// NewWindow returns a new window. func NewWindow(title string, w, h int) *Window { win := &Window{ events: make(chan interface{}, eventChanSize), imgs: make(map[string]texture), } do(func() { ctitle := C.CString(title) defer C.free(unsafe.Pointer(ctitle)) x, y := C.SDL_WINDOWPOS_UNDEFINED, C.SDL_WINDOWPOS_UNDEFINED flags := C.SDL_WINDOW_SHOWN | C.SDL_WINDOW_OPENGL win.win = C.SDL_CreateWindow(ctitle, C.int(x), C.int(y), C.int(w), C.int(h), C.Uint32(flags)) if win.win == nil { panic(sdlError()) } win.rend = C.SDL_CreateRenderer(win.win, 0, C.SDL_RENDERER_ACCELERATED) if win.rend == nil { panic(sdlError()) } if C.SDL_SetRenderDrawBlendMode(win.rend, C.SDL_BLENDMODE_BLEND) < 0 { panic(sdlError()) } win.id = windowID(C.SDL_GetWindowID(win.win)) windows[win.id] = win }) return win }
func (window *Window) GetID() uint32 { _window := (*C.SDL_Window)(unsafe.Pointer(window)) return (uint32)(C.SDL_GetWindowID(_window)) }
func (win *Window) GetID() uint32 { return uint32(C.SDL_GetWindowID(win.c)) }
// Window (https://wiki.libsdl.org/SDL_GetWindowID) func (window *Window) GetID() uint32 { return (uint32)(C.SDL_GetWindowID(window.cptr())) }