rust_training_tool/gui.rs
1//! Gui and main loop functionality.
2
3use eframe::{egui, egui::Key};
4use std::{
5 collections::HashSet,
6 time::{Duration, Instant},
7};
8
9/// The main function where your game logic is ran each frame.
10/// Takes in a `Context`.
11pub trait MainFunction: FnMut(Context, &mut egui::Ui) {}
12impl<T: FnMut(Context, &mut egui::Ui)> MainFunction for T {}
13
14/// The frame context the main logic is called with. Contains
15/// everything you need to update entities and render a frame.
16pub struct Context {
17 /// The time elapsed since last frame.
18 pub dt: Duration,
19 /// A set of all keys currently held down.
20 pub key_map: HashSet<Key>,
21 /// A painter which lets you draw shapes and text to the window.
22 pub painter: egui::Painter,
23 /// The size of the drawable region og the window in pixels.
24 pub drawable_area: egui::Rect,
25}
26
27struct Gui<F: MainFunction> {
28 main_function: F,
29 last_update: Instant,
30}
31
32impl<F: MainFunction> Gui<F> {
33 fn new(main_function: F) -> Self {
34 Self {
35 main_function,
36 last_update: Instant::now(),
37 }
38 }
39}
40
41/// The function which starts a window and calls the `main_function` each frame.
42/// `options` are passed to `eframe::run_native`.
43///
44/// ### Example
45///
46/// ```
47/// # let _ = "
48/// use rust_training_tool::gui::run;
49/// # ";
50/// # use rust_training_tool::gui::__test_run as run;
51/// use rust_training_tool::{eframe, egui};
52///
53/// let options = eframe::NativeOptions {
54/// viewport: egui::ViewportBuilder::default()
55/// .with_inner_size([480.0, 360.0]),
56/// ..Default::default()
57/// };
58/// run(options, "test", |ctx, _ui| {
59/// ctx.painter.circle_filled(
60/// ctx.drawable_area.center(),
61/// ctx.drawable_area.width() * 0.1,
62/// egui::Color32::ORANGE,
63/// );
64/// })
65/// .expect("Gui should run");
66/// ```
67pub fn run<F>(options: eframe::NativeOptions, app_name: &str, main_function: F) -> eframe::Result
68where
69 F: MainFunction,
70{
71 eframe::run_native(
72 app_name,
73 options,
74 Box::new(|_cc| {
75 #[cfg(feature = "images")]
76 egui_extras::install_image_loaders(&_cc.egui_ctx);
77 Ok(Box::new(Gui::new(main_function)))
78 }),
79 )
80}
81
82/// Fake run function for use in doctests
83pub fn __test_run<F>(
84 _options: eframe::NativeOptions,
85 _app_name: &str,
86 _main_function: F,
87) -> eframe::Result
88where
89 F: MainFunction,
90{
91 Ok(())
92}
93
94impl<F: MainFunction> eframe::App for Gui<F> {
95 fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) {
96 // update dt
97 let dt = self.last_update.elapsed();
98 self.last_update = Instant::now();
99
100 egui::CentralPanel::default()
101 .frame(egui::Frame::none())
102 .show(ctx, |ui| {
103 // create painter
104 let (response, painter) =
105 ui.allocate_painter(ui.available_size(), egui::Sense::hover());
106
107 let key_map = ctx.input(|i| i.keys_down.clone());
108
109 (self.main_function)(
110 Context {
111 dt,
112 key_map,
113 drawable_area: response.rect,
114 painter,
115 },
116 ui,
117 );
118 });
119
120 // update at 30 fps
121 ctx.request_repaint_after_secs(1.0 / 30.0);
122 }
123}