#win #pix #winit #windowing #game-loop

pix-win-loop

Windowing (using winit), nice input handling and frame-rate-independent game loop all wrapped up in a neat little package. Custom rendering support (pixels and softbuffer are available out of the box with a flick of a feature)

4 releases (breaking)

0.4.0 Jan 4, 2024
0.3.0 Jan 3, 2024
0.2.0 Dec 23, 2023
0.1.0 Dec 23, 2023

#15 in Rendering engine

Download history 53/week @ 2023-12-20 6/week @ 2023-12-27 72/week @ 2024-01-03 6/week @ 2024-01-10 5/week @ 2024-01-17 5/week @ 2024-01-24 9/week @ 2024-01-31 1/week @ 2024-02-07 51/week @ 2024-02-14

66 downloads per month

MIT license

8KB
118 lines

pix-win-loop

GPU pixel buffer (using pixels), windowing (using winit), nice input handling and frame-rate-independent game loop all wrapped up in a neat little package. The game loop is based on https://gafferongames.com/post/fix_your_timestep.

Note

The 'win-loop' part of the crate has moved on to the (unexpectedly named) win-loop crate in case you want to use another rendering, but want to keep the game loop.

pix-win-loop v0.3.0 and further uses win-loop, but still keeps the 0.2 API.

Small example

use pix_win_loop::*;

struct Application;

impl App for Application {
    fn update(&mut self, ctx: &mut Context) -> Result<()> {
        if ctx.input.is_logical_key_pressed(NamedKey::Escape) {
            ctx.exit();
        }

        Ok(())
    }

    fn render(&mut self, pixels: &mut Pixels, _blending_factor: f64) -> Result<()> {
        // do rendering using pixels.

        let mut frame = pixels.frame_mut();

        // draw a 400x12 green line
        for pixel in frame.chunks_exact_mut(4).take(PIX_WIDTH as usize * 12) {
            pixel[1] = 255;
            pixel[3] = 255;
        }

        // you can use pixels.render_with() for custom rendering
        pixels.render()?;

        Ok(())
    }
}

const PIX_WIDTH: u32 = 400;
const PIX_HEIGHT: u32 = 300;

fn main() -> Result<()> {
    let window_builder = WindowBuilder::new()
        .with_title("win-pix-loop example")
        .with_inner_size(PhysicalSize::new(800, 600));

    // Pixel buffer will be scaled to the window size.
    // So e.g. this will result in 2x scaling.
    let pixel_buffer_size = PhysicalSize::new(PIX_WIDTH, PIX_HEIGHT);

    // Minimum time between updates.
    // See https://gafferongames.com/post/fix_your_timestep.
    let target_frame_time = Duration::from_secs_f32(1. / 120.); // 120 fps

    // Maximum time between updates.
    // The real time can still exceed this value.
    // See https://gafferongames.com/post/fix_your_timestep.
    let max_frame_time = Duration::from_secs_f32(0.1);

    pix_win_loop::start(window_builder, Application, pixel_buffer_size, target_frame_time, max_frame_time)
}

Dependencies

~6–48MB
~748K SLoC