pathfinder/examples/canvas_glutin_minimal/src/main.rs

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2019-06-12 13:41:54 -04:00
// pathfinder/examples/canvas_glutin_minimal/src/main.rs
//
// Copyright © 2019 The Pathfinder Project Developers.
//
// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
// option. This file may not be copied, modified, or distributed
// except according to those terms.
//! Demonstrates how to use the Pathfinder canvas API with `glutin`.
use glutin::dpi::PhysicalSize;
use glutin::{ContextBuilder, ControlFlow, Event, EventsLoop, GlProfile, GlRequest, KeyboardInput};
use glutin::{VirtualKeyCode, WindowBuilder, WindowEvent};
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use pathfinder_canvas::{CanvasFontContext, CanvasRenderingContext2D, Path2D};
use pathfinder_content::color::ColorF;
use pathfinder_geometry::vector::{Vector2F, Vector2I};
use pathfinder_geometry::rect::RectF;
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use pathfinder_gl::{GLDevice, GLVersion};
use pathfinder_gpu::resources::FilesystemResourceLoader;
use pathfinder_renderer::concurrent::rayon::RayonExecutor;
use pathfinder_renderer::concurrent::scene_proxy::SceneProxy;
use pathfinder_renderer::gpu::renderer::Renderer;
use pathfinder_renderer::gpu::options::{DestFramebuffer, RendererOptions};
use pathfinder_renderer::options::BuildOptions;
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fn main() {
// Calculate the right logical size of the window.
let mut event_loop = EventsLoop::new();
let hidpi_factor = event_loop.get_primary_monitor().get_hidpi_factor();
let window_size = Vector2I::new(640, 480);
let physical_window_size = PhysicalSize::new(window_size.x() as f64, window_size.y() as f64);
let logical_window_size = physical_window_size.to_logical(hidpi_factor);
// Open a window.
let window_builder = WindowBuilder::new().with_title("Minimal example")
.with_dimensions(logical_window_size);
// Create an OpenGL 3.x context for Pathfinder to use.
let gl_context = ContextBuilder::new().with_gl(GlRequest::Latest)
.with_gl_profile(GlProfile::Core)
.build_windowed(window_builder, &event_loop)
.unwrap();
// Load OpenGL, and make the context current.
let gl_context = unsafe { gl_context.make_current().unwrap() };
gl::load_with(|name| gl_context.get_proc_address(name) as *const _);
// Create a Pathfinder renderer.
let mut renderer = Renderer::new(GLDevice::new(GLVersion::GL3, 0),
&FilesystemResourceLoader::locate(),
DestFramebuffer::full_window(window_size),
RendererOptions { background_color: Some(ColorF::white()) });
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// Make a canvas. We're going to draw a house.
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let mut canvas = CanvasRenderingContext2D::new(CanvasFontContext::from_system_source(),
window_size.to_f32());
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// Set line width.
canvas.set_line_width(10.0);
// Draw walls.
canvas.stroke_rect(RectF::new(Vector2F::new(75.0, 140.0), Vector2F::new(150.0, 110.0)));
// Draw door.
canvas.fill_rect(RectF::new(Vector2F::new(130.0, 190.0), Vector2F::new(40.0, 60.0)));
// Draw roof.
let mut path = Path2D::new();
path.move_to(Vector2F::new(50.0, 140.0));
path.line_to(Vector2F::new(150.0, 60.0));
path.line_to(Vector2F::new(250.0, 140.0));
path.close_path();
canvas.stroke_path(path);
// Render the canvas to screen.
let scene = SceneProxy::from_scene(canvas.into_scene(), RayonExecutor);
scene.build_and_render(&mut renderer, BuildOptions::default());
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gl_context.swap_buffers().unwrap();
// Wait for a keypress.
event_loop.run_forever(|event| {
match event {
Event::WindowEvent { event: WindowEvent::CloseRequested, .. } |
Event::WindowEvent {
event: WindowEvent::KeyboardInput {
input: KeyboardInput { virtual_keycode: Some(VirtualKeyCode::Escape), .. },
..
},
..
} => ControlFlow::Break,
_ => ControlFlow::Continue,
}
})
}