Window init

This commit is contained in:
2026-06-13 03:16:59 +02:00
parent 2dd338c890
commit 0a8861a5b1
7 changed files with 2652 additions and 11 deletions
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//! Fenster-Frontend: winit-Loop um den wgpu-Renderer.
//!
//! Stand: Schritt 1+2 des Renderer-Plans (notes/renderer-plan.md) —
//! Fenster, internes 320×240-Target mit Testmuster, Nearest-Upscale mit
//! 4:3-Letterbox. Szene, PS1-Shader und Flycam folgen als nächste Schritte.
//!
//! Gleiche Schicht-Regel wie `cli`: Geschwister von `engine`, konsumiert
//! dessen Schnittstellen (sobald hier eine Szene läuft) — nie umgekehrt.
mod gpu;
use std::sync::Arc;
use winit::application::ApplicationHandler;
use winit::event::{ElementState, KeyEvent, WindowEvent};
use winit::event_loop::{ActiveEventLoop, ControlFlow, EventLoop};
use winit::keyboard::{KeyCode, PhysicalKey};
use winit::window::{Window, WindowId};
use gpu::Gpu;
pub fn run() {
let event_loop = EventLoop::new().expect("winit: Event-Loop");
// Poll statt Wait: wir rendern kontinuierlich (Spiel, kein Editor).
event_loop.set_control_flow(ControlFlow::Poll);
let mut app = App::default();
event_loop.run_app(&mut app).expect("winit: run");
}
#[derive(Default)]
struct App {
window: Option<Arc<Window>>,
gpu: Option<Gpu>,
}
impl ApplicationHandler for App {
/// winit liefert das Fenster erst hier, nicht beim Loop-Start —
/// deshalb sind `window`/`gpu` Options statt Konstruktor-Felder.
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
if self.window.is_some() { return; }
let attrs = Window::default_attributes()
.with_title("wds")
// 3× interne Auflösung als Startgröße; frei resizebar.
.with_inner_size(winit::dpi::LogicalSize::new(
gpu::INTERNAL_W * 3, gpu::INTERNAL_H * 3));
let window = Arc::new(event_loop.create_window(attrs).expect("winit: Fenster"));
self.gpu = Some(Gpu::new(window.clone(), event_loop.owned_display_handle()));
self.window = Some(window);
}
fn window_event(&mut self, event_loop: &ActiveEventLoop, _id: WindowId, event: WindowEvent) {
match event {
WindowEvent::CloseRequested => event_loop.exit(),
WindowEvent::KeyboardInput {
event: KeyEvent {
physical_key: PhysicalKey::Code(KeyCode::Escape),
state: ElementState::Pressed, ..
}, ..
} => event_loop.exit(),
WindowEvent::Resized(size) => {
if let Some(gpu) = &mut self.gpu {
gpu.resize(size.width, size.height);
}
}
WindowEvent::RedrawRequested => {
if let Some(gpu) = &mut self.gpu { gpu.frame(); }
// Sofort den nächsten Frame anfordern (Vsync drosselt).
if let Some(w) = &self.window { w.request_redraw(); }
}
_ => {}
}
}
}