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use agents::app::{App, State};
use anyhow::Result;
use draw2d::{
camera::{default_camera_controls, OrthoCamera},
graphics::{
ext::TextureLoader,
layer::{Batch, LayerHandle},
texture_atlas::{TextureAtlas, TextureHandle},
vertex::Vertex2d,
Graphics,
},
};
use glfw::Window;
struct Demo {
texture: TextureHandle,
layer: LayerHandle,
camera: OrthoCamera,
}
impl Demo {
fn new(window: &mut glfw::Window, graphics: &mut Graphics) -> Result<Self> {
let (w, h) = window.get_size();
Ok(Self {
texture: graphics.add_texture(
graphics.read_texture_file("assets/example.png")?,
)?,
layer: graphics.add_layer_to_top(),
camera: OrthoCamera::with_viewport(w as f32, w as f32 / h as f32),
})
}
}
impl State for Demo {
fn init(&mut self, _w: &mut Window, graphics: &mut Graphics) -> Result<()> {
let mut quad = Batch::empty();
quad.texture_handle = self.texture;
let size = 200.0;
quad.vertices.extend_from_slice(&[
Vertex2d {
pos: [-size, size],
uv: [0.0, 0.0],
..Default::default()
},
Vertex2d {
pos: [size, size],
uv: [1.0, 0.0],
..Default::default()
},
Vertex2d {
pos: [size, -size],
uv: [1.0, 1.0],
..Default::default()
},
Vertex2d {
pos: [-size, size],
uv: [0.0, 0.0],
..Default::default()
},
Vertex2d {
pos: [size, -size],
uv: [1.0, 1.0],
..Default::default()
},
Vertex2d {
pos: [-size, -size],
uv: [0.0, 1.0],
..Default::default()
},
]);
let layer = graphics.get_layer_mut(&self.layer);
layer.set_projection(self.camera.as_matrix());
layer.push_batch(quad);
Ok(())
}
fn handle_event(
&mut self,
window_event: &glfw::WindowEvent,
_window: &mut glfw::Window,
graphics: &mut Graphics,
) -> Result<()> {
if default_camera_controls(&mut self.camera, &window_event) {
graphics
.get_layer_mut(&self.layer)
.set_projection(self.camera.as_matrix());
}
Ok(())
}
}
fn main() -> Result<()> {
App::new(Demo::new)?.main_loop()
}