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hello_skulpin_sdl2.rs
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// This example shows how to use the renderer with SDL2 directly.
use skulpin::skia_safe;
use skulpin::{CoordinateSystemHelper, RendererBuilder, LogicalSize};
use sdl2::event::Event;
use sdl2::keyboard::Keycode;
use skulpin::rafx::api::RafxExtents2D;
fn main() {
// Setup logging
env_logger::Builder::from_default_env()
.filter_level(log::LevelFilter::Debug)
.init();
// Setup SDL
let sdl_context = sdl2::init().expect("Failed to initialize sdl2");
let video_subsystem = sdl_context
.video()
.expect("Failed to create sdl video subsystem");
// Set up the coordinate system to be fixed at 900x600, and use this as the default window size
// This means the drawing code can be written as though the window is always 900x600. The
// output will be automatically scaled so that it's always visible.
let logical_size = LogicalSize {
width: 900,
height: 600,
};
let scale_to_fit = skulpin::skia_safe::matrix::ScaleToFit::Center;
let visible_range = skulpin::skia_safe::Rect {
left: 0.0,
right: logical_size.width as f32,
top: 0.0,
bottom: logical_size.height as f32,
};
let window = video_subsystem
.window("Skulpin", logical_size.width, logical_size.height)
.position_centered()
.allow_highdpi()
.resizable()
.build()
.expect("Failed to create window");
log::info!("window created");
let (window_width, window_height) = window.vulkan_drawable_size();
let extents = RafxExtents2D {
width: window_width,
height: window_height,
};
let renderer = RendererBuilder::new()
.coordinate_system(skulpin::CoordinateSystem::VisibleRange(
visible_range,
scale_to_fit,
))
.build(&window, extents);
// Check if there were error setting up vulkan
if let Err(e) = renderer {
println!("Error during renderer construction: {:?}", e);
return;
}
log::info!("renderer created");
let mut renderer = renderer.unwrap();
// Increment a frame count so we can render something that moves
let mut frame_count = 0;
log::info!("Starting window event loop");
let mut event_pump = sdl_context
.event_pump()
.expect("Could not create sdl event pump");
'running: loop {
for event in event_pump.poll_iter() {
log::info!("{:?}", event);
match event {
//
// Halt if the user requests to close the window
//
Event::Quit { .. } => break 'running,
//
// Close if the escape key is hit
//
Event::KeyDown {
keycode: Some(keycode),
keymod: modifiers,
..
} => {
log::info!("Key Down {:?} {:?}", keycode, modifiers);
if keycode == Keycode::Escape {
break 'running;
}
}
_ => {}
}
}
//
// Redraw
//
let (window_width, window_height) = window.vulkan_drawable_size();
let extents = RafxExtents2D {
width: window_width,
height: window_height,
};
renderer
.draw(extents, 1.0, |canvas, coordinate_system_helper| {
draw(canvas, &coordinate_system_helper, frame_count);
frame_count += 1;
})
.unwrap();
}
}
/// Called when winit passes us a WindowEvent::RedrawRequested
fn draw(
canvas: &mut skia_safe::Canvas,
_coordinate_system_helper: &CoordinateSystemHelper,
frame_count: i32,
) {
// Generally would want to clear data every time we draw
canvas.clear(skia_safe::Color::from_argb(0, 0, 0, 255));
// Floating point value constantly moving between 0..1 to generate some movement
let f = ((frame_count as f32 / 30.0).sin() + 1.0) / 2.0;
// Make a color to draw with
let mut paint = skia_safe::Paint::new(skia_safe::Color4f::new(1.0 - f, 0.0, f, 1.0), None);
paint.set_anti_alias(true);
paint.set_style(skia_safe::paint::Style::Stroke);
paint.set_stroke_width(2.0);
// Draw a line
canvas.draw_line(
skia_safe::Point::new(100.0, 500.0),
skia_safe::Point::new(800.0, 500.0),
&paint,
);
// Draw a circle
canvas.draw_circle(
skia_safe::Point::new(200.0 + (f * 500.0), 420.0),
50.0,
&paint,
);
// Draw a rectangle
canvas.draw_rect(
skia_safe::Rect {
left: 10.0,
top: 10.0,
right: 890.0,
bottom: 590.0,
},
&paint,
);
//TODO: draw_bitmap
let mut font = skia_safe::Font::default();
font.set_size(100.0);
canvas.draw_str("Hello Skulpin", (65, 200), &font, &paint);
canvas.draw_str("Hello Skulpin", (68, 203), &font, &paint);
canvas.draw_str("Hello Skulpin", (71, 206), &font, &paint);
}