// Simple Rendering with Window - FFI Approach
// This demonstrates how to create a window and render using external libraries
// FFI declarations for GLFW (or we'll use winit in Rust)
// For now, let's prove the concept with println-based "rendering"
struct Window {
width: i32,
height: i32,
title: string,
is_open: bool,
}
impl Window {
fn new(width: i32, height: i32, title: string) -> Window {
println("Creating window: {} ({}x{})", title, width, height)
Window {
width: width,
height: height,
title: title,
is_open: true,
}
}
fn update(&mut self) -> bool {
// Simulate frame update
self.is_open
}
fn clear(&self, r: f32, g: f32, b: f32) {
println("Clear color: ({}, {}, {})", r, g, b)
}
fn draw_rect(&self, x: f32, y: f32, w: f32, h: f32) {
println("Draw rect at ({}, {}) size {}x{}", x, y, w, h)
}
fn close(&mut self) {
println("Closing window: {}", self.title)
self.is_open = false
}
}
pub fn main() {
println("=== WINDJAMMER RENDERING DEMO ===")
println("")
let mut window = Window::new(800, 600, "Windjammer Game")
println("Entering render loop...")
let mut frame = 0
// Simulate 10 frames
while window.update() && frame < 10 {
let time = (frame as f32) * 0.1
// TODO: Fix compiler bug - f32 method calls generate wrong code
let r = 0.5 // time.sin() * 0.5 + 0.5
let g = 0.7 // (time + 2.0).sin() * 0.5 + 0.5
let b = 0.9 // (time + 4.0).sin() * 0.5 + 0.5
window.clear(r, g, b)
// Draw a simple "paddle"
let paddle_x = 350.0
let paddle_y = 550.0
window.draw_rect(paddle_x, paddle_y, 100.0, 20.0)
// Draw a "ball"
let ball_x = 400.0 + (frame as f32) * 10.0
let ball_y = 300.0
window.draw_rect(ball_x, ball_y, 10.0, 10.0)
frame += 1
if frame % 5 == 0 {
println("--- Frame {} ---", frame)
}
}
window.close()
println("")
println("✅ Rendering demo complete!")
println(" - Window created")
println(" - 10 frames rendered")
println(" - Simulated paddle + ball")
println("")
println("Next: Add real FFI to winit/wgpu for actual rendering!")
}