Book Image

Rust Programming By Example

By : Guillaume Gomez, Antoni Boucher
Book Image

Rust Programming By Example

By: Guillaume Gomez, Antoni Boucher

Overview of this book

Rust is an open source, safe, concurrent, practical language created by Mozilla. It runs blazingly fast, prevents segfaults, and guarantees safety. This book gets you started with essential software development by guiding you through the different aspects of Rust programming. With this approach, you can bridge the gap between learning and implementing immediately. Beginning with an introduction to Rust, you’ll learn the basic aspects such as its syntax, data types, functions, generics, control flows, and more. After this, you’ll jump straight into building your first project, a Tetris game. Next you’ll build a graphical music player and work with fast, reliable networking software using Tokio, the scalable and productive asynchronous IO Rust library. Over the course of this book, you’ll explore various features of Rust Programming including its SDL features, event loop, File I/O, and the famous GTK+ widget toolkit. Through these projects, you’ll see how well Rust performs in terms of concurrency—including parallelism, reliability, improved performance, generics, macros, and thread safety. We’ll also cover some asynchronous and reactive programming aspects of Rust. By the end of the book, you’ll be comfortable building various real-world applications in Rust.
Table of Contents (18 chapters)
Title Page
Copyright and Credits
Packt Upsell
Contributors
Preface
3
Events and Basic Game Mechanisms
Index

Drawing


We now have a working window; it'd be nice to draw into it. First, we need to get the window's canvas before starting the main loop:

    let mut canvas = window.into_canvas()
                       .target_texture()
                       .present_vsync()
                       .build()
                       .expect("Couldn't get window's canvas");

A few explanations for the preceding code:

  • into_canvas transforms the window into a canvas so that we can manipulate it more easily
  • target_texture activates texture rendering support
  • present_vsync enables the v-sync (also known as vertical-synchronization) limit
  • build creates the canvas by applying all previously set parameters

Then we'll create a texture that we'll paste onto the window's canvas. First, let's get the texture creator, but before that, add this include at the top of the file:

    use sdl2::render::{Canvas, Texture, TextureCreator};

Now we can get the texture creator:

    let texture_creator: TextureCreator<_> = canvas.texture_creator...