Struct console_engine::ConsoleEngine [−][src]
pub struct ConsoleEngine {
pub frame_count: usize,
// some fields omitted
}
Expand description
Console Engine Framework
Features
note : each link will redirect you to a bunch of functions
- Build custom terminal display using shapes or text
- Terminal handling with a target frame per seconds
- Keyboard and mouse support
- Terminal resizing support
Basic Usage:
use console_engine::pixel;
use console_engine::Color;
use console_engine::KeyCode;
fn main() {
// initializes a screen of 20x10 characters with a target of 3 frame per second
// coordinates will range from [0,0] to [19,9]
let mut engine = console_engine::ConsoleEngine::init(20, 10, 3);
let value = 14;
// main loop, be aware that you'll have to break it because ctrl+C is captured
loop {
engine.wait_frame(); // wait for next frame + capture inputs
engine.clear_screen(); // reset the screen
engine.line(0, 0, 19, 9, pixel::pxl('#')); // draw a line of '#' from [0,0] to [19,9]
engine.print(0, 4, format!("Result: {}", value).as_str()); // prints some value at [0,4]
engine.set_pxl(4, 0, pixel::pxl_fg('O', Color::Cyan)); // write a majestic cyan 'O' at [4,0]
if engine.is_key_pressed(KeyCode::Char('q')) { // if the user presses 'q' :
break; // exits app
}
engine.draw(); // draw the screen
}
}
Fields
frame_count: usize
The current frame count, publicly accessible Has no purpose internally, use it as you want
Implementations
Initialize a screen of the provided width and height, and load the target FPS
Initialize a screen filling the entire terminal with the target FPS
pub fn init_fill_require(
width: u32,
height: u32,
target_fps: u32
) -> Result<ConsoleEngine, ErrorKind>
pub fn init_fill_require(
width: u32,
height: u32,
target_fps: u32
) -> Result<ConsoleEngine, ErrorKind>
Initialize a screen filling the entire terminal with the target FPS Also check the terminal width and height and assert if the terminal has at least the asked size
Get the screen height
Reset the screen to a blank state
prints a string at the specified coordinates. The string will be cropped if it reach the right border
usage:
engine.print(0,0, "Hello, world!");
engine.print(0, 4, format!("Score: {}", score).as_str());
prints a string at the specified coordinates with the specified foreground and background color The string will automatically overlaps if it reach the right border
usage:
use console_engine::Color;
// print "Hello, world" in blue on white background
engine.print(0,0, "Hello, world!", Color::Blue, Color::White);
Prints another screen on specified coordinates. Useful when you want to manage several “subscreen”
see example screen-embed
usage:
use console_engine::pixel;
use console_engine::screen::Screen;
// create a new Screen struct and draw a square inside it
let mut my_square = Screen::new(8,8);
my_square.rect(0,0,7,7,pixel::pxl('#'));
my_square.print(1,1,"square");
// prints the square in the engine's screen at a specific location
engine.print_screen(5,2, &my_square);
Prints another screen on specified coordinates, ignoring a specific character while printing Ignoring a character will behave like transparency
see print_screen for usage
draws a line of the provided character between two sets of coordinates see: Bresenham’s line algorithm
Note : Your line can start or end out of bounds. These pixels won’t be drawn
usage:
use console_engine::pixel;
// ...
engine.line(0, 0, 9, 9, pixel::pxl('#'));
Draws a rectangle of the provided character between two sets of coordinates
usage:
use console_engine::pixel;
// ...
engine.rect(0, 0, 9, 9, pixel::pxl('#'));
pub fn rect_border(
&mut self,
start_x: i32,
start_y: i32,
end_x: i32,
end_y: i32,
rect_style: BorderStyle
)
pub fn rect_border(
&mut self,
start_x: i32,
start_y: i32,
end_x: i32,
end_y: i32,
rect_style: BorderStyle
)
Draws a rectangle with custom borders of the provided between two sets of coordinates. Check the BorderStyle struct to learn how to use built-in or custom styles
usage:
use console_engine::rect_style::BorderStyle;
// ...
engine.rect_border(0, 0, 9, 9, BorderStyle::new_simple());
Fill a rectangle of the provided character between two sets of coordinates
usage:
use console_engine::pixel;
// ...
engine.fill_rect(0, 0, 9, 9, pixel::pxl('#'));
Draws a circle of the provided character at an x and y position with a radius see: olcPixelGameEngine Repository
usage:
use console_engine::pixel;
// ...
engine.circle(10, 10, 4, pixel::pxl('#'));
Fill a circle of the provided character at an x and y position with a radius see: olcPixelGameEngine Repository
usage:
use console_engine::pixel;
// ...
engine.fill_circle(10, 10, 4, pixel::pxl('#'));
Draws a triangle of the provided character using three sets of coordinates
usage:
use console_engine::pixel;
// ...
engine.triangle(8,8, 4,6, 9,2, pixel::pxl('#'));
Fill a triangle of the provided character using three sets of coordinates see: rustyPixelGameEngine Repository
usage:
use console_engine::pixel;
// ...
engine.fill_triangle(8,8, 4,6, 9,2, pixel::pxl('#'));
Scrolls the screen for a certain amount of characters vertically or horizontally Scrolling is a destructive process, the outer border will be filled with the background pixel.
Scrolling a positive value will move the screen characters to the left / top, freeing space to the right / bottom
Scrolling a negative value will move the screen characters to the right / bottom, freeing space to the left / top
usage :
use console_engine::pixel;
// fill the screen with characters
engine.fill(pixel::pxl('#'));
// free one space to the bottom
engine.scroll(0,1,pixel::pxl(' '));
// print something at this place
engine.print(0, height-1, "Hello, world!");
sets the provided character in the specified coordinates out of bounds pixels will be ignored
usage:
use console_engine::pixel;
// ...
engine.set_pxl(3,8,pixel::pixel('o'));
Get the character stored at provided coordinates
usage:
if engine.get_pxl(3,8).unwrap().chr == 'o' {
engine.print(0,0,"Found a 'o'");
}
Resizes the screen to match the given width and height truncates the bottom and right side of the screen
usage:
engine.resize(40,10)
Extracts part of the current screen as a separate Screen object
The original screen is not altered
If the coordinates are out of bounds, they’ll be replace by the default
pixel
usage:
use console_engine::pixel;
// extract a 3x2 screen from the engine screen
let scr_chunk = engine.extract(10, 4, 12, 5, pixel::pxl(' '));
Changes the screen instance used by the engine and updates internal informations
Useful if you want to manage multiple screens independently.
usage
// create a new screen of 40x10 and draw some things on it
let mut scr = Screen::new(40,10)
scr.rect(0,0,39,9, pixel::pxl("#"));
// ...
// keep a backup of the old screen before replacing it
let old_scr = engine.get_screen();
// change the engine's current screen to the newly created one
engine.set_screen(&scr);
// ... later
// set back the old screen
engine.set_screen(&old_scr);
Returns a clone of the current screen
You can keep it into a variable to restore the screen later, via set_screen
.
You can then use the to_string method to write the screen in a file for example
see set_screen for a more complete example
usage :
let scr = engine.get_screen();
Draw the screen in the terminal For best results, use it once per frame
If the terminal content is changed outside of the draw call, the draw function won’t be aware of it and may leave some artifacts.
If you want to force the draw function to redraw the entire screen, you should call request_full_draw before draw()
.
That’s because for optimizing the output speed, the draw function only draw the difference between each frames.
usage:
engine.print(0,0,"Hello, world!"); // <- prints "Hello, world!" in 'screen' memory
engine.draw(); // display 'screen' memory to the user's terminal
Ask the engine to redraw the entire screen on the next draw
call
Useful if the terminal’s content got altered outside of the draw
function.
See draw for more info about the drawing process
Pause the execution until the next frame need to be rendered Internally gets user’s input for the next frame
usage:
// initializes a screen with a 10x10 screen and targetting 30 fps
let mut engine = console_engine::ConsoleEngine::init(10, 10, 30);
loop {
engine.wait_frame(); // wait for next frame
// do your stuff
}
Check and resize the terminal if needed. Note that the resize will occur but there is no check yet if the terminal is smaller than the required size provided in the init() function.
usage:
// initializes a screen filling the terminal
let mut engine = console_engine::ConsoleEngine::init_fill(30);
loop {
engine.wait_frame(); // wait for next frame
engine.check_resize(); // resize the terminal if its size has changed
// do your stuff
}
checks whenever a key is pressed (first frame held only)
usage:
use console_engine::KeyCode;
loop {
engine.wait_frame(); // wait for next frame + captures input
if engine.is_key_pressed(KeyCode::Char('q')) {
break; // exits app
}
}
checks whenever a key + a modifier (ctrl, shift…) is pressed (first frame held only)
usage:
use console_engine::{KeyCode, KeyModifiers}
loop {
engine.wait_frame(); // wait for next frame + captures input
if engine.is_key_pressed_with_modifier(KeyCode::Char('c'), KeyModifiers::CONTROL) {
break; // exits app
}
}
checks whenever a key is held down
usage:
use console_engine::KeyCode;
loop {
engine.wait_frame(); // wait for next frame + captures input
if engine.is_key_held(KeyCode::Char('8')) && pos_y > 0 {
pos_y -= 1; // move position upward
}
}
checks whenever a key + a modifier (ctrl, shift…) is held down
checks whenever a key has been released (first frame released)
usage:
use console_engine::KeyCode;
if engine.is_key_held(KeyCode::Char('h')) {
engine.clear_screen();
engine.print(0,0,"Please don't hold this button.");
engine.draw();
while !engine.is_key_released(KeyCode::Char('h')) {
engine.wait_frame(); // refresh button's states
}
}
checks whenever a key + a modifier (ctrl, shift…) has been released (first frame released)
Give the mouse’s terminal coordinates if the provided button has been pressed
usage:
use console_engine::MouseButton;
// prints a 'P' where the mouse's left button has been pressed
let mouse_pos = engine.get_mouse_press(MouseButton::Left);
if let Some(mouse_pos) = mouse_pos {
engine.set_pxl(mouse_pos.0 as i32, mouse_pos.1 as i32, pixel::pxl('P'));
}
pub fn get_mouse_press_with_modifier(
&self,
button: MouseButton,
modifier: KeyModifiers
) -> Option<(u32, u32)>
pub fn get_mouse_press_with_modifier(
&self,
button: MouseButton,
modifier: KeyModifiers
) -> Option<(u32, u32)>
Give the mouse’s terminal coordinates if the provided button + modifier (ctrl, shift, …) has been pressed
Give the terminal resize event
usage:
if let Some((width, height)) = engine.get_resize() {
// do something
}
Give the mouse’s terminal coordinates if a button is held on the mouse
usage:
use console_engine::MouseButton;
// prints a 'H' where the mouse is currently held
let mouse_pos = engine.get_mouse_held(MouseButton::Left);
if let Some(mouse_pos) = mouse_pos {
engine.set_pxl(mouse_pos.0 as i32, mouse_pos.1 as i32, pixel::pxl('H'));
}
pub fn get_mouse_held_with_modifier(
&self,
button: MouseButton,
modifier: KeyModifiers
) -> Option<(u32, u32)>
pub fn get_mouse_held_with_modifier(
&self,
button: MouseButton,
modifier: KeyModifiers
) -> Option<(u32, u32)>
Give the mouse’s terminal coordinates if a button + modifier (ctrl, shift, …) is held on the mouse
Give the mouse’s terminal coordinates if a button has been released on the mouse
usage:
use console_engine::MouseButton;
// prints a 'R' where the mouse has been released
let mouse_pos = engine.get_mouse_released(MouseButton::Left);
if let Some(mouse_pos) = mouse_pos {
engine.set_pxl(mouse_pos.0 as i32, mouse_pos.1 as i32, pixel::pxl('R'));
}
pub fn get_mouse_released_with_modifier(
&self,
button: MouseButton,
modifier: KeyModifiers
) -> Option<(u32, u32)>
pub fn get_mouse_released_with_modifier(
&self,
button: MouseButton,
modifier: KeyModifiers
) -> Option<(u32, u32)>
Give the mouse’s terminal coordinates if a button + modifier (ctrl, shift, …) has been released on the mouse
checks whenever the mouse’s scroll has been turned down, towards the user
usage:
if engine.is_mouse_scrolled_down() {
// do some scrolling logic
}
checks whenever the mouse’s scroll has been turned down, towards the user with a modifier (ctrl, shift, …)
checks whenever the mouse’s scroll has been turned up, away from the user
usage:
if engine.is_mouse_scrolled_up() {
// do some scrolling logic
}
checks whenever the mouse’s scroll has been turned up, away from the user with a modifier (ctrl, shift, …)