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//! Hardware accelerated library inspired by minifb and friends. //! //! # Basic Usage //! //! Start with the function `gotta_go_fast.` This will create a basic window and give you a buffer //! that you can draw to in one line. //! //! ```rust //! extern crate mini_gl_fb; //! //! fn main() { //! let mut fb = mini_gl_fb::gotta_go_fast("Hello world!", 800.0, 600.0); //! let buffer = vec![[128u8, 0, 0, 255]; 800 * 600]; //! fb.update_buffer(&buffer); //! fb.persist(); //! } //! ``` //! //! The default buffer format is 32bit RGBA, so every pixel is four bytes. Buffer[0] is the top //! left pixel. //! //! # Interlude: Library philosophy //! //! All of the internals of this library are exposed. Any fields behind `mini_gl_fb.internal` //! are not considered a part of the public API but are exposed in case the library is missing a //! feature that you need "right now." This library is not here to box you in. //! //! Likewise, by exposing as much as possible it allows you to grow what may have started as a //! simple project without hassle. This allows you to slowly move away from `mini_gl_fb` if //! necessary, without requiring you to completely drop the library the second you need to do //! something "advanced." //! //! This also means there's a number of ways to do the same thing, but this seems like a fair //! compromise. //! //! # More advanced configuration //! //! Use the `get_fancy` function for more settings. See `Config` for what's available. This allows //! you to, for instance, create a window with a buffer of a different size than the window. //! //! ```rust //! let config = Config { //! window_title: window_title.to_string(), //! window_size: (window_width, window_height), //! .. Default::default() //! }; //! let fb = get_fancy(config); //! ``` //! //! If you think something else should be exposed as an option, open an issue! //! //! # Bring your own context (and event handling)! //! //! Default context is provided by glutin. If that's not good enough for you [grr! ;^)], there's //! the function `core::init_framebuffer`. Create your own OpenGL context, load the OpenGL //! functions, and then call `core::init_framebuffer` to get a framebuffer with a texture already //! set up. //! //! # Note on possible context creation failure: //! //! Currently uses the `gl` crate for OpenGL loading. OpenGL context creation may fail if your //! setup does not support the newest OpenGL. This bug needs to be verified and is be fixable. //! OpenGL ~3 is currently required, but OpenGL 2.1 support should be feasible if requested. #[macro_use] pub extern crate rustic_gl; pub extern crate glutin; pub extern crate gl; mod config; mod core; mod breakout; pub use breakout::GlutinBreakout; pub use config::Config; pub use core::{Internal, BufferFormat}; /* // TODO: Support mixed { prop, prop: value, .. } for creating configs through the macro #[macro_export] macro_rules! get_fancy { ( $($setting:ident: $setting_value:expr),* ) => { // Support both no trailing comma and trailing comma // (The core macro impl assumes trailing comma) get_fancy!($($setting: $setting_value),*,) }; ( $($setting:ident),* ) => { // Support both no trailing comma and trailing comma // (The core macro impl assumes trailing comma) get_fancy!($($setting),*,) }; ( $($setting:ident),*, ) => { get_fancy!($($setting: $setting),*,) }; ( $($setting:ident: $setting_value:expr),*, ) => {{ let config = $crate::Config { $( $setting: $setting_value ),*, .. Default::default() }; $crate::get_fancy(config) }}; }*/ /// Creates a non resizable window and framebuffer with a given size in pixels. /// /// Please note that the window size is in logical device pixels, so on a high DPI monitor the /// physical window size may be larger. In this case, the rendered buffer will be scaled it /// automatically by OpenGL. pub fn gotta_go_fast<S: ToString>( window_title: S, window_width: f64, window_height: f64 ) -> MiniGlFb { let config = Config { window_title: window_title.to_string(), window_size: (window_width, window_height), resizable: false, .. Default::default() }; get_fancy(config) } /// Create a window with a custom configuration. /// /// If this configuration is not sufficient for you, check out the source for this function. /// Creating the MiniGlFb instance is just a call to two functions! /// /// Many window settings can be changed after creation, so you most likely don't ever need to call /// `get_fancy` with a custom config. However, if there is a bug in the OS/windowing system or /// glutin or in this library, this function exists as a possible work around (or in case for some /// reason everything must be absolutely correct at window creation) pub fn get_fancy<S: ToString>(config: Config<S>) -> MiniGlFb { let (events_loop, gl_window) = core::init_glutin_context(&config); let fb = core::init_framebuffer(&config); MiniGlFb { internal: Internal { events_loop, gl_window, fb, } } } /// Main wrapper type. /// /// **Any fields accessed through `internal` are not considered a public API and may be subject to /// breaking API changes.** Only access this field as a last resort if the MiniGlFb API fails /// to fit your exact use case. /// /// Public methods of `Internal` are considered stable, but may be more complicated to use. /// /// # Basic Usage /// /// See the `update_buffer` and `persist` methods. pub struct MiniGlFb { pub internal: Internal, } impl MiniGlFb { /// Updates the backing buffer and draws immediately (swaps buffers). /// /// The main drawing function. pub fn update_buffer<T>(&mut self, image_data: &[T]) { self.internal.update_buffer(image_data); } /// Keeps the window open until the user closes it. pub fn persist(&mut self) { self.internal.persist(); } /// `persist` implementation. /// /// When redraw is true, redraws as fast as possible. This function is primarily for debugging. pub fn persist_and_redraw(&mut self, redraw: bool) { self.internal.persist_and_redraw(redraw); } /// Need full access to Glutin's event handling? No problem! /// /// Hands you the event loop and the window we created, so you can handle events however you /// want, and the Framebuffer, so you can still draw easily! /// /// **IMPORTANT:** You should make sure to render something before swapping buffers or **the /// window may flash violently**. You can call `fb.redraw()` directly before if you are unsure /// that an OpenGL draw call was issued. `fb.update_buffer` will typically issue a draw call. pub fn glutin_breakout(self) -> GlutinBreakout { self.internal.glutin_breakout() } // TODO: resize_buffer // TODO: set_resizable // TODO: change_buffer_format }