fix: window input uses get_keys() for held state, glyph atlas for FPS
Input fix: get_keys_pressed(No) only fires on initial press, not held. Switched to get_keys() which returns all currently-down keys every frame. Jump still edge-triggered via jump_was_down flag. Performance fix: pre-build glyph atlas at startup (all ASCII chars rasterized once into 128x256 alpha bitmap). No per-frame cloning. draw_cell reads atlas alpha + blends fg/bg inline. Zero allocations in render loop. 109 tests, 0 warnings
This commit is contained in:
+1
-1
@@ -226,7 +226,7 @@ fn run_window_mode() {
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accumulator -= fixed_dt;
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}
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let keys = renderer.get_pressed_keys();
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let keys = renderer.get_keys_down();
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input.update(&keys);
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if input.quit {
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+79
-54
@@ -1,4 +1,4 @@
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use minifb::{Key, KeyRepeat, Window, WindowOptions};
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use minifb::{Key, Window, WindowOptions};
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use fontdue::{Font, FontSettings};
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use crate::entity::{EntityManager, EntityKind};
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use crate::world::cell::MaterialId;
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@@ -7,14 +7,18 @@ use crate::world::material::MaterialRegistry;
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const CHAR_W: usize = 8;
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const CHAR_H: usize = 16;
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const ATLAS_COLS: usize = 16;
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const ATLAS_ROWS: usize = 16;
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const ATLAS_W: usize = ATLAS_COLS * CHAR_W;
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const ATLAS_H: usize = ATLAS_ROWS * CHAR_H;
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pub struct WindowRenderer {
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window: Window,
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font: Font,
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glyph_cache: std::collections::HashMap<(char, [u8; 3]), Vec<u32>>,
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width: usize,
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height: usize,
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pixels: Vec<u32>,
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atlas: Vec<u8>,
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atlas_map: std::collections::HashMap<char, (usize, usize)>,
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}
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impl WindowRenderer {
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@@ -29,7 +33,7 @@ impl WindowRenderer {
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let width = 160;
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let height = 50;
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let window = Window::new(
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let mut window = Window::new(
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"Verbatim",
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width * CHAR_W,
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height * CHAR_H,
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@@ -38,79 +42,105 @@ impl WindowRenderer {
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..WindowOptions::default()
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},
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).expect("Failed to create window");
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window.set_target_fps(60);
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Self {
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window,
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font,
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glyph_cache: std::collections::HashMap::new(),
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width,
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height,
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pixels: vec![0u32; width * CHAR_W * height * CHAR_H],
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}
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}
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let mut atlas = vec![0u8; ATLAS_W * ATLAS_H];
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let mut atlas_map = std::collections::HashMap::new();
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fn rgb_to_u32(r: u8, g: u8, b: u8) -> u32 {
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((r as u32) << 16) | ((g as u32) << 8) | (b as u32)
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}
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let chars: Vec<char> = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~".chars().collect();
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fn get_glyph(&mut self, ch: char, fg: [u8; 3]) -> Vec<u32> {
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let key = (ch, fg);
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if !self.glyph_cache.contains_key(&key) {
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let (metrics, bitmap) = self.font.rasterize(ch, CHAR_H as f32);
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for (i, &ch) in chars.iter().enumerate() {
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let col = i % ATLAS_COLS;
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let row = i / ATLAS_COLS;
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atlas_map.insert(ch, (col, row));
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let (metrics, bitmap) = font.rasterize(ch, CHAR_H as f32);
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let gw = metrics.width;
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let gh = metrics.height;
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let mut pixels = vec![0u32; CHAR_W * CHAR_H];
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for y in 0..gh.min(CHAR_H) {
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for x in 0..gw.min(CHAR_W) {
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let alpha = bitmap[y * gw + x] as f32 / 255.0;
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if alpha > 0.01 {
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let alpha = bitmap[y * gw + x];
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if alpha > 0 {
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let px = (x as i32 + metrics.xmin).max(0) as usize;
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let py = (y as i32 + CHAR_H as i32 - gh as i32 - metrics.ymin).max(0) as usize;
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if px < CHAR_W && py < CHAR_H {
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pixels[py * CHAR_W + px] = Self::rgb_to_u32(
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(fg[0] as f32 * alpha) as u8,
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(fg[1] as f32 * alpha) as u8,
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(fg[2] as f32 * alpha) as u8,
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);
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let ax = col * CHAR_W + px;
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let ay = row * CHAR_H + py;
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atlas[ay * ATLAS_W + ax] = alpha;
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}
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}
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}
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}
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self.glyph_cache.insert(key, pixels);
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}
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self.glyph_cache[&key].clone()
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Self {
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window,
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width,
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height,
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pixels: vec![0u32; width * CHAR_W * height * CHAR_H],
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atlas,
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atlas_map,
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}
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}
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#[inline]
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fn blend(fg: [u8; 3], bg: [u8; 3], alpha: u8) -> u32 {
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if alpha == 0 {
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return ((bg[0] as u32) << 16) | ((bg[1] as u32) << 8) | (bg[2] as u32);
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}
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if alpha == 255 {
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return ((fg[0] as u32) << 16) | ((fg[1] as u32) << 8) | (fg[2] as u32);
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}
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let a = alpha as u32;
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let inv = 255 - a;
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let r = (fg[0] as u32 * a + bg[0] as u32 * inv) / 255;
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let g = (fg[1] as u32 * a + bg[1] as u32 * inv) / 255;
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let b = (fg[2] as u32 * a + bg[2] as u32 * inv) / 255;
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(r << 16) | (g << 8) | b
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}
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#[inline]
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fn draw_cell(&mut self, col: usize, row: usize, ch: char, fg: [u8; 3], bg: [u8; 3]) {
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let bg_u32 = Self::rgb_to_u32(bg[0], bg[1], bg[2]);
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let glyph = self.get_glyph(ch, fg);
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let (ac, ar) = match self.atlas_map.get(&ch) {
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Some(&(c, r)) => (c, r),
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None => return,
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};
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let base_x = col * CHAR_W;
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let base_y = row * CHAR_H;
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let screen_w = self.width * CHAR_W;
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let screen_h = self.height * CHAR_H;
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for y in 0..CHAR_H {
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for x in 0..CHAR_W {
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let px = base_x + x;
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let py = base_y + y;
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if px >= screen_w || py >= screen_h {
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continue;
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}
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let gp = glyph[y * CHAR_W + x];
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if gp != 0 {
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self.pixels[py * screen_w + px] = gp;
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} else {
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self.pixels[py * screen_w + px] = bg_u32;
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}
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let ay = ar * CHAR_H + y;
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let py = base_y + y;
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if py >= self.height * CHAR_H { break; }
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let atlas_row = &self.atlas[ay * ATLAS_W + ac * CHAR_W..ay * ATLAS_W + ac * CHAR_W + CHAR_W];
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let pixel_row = &mut self.pixels[py * screen_w + base_x..py * screen_w + base_x + CHAR_W.min(screen_w - base_x)];
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for x in 0..pixel_row.len() {
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pixel_row[x] = Self::blend(fg, bg, atlas_row[x]);
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}
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}
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}
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pub fn render(&mut self, grid: &Grid, entities: &EntityManager, cam_x: i32, cam_y: i32) {
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let reg = MaterialRegistry::instance();
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let screen_w = self.width * CHAR_W;
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let screen_h = self.height * CHAR_H;
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let mut entity_map = std::collections::HashMap::new();
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for py in (0..screen_h).step_by(CHAR_H) {
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for px in (0..screen_w).step_by(CHAR_W) {
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let base = py * screen_w + px;
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let end = base + CHAR_W.min(screen_w - px);
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for p in base..end {
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self.pixels[p] = 0x000A0A0F;
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}
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}
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}
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let mut entity_map: std::collections::HashMap<(i32, i32), (char, [u8; 3])> = std::collections::HashMap::new();
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for e in entities.all() {
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for b in &e.bodies {
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if !b.alive { continue; }
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@@ -156,7 +186,7 @@ impl WindowRenderer {
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let cell = grid.get(wx, wy);
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let mat = reg.get(cell.material);
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if cell.is_empty() {
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self.draw_cell(dx, dy, ' ', [mat.color_fg.0, mat.color_fg.1, mat.color_fg.2], [10, 10, 15]);
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self.draw_cell(dx, dy, ' ', [10, 10, 15], [10, 10, 15]);
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} else {
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let fg = if cell.material == MaterialId::Lava {
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let r = 200u8.saturating_add(cell.variant / 2);
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@@ -170,22 +200,17 @@ impl WindowRenderer {
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}
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}
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self.window.update_with_buffer(&self.pixels, self.width * CHAR_W, self.height * CHAR_H)
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.expect("update_with_buffer failed");
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let _ = self.window.update_with_buffer(&self.pixels, screen_w, screen_h);
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}
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pub fn is_open(&self) -> bool {
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self.window.is_open()
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}
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pub fn get_keys(&self) -> Vec<Key> {
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pub fn get_keys_down(&self) -> Vec<Key> {
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self.window.get_keys()
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}
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pub fn get_pressed_keys(&self) -> Vec<Key> {
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self.window.get_keys_pressed(KeyRepeat::No)
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}
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pub fn width(&self) -> usize { self.width }
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pub fn height(&self) -> usize { self.height }
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}
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+10
-14
@@ -10,6 +10,7 @@ pub struct WindowInput {
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pub cam_down: bool,
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pub quit: bool,
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pub paint: Option<u8>,
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jump_was_down: bool,
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}
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impl WindowInput {
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@@ -18,30 +19,25 @@ impl WindowInput {
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left: false, right: false, jump: false,
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cam_left: false, cam_right: false, cam_up: false, cam_down: false,
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quit: false, paint: None,
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jump_was_down: false,
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}
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}
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pub fn update(&mut self, keys: &[Key]) {
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let was_jump = self.jump;
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let now_left = keys.contains(&Key::A) || keys.contains(&Key::Left);
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let now_right = keys.contains(&Key::D) || keys.contains(&Key::Right);
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let now_jump = keys.contains(&Key::W) || keys.contains(&Key::Space) || keys.contains(&Key::Up);
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let now_cam_left = keys.contains(&Key::H);
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let now_cam_right = keys.contains(&Key::L);
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let now_cam_up = keys.contains(&Key::K);
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let now_cam_down = keys.contains(&Key::J);
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self.left = now_left && !now_right;
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self.right = now_right && !now_left;
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if now_left && now_right {
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self.left = false;
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self.right = false;
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}
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self.jump = now_jump && !was_jump;
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self.cam_left = now_cam_left;
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self.cam_right = now_cam_right;
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self.cam_up = now_cam_up;
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self.cam_down = now_cam_down;
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self.jump = now_jump && !self.jump_was_down;
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self.jump_was_down = now_jump;
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self.cam_left = keys.contains(&Key::H);
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self.cam_right = keys.contains(&Key::L);
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self.cam_up = keys.contains(&Key::K);
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self.cam_down = keys.contains(&Key::J);
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self.quit = keys.contains(&Key::Q) || keys.contains(&Key::Escape);
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self.paint = None;
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