func main() {
	if sdl.Init(sdl.INIT_VIDEO) < 0 {
		panic("Video initialization failed: " + sdl.GetError())
	}

	if sdl.EnableKeyRepeat(100, 25) != 0 {
		panic("Setting keyboard repeat failed: " + sdl.GetError())
	}

	videoFlags := sdl.OPENGL    // Enable OpenGL in SDL
	videoFlags |= sdl.DOUBLEBUF // Enable double buffering
	videoFlags |= sdl.HWPALETTE // Store the palette in hardware
	// FIXME: this causes segfault.
	// videoFlags |= sdl.RESIZABLE // Enable window resizing

	surface = sdl.SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, uint32(videoFlags))

	if surface == nil {
		panic("Video mode set failed: " + sdl.GetError())
	}

	sdl.GL_SetAttribute(sdl.GL_DOUBLEBUFFER, 1)
	initGL()
	resizeWindow(SCREEN_WIDTH, SCREEN_HEIGHT)

	SetupWorld("data/world.txt")

	// wait for events
	running := true
	isActive := true
	for running {
		for ev := sdl.PollEvent(); ev != nil; ev = sdl.PollEvent() {
			switch e := ev.(type) {
			case *sdl.ActiveEvent:
				isActive = e.Gain != 0
			case *sdl.ResizeEvent:
				width, height := int(e.W), int(e.H)
				surface = sdl.SetVideoMode(width, height, SCREEN_BPP, uint32(videoFlags))
				if surface == nil {
					fmt.Println("Could not get a surface after resize:", sdl.GetError())
					Quit(1)
				}
				resizeWindow(width, height)
			case *sdl.KeyboardEvent:
				if e.Type == sdl.KEYDOWN {
					handleKeyPress(e.Keysym)
				}
			case *sdl.QuitEvent:
				running = false
			}
		}

		// draw the scene
		if isActive {
			drawGLScene(sector1)
		}
	}
}
Beispiel #2
0
func (engine *SDLEngine) Init(settings *GraphicsSettings) os.Error {
	runtime.LockOSThread()

	if sdl.Init(sdl.INIT_VIDEO) != 0 {
		return os.NewError("unable to initialize sdl.")
	}

	if sdl.GL_SetAttribute(sdl.GL_DOUBLEBUFFER, 1) != 0 {
		sdl.Quit()
		return os.NewError("double buffering not available.")
	}

	engine.screen = sdl.SetVideoMode(settings.Width, settings.Height, 16, sdl.OPENGL|sdl.RESIZABLE)
	if engine.screen == nil {
		sdl.Quit()
		return os.NewError("unable to set video mode.")
	}

	sdl.WM_SetCaption(settings.Caption, settings.Caption)

	engine.gdevice = NewOpenGLGraphicsDevice()

	return nil
}
Beispiel #3
0
func main() {
	runtime.LockOSThread()
	flag.Parse()
	buildPalette()
	sdl.Init(sdl.INIT_VIDEO)
	defer sdl.Quit()

	sdl.GL_SetAttribute(sdl.GL_SWAP_CONTROL, 1)

	if sdl.SetVideoMode(512, 512, 32, sdl.OPENGL) == nil {
		panic("sdl error")
	}

	if gl.Init() != 0 {
		panic("gl error")
	}

	sdl.WM_SetCaption("Gomandel", "Gomandel")

	gl.Enable(gl.TEXTURE_2D)
	gl.Viewport(0, 0, 512, 512)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, 512, 512, 0, -1, 1)

	gl.ClearColor(0, 0, 0, 0)

	//-----------------------------------------------------------------------------
	var dndDragging bool = false
	var dndStart Point
	var dndEnd Point
	var tex gl.Texture
	var tc TexCoords
	var lastProgress int
	initialRect := Rect{-1.5, -1.5, 3, 3}
	rect := initialRect

	rc := new(MandelbrotRequest)
	rc.MakeRequest(512, 512, rect)
	rc.WaitFor(Small, &tex, &tc)

	running := true
	e := new(sdl.Event)
	for running {
		for e.Poll() {
			switch e.Type {
			case sdl.QUIT:
				running = false
			case sdl.MOUSEBUTTONDOWN:
				dndDragging = true
				sdl.GetMouseState(&dndStart.X, &dndStart.Y)
				dndEnd = dndStart
			case sdl.MOUSEBUTTONUP:
				dndDragging = false
				sdl.GetMouseState(&dndEnd.X, &dndEnd.Y)
				if e.MouseButton().Button == 3 {
					rect = initialRect
				} else {
					rect = rectFromSelection(dndStart, dndEnd, 512, 512, rect)
					tc = texCoordsFromSelection(dndStart, dndEnd, 512, 512, tc)
				}

				// make request
				rc.MakeRequest(512, 512, rect)
			case sdl.MOUSEMOTION:
				if dndDragging {
					sdl.GetMouseState(&dndEnd.X, &dndEnd.Y)
				}
			}
		}

		// if we're waiting for a result, check if it's ready
		p := rc.Update(&tex, &tc)
		if p != -1 {
			lastProgress = p
		}

		gl.Clear(gl.COLOR_BUFFER_BIT)
		tex.Bind(gl.TEXTURE_2D)
		drawQuad(0, 0, 512, 512, tc.TX, tc.TY, tc.TX2, tc.TY2)
		gl.BindTexture(gl.TEXTURE_2D, 0)
		if dndDragging {
			drawSelection(dndStart, dndEnd)
		}
		drawProgress(512, 512, lastProgress, rc.Pending)
		sdl.GL_SwapBuffers()
	}
}
func main() {
	// Initialize SDL
	if sdl.Init(sdl.INIT_VIDEO) < 0 {
		panic("Video initialization failed: " + sdl.GetError())
	}

	// flags to pass to sdl.SetVideoMode
	videoFlags := sdl.OPENGL    // Enable OpenGL in SDL
	videoFlags |= sdl.DOUBLEBUF // Enable double buffering
	videoFlags |= sdl.HWPALETTE // Store the palette in hardware
	// FIXME: this causes segfault.
	// videoFlags |= sdl.RESIZABLE // Enable window resizing

	// get a SDL surface
	surface = sdl.SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, uint32(videoFlags))

	// verify there is a surface
	if surface == nil {
		panic("Video mode set failed: " + sdl.GetError())
		Quit(1)
	}

	// When this function is finished, clean up and exit.
	defer Quit(0)

	// Sets up OpenGL double buffering
	sdl.GL_SetAttribute(sdl.GL_DOUBLEBUFFER, 1)

	// Execute everything needed for OpenGL
	initGL()

	// Resize the initial window
	resizeWindow(SCREEN_WIDTH, SCREEN_HEIGHT)

	// wait for events
	running := true
	isActive := true
	for running {
		for ev := sdl.PollEvent(); ev != nil; ev = sdl.PollEvent() {
			switch e := ev.(type) {
			case *sdl.ActiveEvent:
				isActive = e.Gain != 0
			case *sdl.ResizeEvent:
				width, height := int(e.W), int(e.H)
				surface = sdl.SetVideoMode(width, height, SCREEN_BPP, uint32(videoFlags))

				if surface == nil {
					fmt.Println("Could not get a surface after resize:", sdl.GetError())
					Quit(1)
				}
				resizeWindow(width, height)
			case *sdl.KeyboardEvent:
				if e.Type == sdl.KEYDOWN {
					handleKeyPress(e.Keysym)
				}
			case *sdl.QuitEvent:
				running = false
			}
		}

		// draw the scene
		if isActive {
			drawGLScene()
		}
	}
}
Beispiel #5
0
func main() {
	runtime.LockOSThread()
	flag.Parse()
	sdl.Init(sdl.INIT_VIDEO)
	defer sdl.Quit()

	sdl.GL_SetAttribute(sdl.GL_SWAP_CONTROL, 1)

	if sdl.SetVideoMode(640, 480, 32, sdl.OPENGL) == nil {
		panic("sdl error")
	}

	sdl.WM_SetCaption("Gotris", "Gotris")
	sdl.EnableKeyRepeat(250, 45)

	gl.Enable(gl.TEXTURE_2D)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.Viewport(0, 0, 640, 480)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, 640, 480, 0, -1, 1)

	gl.ClearColor(0, 0, 0, 0)

	//-----------------------------------------------------------------------------

	font, err := LoadFontFromFile("dejavu.font")
	if err != nil {
		panic(err)
	}

	rand.Seed(int64(sdl.GetTicks()))

	gs := NewGameSession(*initLevel, font)
	lastTime := sdl.GetTicks()

	running := true
	for running {
		for ev := sdl.PollEvent(); ev != nil; ev = sdl.PollEvent() {
			switch e := ev.(type) {
			case *sdl.QuitEvent:
				running = false
			case *sdl.KeyboardEvent:
				if e.Type == sdl.KEYDOWN {
					running = gs.HandleKey(e.Keysym.Sym)
				}
			}
		}

		now := sdl.GetTicks()
		delta := now - lastTime
		lastTime = now

		gs.Update(delta)

		gl.Clear(gl.COLOR_BUFFER_BIT)
		font.Draw(5, 5, fmt.Sprintf("Level: %d | Score: %d", gs.Level, gs.Score))
		gs.Draw()
		gl.Color3ub(255, 255, 255)
		sdl.GL_SwapBuffers()
	}
}