Speedy2D
Hardware-accelerated drawing of shapes, images, and text, with an easy to use API.
Speedy2D aims to be:
- The simplest Rust API for creating a window, rendering graphics/text, and handling input
- Compatible with any device supporting OpenGL 2.0+ or OpenGL ES 2.0+
- Very fast
Supports Windows, Mac, and Linux. Should also work on Android and iOS (for rendering only).
By default, Speedy2D contains support for setting up a window with an OpenGL context, and receiving input events. If you'd like to handle this yourself, and use Speedy2D only for rendering, you can disable the windowing
feature.
Useful Links
- Documentation and getting started guide: https://docs.rs/speedy2d
- Crate: https://crates.io/crates/speedy2d
Example code
The example projects can be run using cargo run --example=hello_world
(just change hello_world
to the name of the example source file).
Quick Start
Step 1: Add Speedy2D to your Cargo.toml
dependencies:
[dependencies]
speedy2d = "1.0.5"
Step 2: Create a window:
use speedy2d::Window;
let window = Window::new_centered("Title", (640, 480)).unwrap();
Step 3: Create a struct implementing the WindowHandler
trait. Override whichever callbacks you're interested in, for example on_draw()
, on_mouse_move()
, or on_key_down()
.
use speedy2d::color::Color;
use speedy2d::window::{WindowHandler, WindowHelper};
use speedy2d::Graphics2D;
struct MyWindowHandler {}
impl WindowHandler for MyWindowHandler
{
fn on_draw(&mut self, helper: &mut WindowHelper, graphics: &mut Graphics2D)
{
graphics.clear_screen(Color::from_rgb(0.8, 0.9, 1.0));
graphics.draw_circle((100.0, 100.0), 75.0, Color::BLUE);
// Request that we draw another frame once this one has finished
helper.request_redraw();
}
// If desired, on_mouse_move(), on_key_down(), etc...
}
Step 4: Finally, start the event loop by passing your new WindowHandler
to the run_loop()
function.
window.run_loop(MyWindowHandler{});
That's it!
For a more detailed getting started guide, including a full list of WindowHandler
callbacks, and how to render text, go to docs.rs/speedy2d.
The full code of the above example is below for your convenience:
use speedy2d::color::Color;
use speedy2d::{Graphics2D, Window};
use speedy2d::window::{WindowHandler, WindowHelper};
fn main() {
let window = Window::new_centered("Title", (640, 480)).unwrap();
window.run_loop(MyWindowHandler{});
}
struct MyWindowHandler {}
impl WindowHandler for MyWindowHandler
{
fn on_draw(&mut self, helper: &mut WindowHelper, graphics: &mut Graphics2D)
{
graphics.clear_screen(Color::from_rgb(0.8, 0.9, 1.0));
graphics.draw_circle((100.0, 100.0), 75.0, Color::BLUE);
helper.request_redraw();
}
}
Alternative: Managing the GL context yourself
If you'd rather handle the window creation and OpenGL context management yourself, simply disable Speedy2D's windowing
feature in your Cargo.toml
file, and create a context as follows:
use speedy2d::GLRenderer;
let mut renderer = unsafe {
GLRenderer::new_for_current_context((640, 480))
}.unwrap();
Then, draw a frame using GLRenderer::draw_frame()
:
renderer.draw_frame(|graphics| {
graphics.clear_screen(Color::WHITE);
graphics.draw_circle((100.0, 100.0), 75.0, Color::BLUE);
});
License
Speedy2D is licensed under the Apache license, version 2.0. See LICENSE for more details.
Contributing
Pull requests for Speedy2D are always welcome. Please ensure the following checks pass locally before submitting:
cargo test
cargo test --no-default-features --lib --examples --tests
cargo clippy
cargo +nightly fmt -- --check
cargo doc
Some tests require the ability to create a headless OpenGL context.