shade 0.0.5

Another graphics library
Documentation
use shade::d2;
use shade::cvmath::*;
use std::ffi::CString;
use std::num::NonZeroU32;

use glutin::prelude::*;

//----------------------------------------------------------------
// Application state

/// OpenGL Window wrapper.
struct GlWindow {
	size: winit::dpi::PhysicalSize<u32>,
	window: winit::window::Window,
	surface: glutin::surface::Surface<glutin::surface::WindowSurface>,
	context: glutin::context::PossiblyCurrentContext,
}

impl GlWindow {
	fn new(
		event_loop: &winit::event_loop::ActiveEventLoop,
		size: winit::dpi::PhysicalSize<u32>,
	) -> GlWindow {
		use glutin::config::ConfigTemplateBuilder;
		use glutin::context::{ContextApi, ContextAttributesBuilder, Version};
		use glutin::display::GetGlDisplay;
		use glutin::surface::{SurfaceAttributesBuilder, WindowSurface};
		use raw_window_handle::HasWindowHandle;

		let template_builder = ConfigTemplateBuilder::new()
			.with_alpha_size(8)
			.with_multisampling(4);

		let window_attributes = winit::window::WindowAttributes::default()
			.with_inner_size(size);

		let config_picker = |configs: Box<dyn Iterator<Item = glutin::config::Config> + '_>| {
			configs
				.filter(|c| c.srgb_capable())
				.max_by_key(|c| c.num_samples())
				.expect("No GL configs found")
		};
		let (window, gl_config) = glutin_winit::DisplayBuilder::new()
			.with_window_attributes(Some(window_attributes))
			.build(event_loop, template_builder, config_picker)
			.expect("Failed DisplayBuilder.build");

		let window = window.expect("DisplayBuilder did not build a Window");
		let raw_window_handle = window
			.window_handle()
			.expect("Failed Window.window_handle")
			.as_raw();

		let context_attributes = ContextAttributesBuilder::new()
			.with_context_api(ContextApi::OpenGl(Some(Version::new(3, 3))))
			.build(Some(raw_window_handle));

		let gl_display = gl_config.display();

		let not_current = unsafe { gl_display.create_context(&gl_config, &context_attributes) }
			.expect("Failed Display.create_context");

		let surface_attributes_builder = SurfaceAttributesBuilder::<WindowSurface>::new()
			.with_srgb(Some(true));
		let surface_attributes = surface_attributes_builder.build(
			raw_window_handle,
			NonZeroU32::new(size.width.max(1)).unwrap(),
			NonZeroU32::new(size.height.max(1)).unwrap(),
		);

		let surface = unsafe { gl_display.create_window_surface(&gl_config, &surface_attributes) }
			.expect("Failed Display.create_window_surface");

		let context = not_current.make_current(&surface)
			.expect("Failed NotCurrentContext.make_current");

		shade::gl::capi::load_with(|s| {
			let c = CString::new(s).unwrap();
			gl_display.get_proc_address(&c)
		});

		GlWindow { size, window, surface, context }
	}

	fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
		let width = NonZeroU32::new(new_size.width.max(1)).unwrap();
		let height = NonZeroU32::new(new_size.height.max(1)).unwrap();
		self.size = new_size;
		self.surface.resize(&self.context, width, height);
	}
}

struct TextDemo {
	font: d2::FontResource<shade::msdfgen::Font>,
}

impl TextDemo {
	fn new(g: &mut shade::Graphics) -> TextDemo {
		let font = {
			let font: shade::msdfgen::FontDto = serde_json::from_str(include_str!("font/font.json")).unwrap();
			let font: shade::msdfgen::Font = font.into();

			let texture = {
				let image = shade::image::DecodedImage::load_file_png("examples/font/font.png").unwrap().to_rgba()
					.map_colors(|[r, g, b, a]| shade::color::Rgba8 { r, g, b, a });
				g.image(&image)
			};

			let shader = g.shader_compile(shade::shaders::glsl330core::MTSDF_VS, shade::shaders::glsl330core::MTSDF_FS);

			d2::FontResource { font, texture, shader }
		};

		TextDemo { font }
	}

	fn draw(&mut self, g: &mut shade::Graphics, viewport: Bounds2i) {
		g.begin(&shade::BeginArgs::BackBuffer { viewport });

		shade::clear!(g, color: Vec4(0.4, 0.4, 0.7, 1.0), depth: 1.0);

		let mut cv = d2::TextBuffer::new();
		cv.blend_mode = shade::BlendMode::Alpha;
		cv.uniform.transform = Transform2::ortho(Bounds2::c(0.0, 0.0, viewport.width() as f32, viewport.height() as f32));
		cv.uniform.outline_width_relative = 0.125;

		let mut pos = Vec2(0.0, 0.0);
		let mut scribe = d2::Scribe {
			font_size: 64.0,
			line_height: 64.0 * 1.5,
			x_pos: pos.x,
			top_skew: 8.0,
			..Default::default()
		};
		scribe.set_baseline_relative(0.5);

		cv.text_write(
			&self.font,
			&mut scribe,
			&mut pos,
			"Hello, \x1b[font_size=96.0]\x1b[font_width_scale=1.5]\x1b[top_skew=0.0]world!",
		);

		scribe.font_size = 32.0;
		scribe.line_height = 32.0;
		scribe.font_width_scale = 1.0;
		scribe.color = Vec4(255, 255, 0, 255);

		let bounds = Bounds2::c(0.0, 0.0, viewport.width() as f32, viewport.height() as f32);
		cv.text_box(&self.font, &scribe, &bounds, d2::TextAlign::MiddleCenter, "These\nare\nmultiple\nlines.\n");
		cv.text_box(&self.font, &scribe, &bounds, d2::TextAlign::MiddleLeft, "[\x1b[draw_mask=false]#\x1b[draw_mask=true]] Emptyness\n[#] Fullness");
		cv.text_box(&self.font, &scribe, &bounds, d2::TextAlign::MiddleRight, "↑↓←→↔↕\n★☆✓✗●○\n▴▾◂▸\n▲▼◀▶\n△▽◁▷\n☐☑☒🗹🗷\n⏰💎🔹⚡⛔🏁");

		scribe.top_skew = 8.0;
		let rainbow = "\x1b[color=#E81416]R\x1b[color=#FFA500]A\x1b[color=#FAEB36]I\x1b[color=#79C314]N\x1b[color=#487DE7]B\x1b[color=#4B369D]O\x1b[color=#70369D]W";
		let rainbow_width = scribe.text_width(&mut { Vec2::ZERO }, &self.font.font, rainbow);
		let mut pos = Vec2f((viewport.width() as f32 - rainbow_width) * 0.5, viewport.height() as f32 - scribe.font_size);
		cv.text_write(&self.font, &mut scribe, &mut pos, rainbow);

		cv.draw(g);
		g.end();
	}
}

struct App {
	window: GlWindow,
	opengl: shade::gl::GlGraphics,
	demo: TextDemo,
}

impl App {
	fn new(event_loop: &winit::event_loop::ActiveEventLoop, size: winit::dpi::PhysicalSize<u32>) -> Box<App> {
		let window = GlWindow::new(event_loop, size);
		let mut opengl = shade::gl::GlGraphics::new(shade::gl::GlConfig { srgb: true });
		let demo = TextDemo::new(opengl.as_graphics());
		Box::new(App { window, opengl, demo })
	}
	fn draw(&mut self) {
		let viewport = Bounds2::c(0, 0, self.window.size.width as i32, self.window.size.height as i32);
		self.demo.draw(self.opengl.as_graphics(), viewport);
	}
}

//----------------------------------------------------------------

fn main() {
	let event_loop = winit::event_loop::EventLoop::new().expect("Failed to create event loop");
	let size = winit::dpi::PhysicalSize::new(800, 600);

	let mut app: Option<Box<App>> = None;

	#[allow(deprecated)]
	let _ = event_loop.run(move |event, event_loop| {
		use winit::event::{Event, WindowEvent};

		match event {
			Event::Resumed => {
				if app.is_none() {
					app = Some(App::new(event_loop, size));
				}
			}
			Event::WindowEvent { event, .. } => match event {
				WindowEvent::Resized(new_size) => {
					if let Some(app) = app.as_deref_mut() {
						app.window.resize(new_size);
					}
				}
				WindowEvent::CloseRequested => event_loop.exit(),
				WindowEvent::RedrawRequested => {
					if let Some(app) = app.as_deref_mut() {
						app.draw();
						app.window.surface.swap_buffers(&app.window.context).unwrap();
					}
				}
				_ => {}
			},
			Event::AboutToWait => {
				if let Some(app) = app.as_deref() {
					app.window.window.request_redraw();
				}
			}
			_ => {}
		}
	});
}