extern crate a2d;
use a2d::Graphics2D;
use a2d::Instance;
use a2d::SpriteSheetDesc;
use futures::executor::block_on;
use winit::{
dpi::LogicalSize,
event::{ElementState, Event, KeyboardInput, VirtualKeyCode, WindowEvent},
event_loop::{ControlFlow, EventLoop},
window::WindowBuilder,
};
pub fn main() {
let event_loop = EventLoop::new();
let window = WindowBuilder::new()
.with_inner_size(LogicalSize {
width: 1200,
height: 800,
})
.build(&event_loop)
.unwrap();
let size = window.inner_size();
let mut state = block_on(Graphics2D::new(size.width, size.height, &window)).unwrap();
state.set_scale([1200.0 / 800.0, 1.0]);
state
.set_sheet(0, SpriteSheetDesc::Bytes(include_bytes!("happy-tree.png")))
.unwrap();
state.set_batch(0, 0).unwrap();
let batch = state.get_batch_mut(0).unwrap();
batch.add(
Instance::builder()
.src([0.0, 0.0, 0.75, 0.75])
.dest([0.25, 0.25, 0.75, 0.75])
.rotate(3.14 / 3.0)
.build(),
);
batch.add(
Instance::builder()
.src([0.0, 0.0, 0.5, 0.5])
.dest([0.0, 0.0, 0.25, 0.25])
.rotate(0.0)
.build(),
);
batch.add(
Instance::builder()
.src([0.75, 0.75, 1.0, 1.0])
.dest([0.5, 0.5, 1.0, 1.0])
.rotate(0.0)
.build(),
);
batch.add(
Instance::builder()
.src([0.0, 0.75, 0.2, 1.0])
.dest([0.5, 0.5, 1.0, 1.0])
.rotate(0.0)
.build(),
);
batch.add(
Instance::builder()
.src([0.0, 0.75, 0.2, 1.0])
.dest([-0.1, 0.0, 0.1, 0.1])
.rotate(0.0)
.build(),
);
let start = std::time::SystemTime::now();
event_loop.run(move |event, _, control_flow| match event {
Event::RedrawRequested(_) => {
{
let instance = state.get_batch_mut(0).unwrap().get_mut(0);
let dur = start.elapsed().unwrap().as_secs_f32();
instance.set_rotation((dur / 6.0).fract() * 2.0 * std::f32::consts::PI);
}
state.render();
std::thread::yield_now();
}
Event::MainEventsCleared => {
window.request_redraw();
}
Event::WindowEvent {
ref event,
window_id,
} if window_id == window.id() => match event {
WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
WindowEvent::KeyboardInput { input, .. } => match input {
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(VirtualKeyCode::Escape),
..
} => {
*control_flow = ControlFlow::Exit;
}
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(code),
..
} => match code {
VirtualKeyCode::Up => {
let scale = state.scale();
let scale = [scale[0] * 2.0, scale[1] * 2.0];
state.set_scale(scale);
}
VirtualKeyCode::Down => {
let scale = state.scale();
let scale = [scale[0] / 2.0, scale[1] / 2.0];
state.set_scale(scale);
}
_ => {}
},
_ => {}
},
WindowEvent::Resized(physical_size) => {
state.resized(physical_size.width, physical_size.height);
}
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
state.resized(new_inner_size.width, new_inner_size.height);
}
_ => {}
},
_ => {}
})
}