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pix_engine
is a cross-platform graphics & UI library for simple games,
visualizations, digital art, and graphics applications written in Rust,
supporting SDL2 (and soon Web-Assembly!) renderers.
The primary goal of this library is to be simple to setup and use for graphics or algorithm exploration and is not meant to be as fully-featured as other, larger graphics libraries.
It is intended to be more than just a toy library, however, and can be used to
drive real applications. The Tetanes NES emulator, for example uses
pix_engine
for rendering, window and event handling.
Some examples of things you can create with pix-engine
:
The current minimum Rust version is 1.57.0
.
First and foremost you'll need Rust installed! Follow the latest directions at https://www.rust-lang.org/learn/get-started.
When building or running applications for a desktop target such as macOS
,
Linux
, or Windows
and not a Web-Assembly target, you must install
SDL2 libraries.
There are several options for installing SDL2
, but these are the most common:
macOS
, a package management tool like apt
for
Linux
or MSVC
for Windows
.For more details and installation options see the rust-sdl2 documentation.
sh
brew install sdl2 sdl2_gfx sdl2_image sdl2_mixer sdl2_ttf
Ubuntu:
sh
sudo apt-get install libsdl2-dev libsdl2-gfx-dev libsdl2-image-dev libsdl2-mixer-dev libsdl2-ttf-dev
Fedora:
sh
sudo dnf install SDL2-devel SDL2_gfx-devel SDL2_image-devel SDL2_mixer-devel SDL2_ttf-devel
Arch:
sh
sudo pacman -S sdl2 sdl2_gfx sdl2_image sdl2_mixer sdl2_ttf
MSVC
development libraries from http://www.libsdl.org/ (SDL2-devel-2.0.XX-VC.zip
).SDL2-devel-2.0.XX-VC.zip
into a folder.SDL2-2.0.XX\lib\x64\
to
C:\Users\{Username}\.rustup\toolchains\{current
toolchain}\lib\rustlib\{current toolchain}\lib
where current toolchain
is
likely stable-x86_64-pc-windows-msvc
.
rustup
, See rust-sdl2 for more info on
Windows installation.SDL2.dll
from SDL2-2.0.XX\lib\x64\
to your cargo
project next to
Cargo.toml
.vcpkg can download and install the correct versions for you, but requires some setup.
Add the following to your Cargo.toml
:
```toml [dependencies] pix-engine = { version = "0.5.4", features = ["vcpkg"] }
[package.metadata.vcpkg] dependencies = ["sdl2", "sdl2-image[libjpeg-turbo,tiff,libwebp]", "sdl2-ttf", "sdl2-gfx", "sdl2-mixer"] git = "https://github.com/microsoft/vcpkg" rev = "261c458af6e3eed5d099144aff95d2b5035f656b"
[package.metadata.vcpkg.target] x86_64-pc-windows-msvc = { triplet = "x64-windows-static-md" } ```
Then build your project like this:
sh
cargo install cargo-vcpkg
cargo vcpkg build
cargo build
Creating a visual or interactive application using pix-engine
requires
implementing only a single method of the AppState
trait for your
application: AppState::on_update
which gets executed as
often as possible. Within that function you'll have access to a mutable
PixState
object which provides several methods for modifying
settings and drawing to the screen.
AppState
provides additional methods that can be implemented to
respond to user events and handle application startup and teardown.
Here's an example application which simply draws a circle following the mouse and renders it white or black depending if the mouse is held down or not:
```rust norun use pixengine::prelude::*;
struct MyApp;
impl AppState for MyApp {
// Set up application state and initial settings. PixState
contains
// engine specific state and utility methods for actions like getting mouse
// coordinates, drawing shapes, etc. (Optional)
fn on_start(&mut self, s: &mut PixState) -> PixResult<()> {
// Set the background to GRAY and clear the screen.
s.background(Color::GRAY);
// Change the font family to NOTO and size to 16 instead of using the
// defaults.
s.font_family(Font::NOTO)?;
s.font_size(16);
// Returning `Err` instead of `Ok` would indicate initialization failed,
// and that the application should terminate immediately.
Ok(())
}
// Main update/render loop. Called as often as possible unless
// `target_frame_rate` was set with a value. (Required)
fn on_update(&mut self, s: &mut PixState) -> PixResult<()> {
// Set fill color to black if mouse is pressed, otherwise wite.
if s.mouse_pressed() {
s.fill(0);
} else {
s.fill(255);
}
// Draw a circle with fill color at the mouse position with a radius of
// 80.
let m = s.mouse_pos();
s.circle([m.x(), m.y(), 80])?;
Ok(())
}
// Clean up any state or resources before exiting such as deleting temporary
// files or saving game state. (Optional)
fn on_stop(&mut self, s: &mut PixState) -> PixResult<()> {
Ok(())
}
}
fn main() -> PixResult<()> { let mut engine = PixEngine::builder() .withdimensions(800, 600) .withtitle("MyApp") .withframerate() .resizable() .build()?; let mut app = MyApp; engine.run(&mut app) } ```
This library uses the log crate. To leverage
logging in your application, choose one of the supported logger implementations
and initialize it in your main
function.
Example using env_logger:
```rust ignore fn main() -> PixResult<()> { env_logger::init();
let mut engine = PixEngine::builder()
.with_dimensions(800, 600)
.with_title("MyApp")
.build()?;
let mut app = MyApp;
engine.run(&mut app)
} ```
serde -
Adds serde Serialize
/Deserialize
implementations for all
enums/structs.
backtrace -
Enables the backtrace
feature for anyhow, which allows printing
backtraces based on environment variables outlined in
std::backtrace. Useful for debugging.
vcpkg -
Enables static linking of the SDL2 libraries which are dependencies for
macOS, Linux, and Windows targets. Using this feature is the easiest way to
get up and running unless you already have SDL2
installed on your system.
sdl2
to use opengl
as its renderer. This feature is disabled by
default, allowing sdl2
to use whichever renderer it defaults to on the
target system. For example, macOS defaults to metal
.See the github issue tracker.
Licensed under either of
at your option.
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.
For issue reporting, please use the github issue tracker. You can also contact me directly at https://lukeworks.tech/contact/.
This has been a true passion project for several years and I can't thank the open source community enough for the all the amazing content and support.
A special shout out to the following projects which heavily inspired the implementation and evolution of this crate: