Rust SDL2案例

Rust
SDL2
Author

曳影

Published

September 17, 2023

Rust SDL2练习案例

案例来自于Rust Programming by Example,由于按照书籍的操作会存在一些错误,所以用此博客来记录更多的细节。

实验环境

  • MacOS M2: 13.5.2
  • Rust: 1.70.0

初始化开发环境

  1. 创建工程
cargo new tetris
  1. 添加依赖于Cargo.toml
[package]
name = "tetris"
version = "0.0.1"

[dependencies]
sdl2 = "0.34.5"
  1. 安装SDL2
brew install sdl2
  1. 配置环境变量
export RUSTFLAGS="-L /opt/homebrew/lib"

此处RUSTFLAGS环境变量的内容需要根据自己的SDL2库的安装路径来配置,由于我的库安装路径是/opt/homebrew/lib下。 执行cargo build编译程序会依赖SDL的动态库;同时我也尝试了其他两种方法并没有成功

其它方法一: 设置环境变量DYLD_LIBRARY_PATH

export DYLD_LIBRARY_PATH=/opt/homebrew/lib

其它方法二: 在Cargo.toml中添加

[build]
rustc-link-search = ["/opt/homebrew/lib"]
  1. 基础示例代码
extern crate sdl2;

use sdl2::event::Event;
use sdl2::keyboard::Keycode;
use sdl2::pixels::Color;
use std::time::Duration;

fn main() {
    // 初始化SDL2
    let sdl_context = sdl2::init().unwrap();
    let video_subsystem = sdl_context.video().unwrap();

    // 创建窗口和画布
    let window = video_subsystem
        .window("SDL2 Window", 800, 600)
        .position_centered()
        .build()
        .unwrap();

    let mut canvas = window.into_canvas().build().expect("Failed to convert window into canvas");

    // 渲染代码
    canvas.set_draw_color(Color::RGB(255, 0, 0));
    canvas.clear();
    canvas.present();

    // 创建事件处理器
    let mut event_pump = sdl_context.event_pump().expect("Failed to get SDL event pump");

    // 主循环
    'runningloop: loop {
        for event in event_pump.poll_iter() {
            match event {
                Event::Quit { .. } | Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
                    break 'runningloop;
                }
                _ => {}
            }
        }

        // 添加延迟以控制帧率
        std::thread::sleep(Duration::new(0, 1_000_000_000u32 / 60));
    }
}
  1. 构建程序
cargo build
  1. 运行程序
cargo run

运行结果如下图: 运行结果

  1. 实现过程
  • 导入外部crate SDL2

    extern crate sdl2;
  • 初始化SDL context

    let sdl_context = sdl2::init().expect("SDL initialization failed");
  • 获取video subsystem

    let video_subsystem = sdl_context.video().expect("Couldn't get SDL
           video subsystem");
  • 创建windows

    let window = video_subsystem.window("Tetris", 800, 600)
                                 .position_centered()
                                 .opengl()
                                 .build()
                                 .expect("Failed to create window");
    • the parameters for the window method
      • title
      • width
      • height
    • .position_centered() method
      • 在屏幕中间获取窗口
    • .opengl()
      • SDL使用opengl渲染
    • .build()
      • 根据前面提供的参数创建窗口
    • .expect()
      • 处理异常
  • 事件循环 正常情况下,展示一个窗口并关闭特别快,我们需要添加时间循环确保窗口一直在运行。

    • 导入必要相关的库
    use sdl2::event::Event;
    use sdl2::keyboard::Keycode;
    
    use std::thread::sleep;
    use std::time::Duration;
    • 获取时间循环管理器
    let mut event_pump = sdl_context.event_pump().expect("Failed to
            get SDL event pump");
    • 创建无限循环循环事件
    'running: loop {
         for event in event_pump.poll_iter() {
             match event {
                 Event::Quit { .. } |
                 Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
                     break 'running // We "break" the infinite loop.
                 },
                 _ => {} 
             }
         }
         sleep(Duration::new(0, 1_000_000_000u32 / 60));
    }

    running是一个循环跳出的标签(label) 收到一个quit event或者按Esc键,程序退出

画布(Canvas)

  • 当我们有了一个窗口(window)时,我们需要获取(get)窗口的画布(window’s canvas)
let mut canvas = window.into_canvas()
                 .target_texture()
                 .present_vsync()
                 .build()
                 .expect("Couldn't get window's canvas");

以上代码的简单说明:

  • into_canvas: 将窗口(window)转换为画布(canvas),以便我们可以轻松操作它
  • target_texture: 激活纹理渲染支持
  • present_vsync: 允许v-sync(竖直同步操作)限制
  • build: 应用前面设置的参数创建画布(canvas)

纹理(Texture)

当我们有了一个窗口的画布时,我们可以创建纹理,粘贴(paste onto)在其上。 获取(get)一个纹理创造器(texture creator)

  • 添加包含的结构

    use sdl2::render::{Canvas, Texture, TextureCreator};
  • 获取纹理创造器

    let texture_creator: TextureCreator<_> = canvas.texture_creator();

创建矩形

首先创建一个常量确定矩形的尺寸,然后使用纹理创造器创建一个矩形的纹理

  • 设置矩形矩形的尺寸

    const TEXTURE_SIZE: u32 = 32; // 矩形的尺寸大小 
  • 使用纹理创造器创建矩形

    const TEXTURE_SIZE: u32 = 32; // 矩形的尺寸大小
    let mut square_texture: Texture =
       texture_creator.create_texture_target(None, TEXTURE_SIZE,
         TEXTURE_SIZE)
       .expect("Failed to create a texture");

设置颜色

要为纹理设置颜色,需要引入颜色模块的结构,然后使用画布设置纹理的颜色,颜色绘制完成后需要清空纹理;

  • 引入颜色结构

    use sdl2::pixels::Color;
  • 使用画布设置矩形纹理的颜色

    canvas.with_texture_canvas(&mut square_texture, |texture| {
      texture.set_draw_color(Color::RGB(0, 255, 0));
      texture.clear();
    })

代码的简单说明:

为了更新窗口的渲染内容,我们需要在将代码包含在main loop(and after the event loop). clear()纹理,以至于它被填充绿色

  • 将窗口填充红色

    canvas.set_draw_color(Color::RGB(255, 0, 0));
    canvas.clear();
  • 将纹理拷贝到窗口中

    canvas.copy(&square_texture, None, Rect::new(0, 0, TEXTURE_SIZE, TEXTURE_SIZE))
          .expect("Couldn't copy texture into window");
  • 最后更新窗口的展示

    canvas.present();

    在红色画布上绘制绿色矩形的完整代码

  • 代码如下:

    extern crate sdl2;
    
    use sdl2::event::Event;
    use sdl2::keyboard::Keycode;
    use sdl2::pixels::Color;
    use sdl2::render::{Texture, TextureCreator};
    use sdl2::rect::Rect;
    use std::time::Duration;
    
    fn main() {
         // 初始化SDL2
         let sdl_context = sdl2::init().expect("SDL initialization failed");
         let video_subsystem = sdl_context.video().expect("Couldn't get SDL video subsystem");
    
         // 创建窗口和画布
         let window = video_subsystem
             .window("Tetris", 800, 600)
             .position_centered()
             .build()
             .expect("Failed to create window");
    
         let mut canvas = window.into_canvas()
             .target_texture()
             .present_vsync()
             .build()
             .expect("Couldn't get window's canvas");
    
         let texture_creator: TextureCreator<_> = canvas.texture_creator();
         const TEXTURE_SIZE: u32 = 32;
    
         // create a texture with a 32*32 size
         let mut square_texture: Texture = texture_creator.create_texture_target(None, TEXTURE_SIZE, TEXTURE_SIZE)
             .expect("Failed to create a texture");
    
         // use the canvas to draw into our square texture.
         canvas.with_texture_canvas(&mut square_texture, |texture| {
             // set the draw color to green
             texture.set_draw_color(Color::RGB(0, 255, 0));
             texture.clear();
         }).expect("Failed to clear a texture");
    
         // 创建事件处理器
         let mut event_pump = sdl_context.event_pump().expect("Failed to get SDL event pump");
    
         // 主循环
         'runningloop: loop {
             for event in event_pump.poll_iter() {
                 match event {
                     Event::Quit { .. } | Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
                         break 'runningloop;
                     }
                     _ => {}
                 }
             }
    
             // We set fulfill our window with red
             canvas.set_draw_color(Color::RGB(255, 0, 0));
             // We draw it
             canvas.clear();
             // Copy our texture into the window
             canvas.copy(&square_texture, None, Rect::new(0, 0, TEXTURE_SIZE, TEXTURE_SIZE))
                 .expect("Couldn't copy texture into window");
             canvas.present();
    
             // 添加延迟以控制帧率
             std::thread::sleep(Duration::new(0, 1_000_000_000u32 / 60));
         }
    }

代码执行结果如下图所示: 运行结果