Refactored event handling

This commit is contained in:
STP
2023-11-17 15:07:22 -05:00
parent cba39b1b53
commit 7d3426254b

View File

@@ -14,8 +14,8 @@ use pixels::{Error, Pixels, SurfaceTexture};
use std::env;
use std::rc::Rc;
use std::sync::Arc;
use winit::dpi::LogicalSize;
use winit::event::{Event, VirtualKeyCode};
use winit::dpi::{LogicalSize, PhysicalSize};
use winit::event::{Event, KeyboardInput, MouseButton, VirtualKeyCode, WindowEvent};
use winit::event_loop::{ControlFlow, EventLoop};
use winit::window::WindowBuilder;
use winit_input_helper::WinitInputHelper;
@@ -47,11 +47,19 @@ struct State {
width: i32,
height: i32,
gui: Gui,
pixels: Pixels,
}
impl State {
/// Create a new `World` instance that can draw a moving box.
fn new(width: i32, height: i32, scene: Scene, camera: Camera, gui: Gui) -> Self {
fn new(
width: i32,
height: i32,
scene: Scene,
camera: Camera,
pixels: Pixels,
gui: Gui,
) -> Self {
let rays = camera.cast_rays(width, height);
Self {
width,
@@ -60,6 +68,7 @@ impl State {
rays,
scene,
camera,
pixels,
gui,
}
}
@@ -73,15 +82,32 @@ impl State {
}
/// Resize the world
fn resize(&mut self, width: i32, height: i32) {
self.width = width;
self.height = height;
fn resize(&mut self, size: &PhysicalSize<u32>) -> bool {
if let Err(err) = self.pixels.resize_surface(size.width, size.height) {
log_error("pixels.resize_surface", err);
return false;
}
self.width = size.width as i32;
self.height = size.height as i32;
true
}
fn keyboard_input(&mut self, key: &KeyboardInput) {
match key.virtual_keycode {
Some(key) => match key {
VirtualKeyCode::A => {}
_ => {}
},
None => {}
}
}
fn mouse_input(&mut self, button: &MouseButton) {}
/// Draw the `World` state to the frame buffer.
///
/// Assumes the default texture format: `wgpu::TextureFormat::Rgba8UnormSrgb`
fn draw(&mut self, frame: &mut [u8]) {
fn draw(&mut self) {
let frame = self.pixels.frame_mut();
for i in 0..self.gui.num_rays {
let ray = &self.rays[self.index];
let colour = raytracer::shade_ray(&self.scene, &ray);
@@ -93,25 +119,12 @@ impl State {
self.index = self.index + 1;
}
}
fn draw_all(&mut self, frame: &mut [u8]) {
let rays = self.camera.cast_rays(self.width, self.height);
let colours = raytracer::shade_rays(&self.scene, &rays, self.width, self.height);
for (i, colour) in colours.iter().enumerate() {
let colour = colours[i];
// pixel[0] = colour.x;
// pixel[1] = colour.y;
// pixel[2] = colour.z;
// pixel[3] = 255;
}
}
}
fn main() -> Result<(), Error> {
env_logger::init();
//Window
let event_loop = EventLoop::new();
let mut input = WinitInputHelper::new();
let window = {
let size = LogicalSize::new(START_WIDTH as f64, START_HEIGHT as f64);
WindowBuilder::new()
@@ -122,7 +135,7 @@ fn main() -> Result<(), Error> {
.unwrap()
};
//Pixel surface
let mut pixels = {
let pixels = {
let window_size = window.inner_size();
let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
Pixels::new(START_WIDTH as u32, START_HEIGHT as u32, surface_texture)?
@@ -162,59 +175,49 @@ fn main() -> Result<(), Error> {
// Set up Dear ImGui
let gui = Gui::new(&window, &pixels);
let scene = Scene::new(primitives, lights, cameras, ambient_light);
let mut state = State::new(START_WIDTH, START_HEIGHT, scene, camera, gui);
let pixels = {
let window_size = window.inner_size();
let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
Pixels::new(START_WIDTH as u32, START_HEIGHT as u32, surface_texture)?
};
let mut state = State::new(START_WIDTH, START_HEIGHT, scene, camera, pixels, gui);
event_loop.run(move |event, _, control_flow| {
// Draw the current frame
if let Event::RedrawRequested(_) = event {
state.draw(pixels.frame_mut());
// Draw the world
// Prepare Dear ImGui
state.gui.prepare(&window).expect("gui.prepare() failed");
// Render everything together
let render_result = pixels.render_with(|encoder, render_target, context| {
// Render the world texture
context.scaling_renderer.render(encoder, render_target);
// Render Dear ImGui
state.gui.handle_event(&window, &event); //Let gui handle its events
match event {
Event::WindowEvent { event, .. } => match event {
WindowEvent::CloseRequested => {
*control_flow = ControlFlow::Exit;
}
WindowEvent::Resized(size) => {
state.resize(&size);
}
WindowEvent::KeyboardInput { input, .. } => {
state.keyboard_input(&input);
}
WindowEvent::MouseInput { button, .. } => {
state.mouse_input(&button);
}
_ => {}
},
Event::RedrawRequested(_) => {
state.draw(); //Draw to pixels
state.gui.prepare(&window).expect("gui.prepare() failed"); //Prepare imgui
let render_result = state.pixels.render_with(|encoder, render_target, context| {
context.scaling_renderer.render(encoder, render_target); // Render pixels
state.gui.render(&window, encoder, render_target, context)?;
// *control_flow = ControlFlow::Exit;
Ok(())
});
// Basic error handling
if let Err(err) = render_result {
log_error("pixels.render", err);
*control_flow = ControlFlow::Exit;
return;
}
}
// Handle input events
state.gui.handle_event(&window, &event);
if input.update(&event) {
// Close events
if input.key_pressed(VirtualKeyCode::Escape) || input.quit() {
*control_flow = ControlFlow::Exit;
return;
}
if input.key_pressed(VirtualKeyCode::A) {}
// Resize the window
if let Some(size) = input.window_resized() {
if size.width > 0 && size.height > 0 {
// Resize the surface texture
if let Err(err) = pixels.resize_surface(size.width, size.height) {
log_error("pixels.resize_surface", err);
*control_flow = ControlFlow::Exit;
return;
}
state.resize(size.width as i32, size.height as i32);
}
}
// Update internal state and request a redraw
state.update();
window.request_redraw();
_ => {}
}
state.update(); //Update state
window.request_redraw(); //Redraw window
});
}