) => "To Quit, Press Ctrl + C".red(),
                vec2(0, 0) => format!("{:#?}", event).replace('\t', "   "),
            ]
        );

        if window.key(KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL)) {
            break;
        }
    }

    Ok(())
}

Trait Implementations§

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impl AsMut<Buffer> for Window

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fn as_mut(&mut self) -> &mut Buffer

Converts this type into a mutable reference of the (usually inferred) input type.
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impl Default for Window

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl Drop for Window

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fn drop(&mut self)

Executes the destructor for this type. Read more

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.