How to display an image in real-time using Rust? - user-interface

I am trying to write a ray tracer and want to render my image in real time in a GUI window. Basically, I have a buffer: Vec<u8> that is constantly updating. The question is how do I display it on the screen after completing each row. I was thinking about using iced or egui, but couldn't figure out how to output changing image without copying it each time. Solutions that are using other toolkits are also welcome.
egui asks for TextureId:
ui.image(my_texture_id, [640.0, 480.0]);
but doesn't say where to get it

For egui there's some example here and a note here if you want to go 3D (with an example too).
For iced there's a bunch of examples, and some of them are using image/image_viewer (e.g. pokedex).
A way to go would be to copy their code, make it compile/run, and then tweak it with your logic. If something goes wrong - you'd have more input for a more concrete SO question.
Also I don't think that there's anything wrong per se in copying the data for the purpose of buffering (see this).

Related

How can I programmatically interact with a video game GUI

Before I get shot down on this one, I realize that the 'how' answer for this question might be slightly debatable, however I'm more interested in the 'what'.
In a nut shell I want to know which methods I can use to interact with a PC video game interface. I want to create a program that can extract data from a video game market interface.
My first initial thought was that I would need to programmatically take screen shots and then use some Optical Character Recognition software to extract the text. Then run whatever operation on the extracted text to derive my incites.
Then I was thinking it might just be easier to have a bunch of mini screen shots that I just use to find matches on certain sections of the screen. When a match is found, I would then know what the text is on the screen, without having to actually 'extract' it.
For those out there whom have done this, can you point me in one direction or the other? Perhaps there is a method that I am completely unaware of.
If its the case that this question is not suitable for this forum. It would be much appreciated if you could direct me elsewhere.
Edit: I should probably add that I'm not looking to spend a fortune on this project... so any free software would be the best. Perhaps that's a tall order.
I'm starting to think Sikuli is the direction I'm going to go. Open Source image recognition software, integrates with Python, Ruby, Java, JDBC, JavaScript and more.
-- Expanding on the question --
There are basically 3 categories of tools:
Recorder while you manually work along your workflow, a recorder tracks your mouse and keyboard actions. After stopping the recording, you might playback (autorun your worflow). The recordings can usually be edited and augmented with additional features.
GUI aware the tool allows to programmatically operate on GUI elements like buttons. This is based on the knowledge of internal structures and names of the GUI elements and their features. Some of these tools also have a recording feature.
Visually the tool “sees” images (usually retangular pixel areas) on the screen and allows to act on these images using mouse and keyboard simulation. There might be some recorder feture as well with such a tool.
SikuliX belongs to the 3rd category and currently does not have a recorder feature.
Answer in progress...
In games with moddable UIs, like many MMOs, you could create a mod that streams data through a series of black and white squares that could be read with optical sensors. From there, a microcontroller could deliver the data back to the PC via USB or wifi.
My approach as a noob. First determine if OCR 100% needed, I think this plays a role in speed.
if possible:
-run game in window (allows for trouble shooting and easy troubleshooting)
-is there a high contrast option for game? Will help Sikuli find things
then you plan out your scenarios:
You have to create different functions for different situations. A lot of gaming is "do you see this?" Then "do this" until that is gone.
Start with small parts you want to automate then build on them. Making sure your parts can scale in case small change need to happen, they will. For instance you want to open the menu if you see an object, lets say a tree.
Assume you have some sort of walking algorithm.
setROI(region1) #focus here for tree
if exists(tRee):
click(loCation) #you could hit the shortcut key to opening the menu
click(iTem) #if the item moves in the menu then you may need to scroll to find it first or you can change the ROI and start seeing if sikuli can differentiate your item from one you dont want to click.
You would get that to loop into other actions and proceed. Goodluck.

Overidding imshow

When I use the following,
imshow(imread('image1.jpg'));
imshow(imread('image2.jpg'));
imshow(imread('image3.jpg'));
imshow(imread('image4.jpg'));
imshow(imread('image5.jpg'));
imshow(imread('image6.jpg'));
I got only image named image6.jpg in the output figure.
There is also an option figure,imshow(...); to view all the images each in new window.
But writing figure in each line where I need to view the image is a repeated and tedious process. Is there any other solution to get the same output as with figure,imshow(..);
without using figure function.
I mainly put on this question because while programming a lot somewhere we forget to use the figure function and so the image that we need to view wont be visible. It would have been overwritten by other image. So provide me some solution.
I ask this only for simplicity in writing the code. So if there is any solution, please mention.
Thanks in advance.
I'm not sure, but I don't think that there's a workaround to that. MATLAB basically changes the current figure handle to that of a new image when you use imshow. One thing you can do however is to make a copy of imshow in your local directory and edit it accordingly to make your own UDF.
What I would recommend however (so as to preserve functionality across systems) is that you open your code is an editor and replace all imshows with figure, imshow. This should be easy enough and it'll be easy to revert back as well.

Using images in Matlab GUI

I'm working on a small image processing project in MATLAB. I have worked with MATLAB before, but never created a GUI. The GUI I want to create could be pretty advanced, so I need some hints on how to get started.
The purpose of the GUI would be to load an image and have it shown to the user. The user then has to click on two points in the image, of which the coordinates are stored (in pixels) in a variable. If possible, a colored dot is shown where the user has clicked. After the user finished with the current image, he can load a next one.
I have some experience with Java, and I think this wouldn't be too hard in Swing. But MATLAB seems like not having the purpose of creating such an advanced GUI. However, the whole project until now is in MATLAB, so it would be nice if I could manage to do it. Any help? Hints? Things I should look at?
Thanks a lot.
This is not a very complex task to be done in MATLAB.
For simple instructions about adding a picture to a GUI, take a look at this post:
http://blogs.mathworks.com/pick/2007/10/16/matlab-basics-setting-a-background-image-for-a-gui/
For instructions on various interactions between GUI axes and the mouse pointer, check this video (keep in mind that your picture in the GUI lies within normal MATLAB axes):
http://blogs.mathworks.com/pick/2008/05/27/advanced-matlab-capture-mouse-movement/
In general, Doug's tutorial videos are great for MATLAB beginners, and I'd advise you to take a look at more of them.

Matlab GUI: migrate a plot to a new window

I've encountered such a problem, and hope you guys could help me out here.
I have a plot in my GUI, contained multiple lines with different linspecs and a group of legends.
And I've made a context menu which should allow users to open the EXACTLY same plot(retaining all line settings, title, legends, and so forth) in a new window(default figure, where it is able to save/edit the figure).
However I couldn't find a simple way to migrate the plot, except re-run the plot commands which is quite complicated(plot different data, etc.)
So, I am looking for the solution in the following two ways:
is there a simple way to migrate the plot into new figure window?
or is it possible to save the plot directly with current interface?
For 2, I'd like to clarify that I only want to save the plot, not all GUI interface. I've tried saveas(handle.Plot,...) but it saved the GUI interface as an entity.
I hope the point has been made clear, thanks for your time. Cheers.
For this task you can probably use the builtin Matlab function copyobj which does exactly this (i.e. the first option mentionned in your question).
The following piece of code demonstrates its usage:
h1=figure;
a1=plot((1:100),rand(1,100),'r-');
hold on
plot((1:100),rand(1,100),'b+');
legend({'plot1';'plot2'});
h2=figure;
copyobj(get(h1,'children'),h2);
Hope it works as well in your case.
UPDATE: as far as I understand this, your second solution would involve the saveas function which unfortunately works with the figure environment and not with axes (as you experienced it). So a workaround would probably involve copying the desired axes to a new figure with the method given above and then use saveas.

How to easily crop the same image multiple times

I have a set of really big images out of which I need to crop little snippets. These snippets are all exactly the same size but don't follow a strict pattern so I can't do this programatically.
Ideally I would like to open up one of the big files and be able to point and click on say, the top left corner of a snippet and have that automatically be saved to disk without even having to enter a file name, and then continue on with the rest. (Of course this would be the ideal way which I know is probably way off the real possible way!).
I started doing this in Photoshop CS4 but cropping a snippet, saving, undoing (to get to the full image), and starting over again takes way too long.
Maybe someone has a better way to do this in photoshop or in some other software.
Thanks for reading!
Instead of cropping and undoing, you could:
make (or resize) a selection
copy the selection to a new image
save the image
close the image
You might need to split it into two actions, I don't know enough about programming Photoshop.
Thank you everyone for your input.
I ended up doing this with a suggestion a colleague of mine came up with. It consisted of creating a Photoshop "slice" over the first region I wanted to crop and then cloning that region over the rest of the other sections. After that, using Save For Web (and ofter hitting Continue when PS complained about how that image was way beyond Save For Web's capabilities) I could save all images at once.
This was the fastest and easiest method I could find. Until then I was going with Mark Ransom's method.

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