Update examples in Cargo.toml to avoid failing tests with unsafe_textures feature

This commit is contained in:
Cobrand
2017-09-05 05:11:04 +00:00
parent fb82743b4b
commit 17ea8930b4
2 changed files with 372 additions and 0 deletions
+77
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@@ -44,3 +44,80 @@ mixer = []
use-pkgconfig = [ "sdl2-sys/use-pkgconfig" ]
use_mac_framework = ["sdl2-sys/use_mac_framework"]
[[example]]
name = "animation"
[[example]]
name = "audio-queue-squarewave"
[[example]]
name = "audio-wav"
[[example]]
name = "audio-whitenoise"
[[example]]
name = "demo"
[[example]]
name = "game-controller"
[[example]]
required-features = ["unsafe_textures"]
name = "game-of-life-unsafe-textures"
[[example]]
name = "game-of-life"
[[example]]
required-features = ["gfx"]
name = "gfx-demo"
[[example]]
name = "haptic"
[[example]]
required-features = ["image"]
name = "image-demo"
[[example]]
name = "joystick"
[[example]]
name = "keyboard-state"
[[example]]
name = "message-box"
[[example]]
required-features = ["mixer"]
name = "mixer-demo"
[[example]]
name = "mouse-state"
[[example]]
name = "no-renderer"
[[example]]
name = "relative-mouse-state"
[[example]]
name = "renderer-target"
[[example]]
name = "renderer-texture"
[[example]]
name = "renderer-yuv"
[[example]]
name = "resource-manager"
[[example]]
required-features = ["ttf"]
name = "ttf-demo"
[[example]]
name = "window-properties"
+295
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@@ -0,0 +1,295 @@
extern crate sdl2;
#[cfg(feature = "unsafe_textures")]
use sdl2::rect::{Point, Rect};
#[cfg(feature = "unsafe_textures")]
use sdl2::pixels::Color;
#[cfg(feature = "unsafe_textures")]
use sdl2::event::Event;
#[cfg(feature = "unsafe_textures")]
use sdl2::mouse::MouseButton;
#[cfg(feature = "unsafe_textures")]
use sdl2::keyboard::Keycode;
#[cfg(feature = "unsafe_textures")]
use sdl2::video::{Window};
#[cfg(feature = "unsafe_textures")]
use sdl2::render::{Canvas, Texture};
#[cfg(feature = "unsafe_textures")]
use game_of_life::{SQUARE_SIZE, PLAYGROUND_WIDTH, PLAYGROUND_HEIGHT};
#[cfg(feature = "unsafe_textures")]
mod game_of_life {
pub const SQUARE_SIZE: u32 = 16;
pub const PLAYGROUND_WIDTH: u32 = 49;
pub const PLAYGROUND_HEIGHT: u32 = 40;
#[derive(Copy, Clone)]
pub enum State {
Paused,
Playing,
}
pub struct GameOfLife {
playground: [bool; (PLAYGROUND_WIDTH*PLAYGROUND_HEIGHT) as usize],
state: State,
}
impl GameOfLife {
pub fn new() -> GameOfLife {
let mut playground = [false; (PLAYGROUND_WIDTH * PLAYGROUND_HEIGHT) as usize];
// let's make a nice default pattern !
for i in 1..(PLAYGROUND_HEIGHT-1) {
playground[(1 + i* PLAYGROUND_WIDTH) as usize] = true;
playground[((PLAYGROUND_WIDTH-2) + i* PLAYGROUND_WIDTH) as usize] = true;
}
for j in 2..(PLAYGROUND_WIDTH-2) {
playground[(PLAYGROUND_WIDTH + j) as usize] = true;
playground[((PLAYGROUND_HEIGHT-2)*PLAYGROUND_WIDTH + j) as usize] = true;
}
GameOfLife {
playground: playground,
state: State::Paused,
}
}
pub fn get(&self, x: i32, y: i32) -> Option<bool> {
if x >= 0 && y >= 0 &&
(x as u32) < PLAYGROUND_WIDTH && (y as u32) < PLAYGROUND_HEIGHT {
Some(self.playground[(x as u32 + (y as u32)* PLAYGROUND_WIDTH) as usize])
} else {
None
}
}
pub fn get_mut(&mut self, x: i32, y: i32) -> Option<&mut bool> {
if x >= 0 && y >= 0 &&
(x as u32) < PLAYGROUND_WIDTH && (y as u32) < PLAYGROUND_HEIGHT {
Some(&mut self.playground[(x as u32 + (y as u32)* PLAYGROUND_WIDTH) as usize])
} else {
None
}
}
pub fn toggle_state(&mut self) {
self.state = match self.state {
State::Paused => State::Playing,
State::Playing => State::Paused,
}
}
pub fn state(&self) -> State {
self.state
}
pub fn update(&mut self) {
let mut new_playground = self.playground;
for (u, mut square) in new_playground.iter_mut().enumerate() {
let u = u as u32;
let x = u % PLAYGROUND_WIDTH;
let y = u / PLAYGROUND_WIDTH;
let mut count : u32 = 0;
for i in -1..2 {
for j in -1..2 {
if !(i == 0 && j == 0) {
let peek_x : i32 = (x as i32) + i;
let peek_y : i32 = (y as i32) + j;
if let Some(true) = self.get(peek_x, peek_y) {
count += 1;
}
}
}
}
if count > 3 || count < 2 {
*square = false;
} else if count == 3 {
*square = true;
} else if count == 2 {
*square = *square;
}
}
self.playground = new_playground;
}
}
impl<'a> IntoIterator for &'a GameOfLife {
type Item = &'a bool;
type IntoIter = ::std::slice::Iter<'a, bool>;
fn into_iter(self) -> ::std::slice::Iter<'a, bool> {
self.playground.iter()
}
}
}
#[cfg(feature = "unsafe_textures")]
fn dummy_texture<'a>(canvas: &mut Canvas<Window>) -> (Texture, Texture) {
enum TextureColor {
Yellow,
White,
};
let mut square_texture1 : Texture =
canvas.create_texture_target(None, SQUARE_SIZE, SQUARE_SIZE).unwrap();
let mut square_texture2 : Texture =
canvas.create_texture_target(None, SQUARE_SIZE, SQUARE_SIZE).unwrap();
// let's change the textures we just created
{
let textures = vec![
(&mut square_texture1, TextureColor::Yellow),
(&mut square_texture2, TextureColor::White)
];
canvas.with_multiple_texture_canvas(textures.iter(), |texture_canvas, user_context| {
texture_canvas.set_draw_color(Color::RGB(0, 0, 0));
texture_canvas.clear();
match *user_context {
TextureColor::Yellow => {
for i in 0..SQUARE_SIZE {
for j in 0..SQUARE_SIZE {
if (i+j) % 4 == 0 {
texture_canvas.set_draw_color(Color::RGB(255, 255, 0));
texture_canvas.draw_point(Point::new(i as i32, j as i32)).unwrap();
}
if (i+j*2) % 9 == 0 {
texture_canvas.set_draw_color(Color::RGB(200, 200, 0));
texture_canvas.draw_point(Point::new(i as i32, j as i32)).unwrap();
}
}
}
},
TextureColor::White => {
for i in 0..SQUARE_SIZE {
for j in 0..SQUARE_SIZE {
// drawing pixel by pixel isn't very effective, but we only do it once and store
// the texture afterwards so it's still alright!
if (i+j) % 7 == 0 {
// this doesn't mean anything, there was some trial and error to find
// something that wasn't too ugly
texture_canvas.set_draw_color(Color::RGB(192, 192, 192));
texture_canvas.draw_point(Point::new(i as i32, j as i32)).unwrap();
}
if (i+j*2) % 5 == 0 {
texture_canvas.set_draw_color(Color::RGB(64, 64, 64));
texture_canvas.draw_point(Point::new(i as i32, j as i32)).unwrap();
}
}
}
}
};
for i in 0..SQUARE_SIZE {
for j in 0..SQUARE_SIZE {
// drawing pixel by pixel isn't very effective, but we only do it once and store
// the texture afterwards so it's still alright!
if (i+j) % 7 == 0 {
// this doesn't mean anything, there was some trial and serror to find
// something that wasn't too ugly
texture_canvas.set_draw_color(Color::RGB(192, 192, 192));
texture_canvas.draw_point(Point::new(i as i32, j as i32)).unwrap();
}
if (i+j*2) % 5 == 0 {
texture_canvas.set_draw_color(Color::RGB(64, 64, 64));
texture_canvas.draw_point(Point::new(i as i32, j as i32)).unwrap();
}
}
}
}).unwrap();
}
(square_texture1, square_texture2)
}
#[cfg(feature = "unsafe_textures")]
pub fn main() {
let sdl_context = sdl2::init().unwrap();
let video_subsystem = sdl_context.video().unwrap();
// the window is the representation of a window in your operating system,
// however you can only manipulate properties of that window, like its size, whether it's
// fullscreen, ... but you cannot change its content without using a Canvas or using the
// `surface()` method.
let window = video_subsystem
.window("rust-sdl2 demo: Game of Life",
SQUARE_SIZE*PLAYGROUND_WIDTH,
SQUARE_SIZE*PLAYGROUND_HEIGHT)
.position_centered()
.build()
.unwrap();
// the canvas allows us to both manipulate the property of the window and to change its content
// via hardware or software rendering. See CanvasBuilder for more info.
let mut canvas = window.into_canvas()
.target_texture()
.present_vsync()
.build().unwrap();
println!("Using SDL_Renderer \"{}\"", canvas.info().name);
canvas.set_draw_color(Color::RGB(0, 0, 0));
// clears the canvas with the color we set in `set_draw_color`.
canvas.clear();
// However the canvas has not been updated to the window yet, everything has been processed to
// an internal buffer, but if we want our buffer to be displayed on the window, we need to call
// `present`. We need to call this everytime we want to render a new frame on the window.
canvas.present();
// Create a "target" texture so that we can use our Renderer with it later
let (square_texture1, square_texture2) = dummy_texture(&mut canvas);
let mut game = game_of_life::GameOfLife::new();
let mut event_pump = sdl_context.event_pump().unwrap();
let mut frame : u32 = 0;
'running: loop {
// get the inputs here
for event in event_pump.poll_iter() {
match event {
Event::Quit {..} | Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
break 'running
},
Event::KeyDown { keycode: Some(Keycode::Space), repeat: false, .. } => {
game.toggle_state();
},
Event::MouseButtonDown { x, y, mouse_btn: MouseButton::Left, .. } => {
let x = (x as u32) / SQUARE_SIZE;
let y = (y as u32) / SQUARE_SIZE;
match game.get_mut(x as i32, y as i32) {
Some(mut square) => {*square = !(*square);},
None => {panic!()}
};
},
_ => {}
}
}
// update the game loop here
if frame >= 30 {
game.update();
frame = 0;
}
canvas.set_draw_color(Color::RGB(0, 0, 0));
canvas.clear();
for (i, unit) in (&game).into_iter().enumerate() {
let i = i as u32;
let square_texture = if frame >= 15 {
&square_texture1
} else {
&square_texture2
};
if *unit {
canvas.copy(&square_texture,
None,
Rect::new(((i % PLAYGROUND_WIDTH) * SQUARE_SIZE) as i32,
((i / PLAYGROUND_WIDTH) * SQUARE_SIZE) as i32,
SQUARE_SIZE,
SQUARE_SIZE)).unwrap();
}
}
canvas.present();
if let game_of_life::State::Playing = game.state() {
frame += 1;
};
}
}
#[cfg(not(feature = "unsafe_textures"))]
pub fn main(){}