#graphics #pixels #gamedev #simple

pixels-graphics-lib

Simple wrapper library around Pixels/Buffer Graphics

68 releases (15 breaking)

0.16.0 Jan 12, 2024
0.15.0 Dec 27, 2023
0.12.0 Aug 17, 2023
0.11.7 Jun 23, 2023
0.2.0 Dec 31, 2021

#146 in Game dev

Download history 103/week @ 2023-12-19 14/week @ 2023-12-26 63/week @ 2024-01-02 7/week @ 2024-01-09 5/week @ 2024-02-13 443/week @ 2024-02-20 183/week @ 2024-02-27

631 downloads per month
Used in image-wrapper

Custom license

165KB
4.5K SLoC

Crates.io Documentation

Graphics Lib

This is a simple wrapper around Pixels, designed to be used with Buffer Graphics Lib

Usage

Cargo

In your Cargo.toml file add

pixels-graphics-lib = "0.16.0"
winit_input_helper = "0.15.1" #only needed if you're not using `run()`

Code

You can use scenes using run_scenes (requires default feature scenes):

fn main() -> Result<()> {
    // Window prefs allow the size and position of the window to be saved and restored
    let window_prefs = WindowPreferences::new("com", "example", "app", 1)?;
    // Options contains scaling, UPS, etc
    let options = Options::default();
    // The switcher is how new scenes are created
    let switcher: SceneSwitcher<SceneResult, SceneName> =
        |style, scene_stack, new_scene| match new_scene {
            SceneName::Example => scene_stack.push(ExampleScene::new()),
        };
    let first_scene = ExampleScene::new();
    run_scenes(
        300,
        300,
        "Scenes Example",
        Some(window_prefs),
        switcher,
        first_scene,
        options,
        empty_pre_post()
    )?;
    Ok(())
}

// The scene name is the id used so the switcher knows which one to create
#[derive(Clone, Debug, PartialEq)]
enum SceneName {
    Example,
}

// After a scene is finished it can return values to it's parent using scene result
#[derive(Clone, Debug, PartialEq)]
enum SceneResult {}

struct ExampleScene {}

impl ExampleScene {
    pub fn new() -> Box<Self> {
        Box::new(Self {})
    }
}

impl Scene<SceneResult, SceneName> for ExampleScene {
    fn render(
        &mut self, 
        graphics: &mut Graphics, 
        mouse_xy: Coord, 
        held_keys: &[VirtualKeyCode]) {
        todo!()
    }

    fn update(
        &mut self,
        timing: &Timing,
        mouse_xy: Coord,
        held_keys: &[VirtualKeyCode],
    ) -> SceneUpdateResult<SceneResult, SceneName> {
        todo!()
    }
}

or a more low level with run

struct Example {}

fn main() -> Result<()> {
    let system = Box::new(Example {});
    run(240, 160, "Example", Box::new(system), Options::default())?;
    Ok(())
}

//Check `src/scenes.rs` for examples of implementing held keys, etc
impl System for Example {
    fn update(&mut self, timing: &Timing) {}
    fn render(&mut self, graphics: &mut Graphics) {}
}

Features

Default features: window_prefs, sound, serde, scenes

window_prefs

Save and restore window position and size

To use this the impl System must override System::window_prefs()

scenes

Enables Scene and run_scenes

Includes window_prefs

controller

  • Adds gamepad support
  • Adds gamepad state to Scene::update, Scene::render

controller_xinput

As above but using xinput, windows only

sound

Play music or sound effects

serde

Adds Serialize and Deserialize to most structs and enums

images

Loading and displaying of PNGs, JPEGs, BMPs

file_dialogs

Built in file selection dialogs, not recommended, use rfd

mint

Enables graphic-shapes/mint

Projects

Retro Games

A few retro games

ICI Image editor

Editor for IndexedImage

USFX Tester

Test GUI for USFX

Dependencies

~7–51MB
~782K SLoC