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Keyup sdl2 rust
Keyup sdl2 rust






keyup sdl2 rust

Needed to redraw, as the window has been maximized above.Įvent::KeyDown => std::process::exit(0), Let mut canvas = window.into_canvas().present_vsync().build().unwrap() Ĭt_logical_size(640, 480).unwrap()

keyup sdl2 rust

Let mut event_pump = sdl_context.event_pump().unwrap()

keyup sdl2 rust

window(""window_title"", width as u32, height as u32) This is my current pseudo-code: let sdl_context = sdl2::init().unwrap() The current logic works, however, it has a anycodings_redraw niggle: after the window is maximized (and anycodings_redraw the canvas updated), if I resize the window, anycodings_redraw redrawing doesn't occur.

keyup sdl2 rust

I have a very minimal SDL2 template I use anycodings_redraw when I need to draw an image, display it (in anycodings_redraw a maximized window), and wait for a anycodings_redraw keypress. To receive the data, you have to poll the drone.(premise: the (pseudo) code is in Rust, anycodings_redraw however, answers in any language are anycodings_redraw accepted, since the Rust SDL library mimics anycodings_redraw closely the standard one). In the AP mode, the drone will appear with A the command channel (port: 8889) and B (WIP) the When the drone gets an enable package ( nnect(11111) ), the Tello drone Please keep in mind, advanced maneuvers require a bright environment. You can run it with cargo run -example fly In the sources you will find an example, how to create a SDL-Ui and use Simplify the wiring to the keyboard or an joystick. This library combines the network protocol to communicate with the drone and getĪvailable meta data additionally and a remote-control framework is available to Reverse engineer this interface and support other public repositories Non-public interface, used by the native app. There are two interfaces for the tello drone.








Keyup sdl2 rust