piston_window 0.145.0

The official Piston Window for the Piston game engine
Documentation
# PistonWindow [![Crates.io]https://img.shields.io/crates/v/piston_window.svg]https://crates.io/crates/piston_window [![Crates.io]https://img.shields.io/crates/l/piston_window.svg]https://github.com/PistonDevelopers/piston_window/blob/master/LICENSE
The official Piston Window for the Piston game engine

### Example: Rust

```rust no_run
use piston_window::*;

fn main() {
    let mut window: PistonWindow =
        WindowSettings::new("Hello World!", [512; 2])
            .build().unwrap();
    while let Some(e) = window.next() {
        window.draw_2d(&e, |c, g, _| {
            use graphics::*;
            clear([0.5, 0.5, 0.5, 1.0], g);
            rectangle([1.0, 0.0, 0.0, 1.0], // red
                      [0.0, 0.0, 100.0, 100.0], // rectangle
                      c.transform, g);
        });
    }
}
```

[DYON-API]./DYON-API.md | [LICENSE-APACHE]./LICENSE-APACHE | [LICENSE-MIT]LICENSE-MIT

### Dyon scripting

To install the Piston runtime for Dyon, type the following in the Terminal:

`cargo install piston_window --features="batteries" --example piston`

To run scripts, type:

`piston <my_game.dyon>`

For extending the API with your own features, see the "piston_script" module.

### Example: Dyon

Save the following in a file "hello_world.dyon":

```dyon no_run
fn main() {
    set_window(title: "Piston example: hello_world.dyon")
    println("Hit any button to swap the font")

    font := font_fira_sans_regular()
    ~ draw_list := []
    loop {
        if !next_event() {break}

        if render() {
            clear(color: #ffffff)

            text(font: font, color: #000000, size: 40, pos: (100, 100),
                 string: "Hello world!")

            draw(draw_list)
            clear(mut draw_list)
        }
        if press() {
            if font == font_fira_sans_regular() {
                font = font_hack_regular()
            } else {
                font = font_fira_sans_regular()
            }
        }
    }
}

font_fira_sans_regular() = 0
font_hack_regular() = 1
```

Run it using the command:

`piston "hello_world.dyon"`

Hit any button to swap the font.

### More resources

**If you want to dive into the world of Piston, then you can [start here](https://github.com/PistonDevelopers/piston).**

### Design

The purpose of this library is to provide an easy-to-use,
simple-to-get-started and convenient-for-applications API for Piston.

Sets up:

- [piston]https://github.com/PistonDevelopers/piston.git for the Piston framework
- [piston-texture]https://github.com/pistondevelopers/texture.git for generic textures
- [piston2d-graphics]https://github.com/pistondevelopers/graphics.git for 2D graphics
- [piston2d-wgpu_graphics]https://github.com/pistondevelopers/wgpu_graphics
for 2D rendering
- [wgpu]https://github.com/gfx-rs/wgpu for 3D rendering

With the Cargo feature "batteries" turned on:

- A "piston_script" module for Dyon scripting with the Piston game engine
- [advancedresearch-nano_ecs]https://github.com/advancedresearch/nano_ecs.git for bare-bones ECS  
(see [hecs]https://github.com/Ralith/hecs below for a safer and more flexible alternative)
- [camera_controllers]https://github.com/PistonDevelopers/camera_controllers.git for 3D camera
- [collada]https://github.com/PistonDevelopers/piston_collada for a popular 3D asset format
- [dyon]https://github.com/pistondevelopers/dyon.git for scripting
- [find_folder]https://github.com/pistondevelopers/find_folder for searching for a folder from current directory
- [gltf]https://github.com/gltf-rs/gltf for a popular and efficient 3D asset format for game engines
- [hecs]https://github.com/Ralith/hecs for ECS paradigm
- [image]https://github.com/image-rs/image for reading and saving image formats
- [kira]https://github.com/tesselode/kira for Audio
- [lyon]https://github.com/nical/lyon for 2D path tessellation
- [nalgebra]https://github.com/dimforge/nalgebra for Linear Algebra
- [num]https://github.com/rust-num/num for numeric types and traits
- [piston-ai_behavior]https://github.com/pistondevelopers/ai_behavior.git for AI behavior trees
- [piston-button_controller]https://github.com/pistondevelopers/button_controller for UI button logic
- [pistoncore-winit_window]https://github.com/pistondevelopers/winit_window
as window back-end
- [piston_meta]https://github.com/pistondevelopers/meta.git for Meta-Parsing (human readable documents)
- [piston2d-deform_grid]https://github.com/PistonDevelopers/deform_grid for deforming textures in 2D
- [piston2d-drag_controller]https://github.com/PistonDevelopers/drag_controller for mouse drag logic
- [piston2d-sprite]https://github.com/pistondevelopers/sprite.git for 2D sprite animation
- [puzzle_design]https://github.com/advancedresearch/puzzle_design for generic puzzle design and problem solving
- [rand]https://github.com/rust-random/rand for generating random numbers
- [rapier2d]https://github.com/dimforge/rapier for 2D physics
- [rapier3d]https://github.com/dimforge/rapier for 3D physics
- [rkyv]https://github.com/rkyv/rkyv for zero-copy deserialization
- [texture_packer]https://github.com/PistonDevelopers/texture_packer for texture packing
- [turbine_scene3d-wgpu]https://github.com/PistonDevelopers/turbine/tree/master/scene3d/backends/wgpu for WGPU backend for Turbine-Scene3D
- [turbine]https://github.com/PistonDevelopers/turbine for 3D content production
- [vecmath]https://github.com/pistondevelopers/vecmath.git for vector math
- [wavefront_obj]https://github.com/PistonDevelopers/wavefront_obj.git for a popular 3D asset format
- [winit]https://github.com/rust-windowing/winit for platform window features

To enable the "batteries" feature, you add the following in "Cargo.toml":

```text
piston_window = { version = "*", features = ["batteries"] }
```

These libraries are simply reexported under "piston_window::*", e.g. "piston_window::dyon". This means you can add one dependency in your project
and get a reasonable set of libraries to build your game.

Notice that some of these libraries have turned off certain features to
reduce the number of dependencies. Consult the Cargo documentation to learn
how to include more features per dependency.


### sRGB

The impl of `BuildFromWindowSettings` in this library turns on
`WindowSettings::srgb`, because it is more backward compatible.

Most images such as those found on the internet use sRGB,
that has a non-linear gamma corrected space.
When rendering 3D, make sure textures and colors are in linear gamma space
to get correct color transformation.
Consult the WGPU documentation to learn more about how to do this properly.

For more information about sRGB, see
https://github.com/PistonDevelopers/piston/issues/1014

### Library dependencies

This library is meant to be used in applications only.
It is not meant to be depended on by generic libraries.
Instead, libraries should depend on the lower abstractions,
such as the [Piston core](https://github.com/pistondevelopers/piston).

### Feedback

Ideas or feedback? Open up an issue [here](https://github.com/pistondevelopers/piston_window/issues).