Make `canvas_minimal` example rerender on refresh

This commit is contained in:
LeRoyce Pearson 2020-07-17 16:38:11 -06:00
parent e75b347c8d
commit 5951b32ede
1 changed files with 34 additions and 31 deletions

View File

@ -81,9 +81,17 @@ fn main() {
let resource_loader = EmbeddedResourceLoader::new();
let mut renderer = Renderer::new(pathfinder_device, &resource_loader, mode, options);
// Make a canvas. We're going to draw a house.
let font_context = CanvasFontContext::from_system_source();
let mut canvas = Canvas::new(framebuffer_size.to_f32()).get_context_2d(font_context);
// Wait for a keypress.
event_loop.run_forever(|event| {
match event {
Event::WindowEvent { event: WindowEvent::CloseRequested, .. } |
Event::WindowEvent { event: WindowEvent::KeyboardInput { .. }, .. } => {
ControlFlow::Break
}
Event::WindowEvent { event: WindowEvent::Refresh, .. } => {
// Make a canvas. We're going to draw a house.
let mut canvas = Canvas::new(framebuffer_size.to_f32()).get_context_2d(font_context.clone());
// Set line width.
canvas.set_line_width(10.0);
@ -113,12 +121,7 @@ fn main() {
device.present_surface(&mut context, &mut surface).unwrap();
device.bind_surface_to_context(&mut context, surface).unwrap();
// Wait for a keypress.
event_loop.run_forever(|event| {
match event {
Event::WindowEvent { event: WindowEvent::CloseRequested, .. } |
Event::WindowEvent { event: WindowEvent::KeyboardInput { .. }, .. } => {
ControlFlow::Break
ControlFlow::Continue
}
_ => ControlFlow::Continue,
}