use glutin_window::GlutinWindow; use input::UserInput; use opengl_graphics::{Filter, GlGraphics, GlyphCache, OpenGL, TextureSettings}; use piston::event_loop::{EventLoop, EventSettings, Events}; use piston::input::RenderEvent; use piston::window::{Size, Window, WindowSettings}; use GfxCtx; pub trait GUI { fn event(&mut self, input: &mut UserInput) -> EventLoopMode; // TODO just take OSD stuff, not all of the input fn draw(&mut self, g: &mut GfxCtx, input: UserInput, window_size: Size); } #[derive(PartialEq)] pub enum EventLoopMode { Animation, InputOnly, } pub fn run(mut gui: T, window_title: &str, initial_width: u32, initial_height: u32) { let opengl = OpenGL::V3_2; let settings = WindowSettings::new(window_title, [initial_width, initial_height]) .opengl(opengl) .exit_on_esc(false) // TODO it'd be cool to dynamically tweak antialiasing settings as we zoom in .samples(2) .srgb(false); let mut window: GlutinWindow = settings.build().expect("Could not create window"); let mut events = Events::new(EventSettings::new().lazy(true)); let mut gl = GlGraphics::new(opengl); let texture_settings = TextureSettings::new().filter(Filter::Nearest); let mut glyphs = GlyphCache::new( // TODO don't assume this exists! "/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf", (), texture_settings, ).expect("Could not load font"); let mut last_event_mode = EventLoopMode::InputOnly; while let Some(ev) = events.next(&mut window) { let mut input = UserInput::new(ev.clone()); let new_event_mode = gui.event(&mut input); // Don't constantly reset the events struct -- only when laziness changes. if new_event_mode != last_event_mode { events.set_lazy(new_event_mode == EventLoopMode::InputOnly); last_event_mode = new_event_mode; } if let Some(args) = ev.render_args() { gl.draw(args.viewport(), |c, g| { gui.draw( &mut GfxCtx::new(&mut glyphs, g, c), input, window.draw_size(), ); }); } } }