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extern crate piston;
extern crate graphics;
extern crate glutin_window;
extern crate opengl_graphics;
use piston::window::WindowSettings;
use piston::event_loop::*;
use piston::input::*;
use glutin_window::GlutinWindow as Window;
use opengl_graphics::{ GlGraphics, OpenGL };
pub struct App {
gl: GlGraphics, // OpenGL drawing backend.
rotation: f64 // Rotation for the square.
}
impl App {
fn render(&mut self, args: &RenderArgs) {
use graphics::*;
const GREEN: [f32; 4] = [0.0, 1.0, 0.0, 1.0];
const RED: [f32; 4] = [1.0, 0.0, 0.0, 1.0];
let square = rectangle::square(0.0, 0.0, 50.0);
let rotation = self.rotation;
let (x, y) = ((args.width / 2) as f64,
(args.height / 2) as f64);
self.gl.draw(args.viewport(), |c, gl| {
// Clear the screen.
clear(GREEN, gl);
let transform = c.transform.trans(x, y)
.rot_rad(rotation)
.trans(-25.0, -25.0);
// Draw a box rotating around the middle of the screen.
rectangle(RED, square, transform, gl);
});
}
fn update(&mut self, args: &UpdateArgs) {
// Rotate 2 radians per second.
self.rotation += 2.0 * args.dt;
}
}
fn main() {
// Change this to OpenGL::V2_1 if not working.
let opengl = OpenGL::V3_2;
// Create an Glutin window.
let mut window: Window = WindowSettings::new(
"spinning-square",
[200, 200]
)
.opengl(opengl)
.exit_on_esc(true)
.build()
.unwrap();
// Create a new game and run it.
let mut app = App {
gl: GlGraphics::new(opengl),
rotation: 0.0
};
let mut events = Events::new(EventSettings::new());
while let Some(e) = events.next(&mut window) {
if let Some(r) = e.render_args() {
app.render(&r);
}
if let Some(u) = e.update_args() {
app.update(&u);
}
}
}