// pathfinder/examples/canvas_glutin_minimal/src/main.rs // // Copyright © 2019 The Pathfinder Project Developers. // // Licensed under the Apache License, Version 2.0 or the MIT license // , 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, GlProfile, GlRequest}; use glutin::event_loop::{ControlFlow, EventLoop}; use glutin::event::{Event, KeyboardInput, VirtualKeyCode, WindowEvent}; use glutin::window::WindowBuilder; use pathfinder_canvas::{CanvasFontContext, CanvasRenderingContext2D, Path2D}; use pathfinder_color::ColorF; use pathfinder_geometry::rect::RectF; use pathfinder_geometry::vector::{vec2f, vec2i}; use pathfinder_gl::{GLDevice, GLVersion}; use pathfinder_resources::fs::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; fn main() { // Calculate the right logical size of the window. let event_loop = EventLoop::new(); let window_size = vec2i(640, 480); let physical_window_size = PhysicalSize::new(window_size.x() as f64, window_size.y() as f64); // Open a window. let window_builder = WindowBuilder::new().with_title("Minimal example") .with_inner_size(physical_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()) }); // Make a canvas. We're going to draw a house. let mut canvas = CanvasRenderingContext2D::new(CanvasFontContext::from_system_source(), window_size.to_f32()); // Set line width. canvas.set_line_width(10.0); // Draw walls. canvas.stroke_rect(RectF::new(vec2f(75.0, 140.0), vec2f(150.0, 110.0))); // Draw door. canvas.fill_rect(RectF::new(vec2f(130.0, 190.0), vec2f(40.0, 60.0))); // Draw roof. let mut path = Path2D::new(); path.move_to(vec2f(50.0, 140.0)); path.line_to(vec2f(150.0, 60.0)); path.line_to(vec2f(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()); gl_context.swap_buffers().unwrap(); // Wait for a keypress. event_loop.run(move |event, _, control_flow| { match event { Event::WindowEvent { event: WindowEvent::CloseRequested, .. } | Event::WindowEvent { event: WindowEvent::KeyboardInput { input: KeyboardInput { virtual_keycode: Some(VirtualKeyCode::Escape), .. }, .. }, .. } => { *control_flow = ControlFlow::Exit; }, _ => { *control_flow = ControlFlow::Wait; }, }; }) }