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#[cfg(not(target_arch = "wasm32"))]
mod desktop;
#[cfg(target_arch = "wasm32")]
mod web;
use std::sync::Arc;
use game_loop::{GameLoop, Time};
use miette::{IntoDiagnostic, Result};
use pixels::Pixels;
use vek::{Extent2, Vec2};
use winit::{
dpi::LogicalSize,
event::{Event, WindowEvent},
window::{Window, WindowBuilder},
};
use winit_input_helper::WinitInputHelper;
/// Window configuration.
#[derive(Debug, Clone)]
pub struct WindowConfig {
/// Amount of pixels for the canvas.
///
/// Defaults to `(320, 280)`.
pub buffer_size: Extent2<usize>,
/// How many times the buffer should be scaled to fit the window.
///
/// Defaults to `1`.
pub scaling: usize,
/// Name in the title bar.
///
/// On WASM this will display as a header underneath the rendered content.
///
/// Defaults to `"Pixel Game"`.
pub title: String,
/// Updates per second for the update loop.
///
/// Defaults to `60`.
pub updates_per_second: u32,
}
impl Default for WindowConfig {
fn default() -> Self {
Self {
buffer_size: Extent2::new(320, 280),
scaling: 1,
title: "Pixel Game".to_string(),
updates_per_second: 60,
}
}
}
/// Create a new window with an event loop and run the game.
///
/// # Arguments
///
/// * `game_state` - Global state passed around in the render and update functions.
/// * `window_config` - Configuration options for the window.
/// * `update` - Function called every update tick, arguments are the state, window input event that can be used to handle input events, mouse position in pixels and the time between this and the previous tick. When `true` is returned the window will be closed.
/// * `render` - Function called every render tick, arguments are the state and the time between this and the previous tick.
pub fn window<G, U, R>(
game_state: G,
window_config: WindowConfig,
update: U,
render: R,
) -> Result<()>
where
G: 'static,
U: FnMut(&mut G, &WinitInputHelper, Option<Vec2<usize>>, f32) -> bool + 'static,
R: FnMut(&mut G, &mut [u32], f32) + 'static,
{
// Build the window builder with the event loop the user supplied
let logical_size = LogicalSize::new(
window_config.buffer_size.w as f64,
window_config.buffer_size.h as f64,
);
let window_builder = WindowBuilder::new()
.with_title(window_config.title.clone())
.with_inner_size(logical_size)
.with_min_inner_size(logical_size);
#[cfg(not(target_arch = "wasm32"))]
{
desktop::window(
window_builder,
game_state,
window_config,
update,
render,
winit_handler,
)
}
#[cfg(target_arch = "wasm32")]
{
// Show panics in the browser console log
std::panic::set_hook(Box::new(console_error_panic_hook::hook));
// Web window function is async, so we need to spawn it into a local async runtime
wasm_bindgen_futures::spawn_local(async {
web::window(
window_builder,
game_state,
window_config,
update,
render,
winit_handler,
)
.await
.expect("Error opening WASM window")
});
Ok(())
}
}
/// Handle winit events.
fn winit_handler<G>(
game_loop_state: &mut GameLoop<(G, Pixels, WinitInputHelper), Time, Arc<Window>>,
ev: &Event<()>,
) where
G: 'static,
{
match ev {
// Handle close event
Event::WindowEvent {
event: WindowEvent::CloseRequested,
..
} => game_loop_state.exit(),
// Resize the window
Event::WindowEvent {
event: WindowEvent::Resized(new_size),
..
} => {
game_loop_state
.game
.1
.resize_surface(new_size.width, new_size.height)
.into_diagnostic()
.unwrap();
}
_ => (),
}
// Update input events
game_loop_state.game.2.update(ev);
}