func main() { if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "glfw: %s\n", err) return } defer glfw.Terminate() glfw.OpenWindowHint(glfw.WindowNoResize, 0) if err := glfw.OpenWindow(Width, Height, 0, 0, 0, 0, 16, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "glfw: %s\n", err) return } defer glfw.CloseWindow() glfw.SetSwapInterval(60) glfw.SetWindowTitle(Title) if err := gl.Init(); err != nil { fmt.Fprintf(os.Stderr, "gl: %s\n", err) } keybindings.BindKeyboard() gl.ClearColor(0, 0, 0, 1) GameLoop() }
func initScene() { input.Init() life = automata.NewLife(*flagRule, *flagSize, *flagDelay, *flagSeed) input.Sim = life go life.Run() gl.ClearColor(0.0, 0.0, 0.0, 0.0) gl.Viewport(0, 0, Width, Height) }
func (g *Gui) Draw() { gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(gl.Double(g.region.X), gl.Double(g.region.X+g.region.Dx), gl.Double(g.region.Y+g.region.Dy), gl.Double(g.region.Y), 1000, -1000) gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() g.root.Draw(g.region, &styleStack{}) }
func ClearScene() { ambient := []gl.Float{0.7, 0.7, 0.7, 1} diffuse := []gl.Float{0.9, 0.9, 0.9, 1} lightpos := []gl.Float{0.2, 0.5, 1, 1} gl.Lightfv(gl.LIGHT0, gl.AMBIENT, &ambient[0]) gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, &diffuse[0]) gl.Lightfv(gl.LIGHT0, gl.POSITION, &lightpos[0]) gl.Enable(gl.LIGHT0) gl.ClearColor(1, 1, 1, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) }
func (g *Gui) Draw() { gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() region := g.root.Render_region gl.Ortho(gl.Double(region.X), gl.Double(region.X+region.Dx), gl.Double(region.Y), gl.Double(region.Y+region.Dy), 1000, -1000) gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() g.root.Draw(region) if g.FocusWidget() != nil { g.FocusWidget().DrawFocused(region) } }
func initScene(width, height int, init func()) (err error) { gl.Disable(gl.DEPTH_TEST) gl.ClearColor(0.5, 0.5, 0.5, 0.0) gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height)) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, gl.Double(width), gl.Double(height), 0, 0, 1) gl.MatrixMode(gl.MODELVIEW) init() return }
func (s *Scene) Init() (err error) { runtime.LockOSThread() gl.Enable(gl.TEXTURE_2D) gl.Enable(gl.DEPTH_TEST) gl.ClearColor(0.0, 0.0, 0.0, 0.0) gl.ClearDepth(1) //gl.DepthFunc(gl.LEQUAL) gl.Viewport(0, 0, Width, Height) mm.init() return }
func initDraw() error { runtime.LockOSThread() err := gl.Init() if err != nil { return err } gl.ClearColor(0.0, 0.0, 0.0, 1.0) gl.Enable(gl.BLEND) gl.BlendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ZERO) return checkForErrors() }
func getPlayers(console *base.Console) []gin.DeviceId { var ct controllerTracker gin.In().RegisterEventListener(&ct) defer gin.In().UnregisterEventListener(&ct) ticker := time.Tick(time.Millisecond * 17) start := time.Time{} readyDuration := time.Second * 2 for start.IsZero() || time.Now().Sub(start) < readyDuration { <-ticker sys.Think() if ct.Ready() && start.IsZero() { start = time.Now() } if !ct.Ready() { start = time.Time{} } render.Queue(func() { defer console.Draw(0, 0, wdx, wdy) gl.Clear(gl.COLOR_BUFFER_BIT) gl.Disable(gl.DEPTH_TEST) gui.SetFontColor(1, 1, 1, 1) gl.Disable(gl.TEXTURE_2D) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(gl.Double(0), gl.Double(wdx), gl.Double(wdy), gl.Double(0), 1000, -1000) gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() base.GetDictionary("crackin").RenderString(fmt.Sprintf("Num players: %d", len(ct.ids)), float64(wdx)/2, 300, 0, 100, gui.Center) base.GetDictionary("crackin").RenderString(fmt.Sprintf("Num ready: %d", ct.NumReady()), float64(wdx)/2, 400, 0, 100, gui.Center) if !start.IsZero() { base.GetDictionary("crackin").RenderString(fmt.Sprintf("Starting in %2.2f", (readyDuration-time.Now().Sub(start)).Seconds()), float64(wdx)/2, 500, 0, 100, gui.Center) } }) render.Queue(func() { sys.SwapBuffers() }) render.Purge() } var devices []gin.DeviceId for id := range ct.ids { devices = append(devices, id) } return devices }
func mainLoop(client sgf.ClientEngine, controllers []gin.DeviceId, console *base.Console) { client.MakeRequest(game.Join{Rebels: make([]*game.RebelPlayer, 2)}) ticker := time.Tick(time.Millisecond * 17) render.Queue(func() { gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) }) for { <-ticker if gin.In().GetKey(gin.AnyEscape).FramePressCount() != 0 { return } sys.Think() render.Queue(func() { gl.Clear(gl.COLOR_BUFFER_BIT) gl.Disable(gl.DEPTH_TEST) gui.SetFontColor(1, 1, 1, 1) gl.Disable(gl.TEXTURE_2D) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(gl.Double(0), gl.Double(wdx), gl.Double(wdy), gl.Double(0), 1000, -1000) gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() base.GetDictionary("crackin").RenderString("Waiting on some nubs", float64(wdx)/2, 300, 0, 100, gui.Center) }) client.RLock() g := client.Game().(*game.Game) mode := g.Mode client.RUnlock() if mode == game.ModeWaiting { } else if mode == game.ModeProgram { programLoop(client, controllers, console) } else if mode == game.ModeRun { } render.Queue(func() { sys.SwapBuffers() }) render.Purge() } }
func initWindow(sys system.System, width int, height int) { sys.CreateWindow(10, 10, width, height) sys.EnableVSync(false) err := gl.Init() if err != nil { panic(err) } gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.EnableClientState(gl.VERTEX_ARRAY) gl.EnableClientState(gl.COLOR_ARRAY) gl.Enable(gl.CULL_FACE) gl.FrontFace(gl.CW) gl.ClearColor(0, 0, 0, 1) }
func initScene() { gl.Disable(gl.TEXTURE_2D) gl.Disable(gl.DEPTH_TEST) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Disable(gl.ALPHA_TEST) gl.Enable(gl.LINE_SMOOTH) gl.Hint(gl.LINE_SMOOTH_HINT, gl.NICEST) gl.PolygonMode(gl.FRONT_AND_BACK, gl.LINE) gl.LineWidth(1.0) gl.ClearColor(0.0, 0.0, 0.0, 0.0) gl.ClearDepth(1) //gl.DepthFunc(gl.LEQUAL) gl.Viewport(0, 0, Width, Height) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() perspective(110.0, 1.0, 4, 8192) }
func (o *OpenGl) initScene() (err error) { gl.ClearColor(0.0, 0.0, 0.0, 0.0) gl.ClearDepth(1) gl.DepthFunc(gl.LEQUAL) ambient := []gl.Float{0.5, 0.5, 0.5, 1} diffuse := []gl.Float{1, 1, 1, 1} position := []gl.Float{-5, 5, 10, 0} gl.Lightfv(gl.LIGHT0, gl.AMBIENT, &ambient[0]) gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, &diffuse[0]) gl.Lightfv(gl.LIGHT0, gl.POSITION, &position[0]) gl.Viewport(0, 0, gl.Sizei(o.width), gl.Sizei(o.height)) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Frustum(-1, 1, -1, 1, 1.0, 10.0) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() return nil }
func DrawTestScene() { ambient := []gl.Float{0.7, 0.7, 0.7, 1} diffuse := []gl.Float{1, 1, 1, 1} lightpos := []gl.Float{0.2, 0.5, 1, 1} gl.Lightfv(gl.LIGHT0, gl.AMBIENT, &ambient[0]) gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, &diffuse[0]) gl.Lightfv(gl.LIGHT0, gl.POSITION, &lightpos[0]) gl.Enable(gl.LIGHT0) gl.ClearColor(1, 1, 1, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) const r = 0.5 const z = r red := color.NRGBA{R: 255, A: 255} blue := color.NRGBA{B: 255, A: 255} gl.Begin(gl.QUADS) (&Poly{[3]float32{0, 0, 0}, [4][3]float32{{-r, -r, z}, {r, -r, z}, {r, r, z}, {-r, r, z}}, red}).Render() (&Poly{[3]float32{0, 0, 0}, [4][3]float32{{-r, -r, -z}, {-r, r, -z}, {r, r, -z}, {r, -r, -z}}, blue}).Render() gl.End() }
func initScene() (err error) { gl.Enable(gl.TEXTURE_2D) gl.Enable(gl.DEPTH_TEST) gl.Enable(gl.LIGHTING) gl.ClearColor(0.5, 0.5, 0.5, 0.0) gl.ClearDepth(1) gl.DepthFunc(gl.LEQUAL) gl.Lightfv(gl.LIGHT0, gl.AMBIENT, &ambient[0]) gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, &diffuse[0]) gl.Lightfv(gl.LIGHT0, gl.POSITION, &lightpos[0]) gl.Enable(gl.LIGHT0) gl.Viewport(0, 0, Width, Height) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Frustum(-1, 1, -1, 1, 1.0, 10.0) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() texture, err = createTextureFromBytes(gopher_png[:]) return }
// draw draws the triangle. func draw() { gl.ClearColor(0.3, 0.3, 0.3, 0.0) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.ShadeModel(gl.SMOOTH) gl.LoadIdentity() gl.Translatef(-15.0, -15.0, 0.0) gl.Begin(gl.TRIANGLES) gl.Color3f(1.0, 0.0, 0.0) gl.Vertex2f(0.0, 0.0) gl.Color3f(0.0, 1.0, 0.0) gl.Vertex2f(30.0, 0.0) gl.Color3f(0.0, 0.0, 1.0) gl.Vertex2f(0.0, 30.0) gl.End() win.SwapBuffers() }
func initScene() { gl.Enable(gl.DEPTH_TEST) gl.Enable(gl.LIGHTING) gl.ClearColor(0.1, 0.1, 0.6, 1.0) gl.ClearDepth(1) gl.DepthFunc(gl.LEQUAL) gl.Lightfv(gl.LIGHT0, gl.AMBIENT, &ambient[0]) gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, &diffuse[0]) gl.Lightfv(gl.LIGHT0, gl.POSITION, &lightPos[0]) gl.Enable(gl.LIGHT0) gl.Viewport(0, 0, Width, Height) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Frustum(-1, 1, -1, 1, 1.0, 1000.0) gl.Rotatef(20, 1, 0, 0) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.PushMatrix() return }
func programLoop(client sgf.ClientEngine, controllers []gin.DeviceId, console *base.Console) { ticker := time.Tick(time.Millisecond * 17) var selections cardSelections selections.cols = 7 selections.players = make([]cardSelection, len(controllers)) client.RLock() g := client.Game().(*game.Game) for _, card := range g.Cards { selections.cards = append(selections.cards, card) selections.used = append(selections.used, -1) } client.RUnlock() for { <-ticker if gin.In().GetKey(gin.AnyEscape).FramePressCount() != 0 { return } for i, device := range controllers { up := gin.In().GetKeyFlat(gin.ControllerHatSwitchUp, device.Type, device.Index).FramePressCount() down := gin.In().GetKeyFlat(gin.ControllerHatSwitchDown, device.Type, device.Index).FramePressCount() left := gin.In().GetKeyFlat(gin.ControllerHatSwitchLeft, device.Type, device.Index).FramePressCount() right := gin.In().GetKeyFlat(gin.ControllerHatSwitchRight, device.Type, device.Index).FramePressCount() selections.HandleMove(i, right-left, down-up) drop := gin.In().GetKeyFlat(gin.ControllerButton0+1, device.Type, device.Index).FramePressCount() > 0 choose := gin.In().GetKeyFlat(gin.ControllerButton0+2, device.Type, device.Index).FramePressCount() > 0 if choose { selections.HandleChoose(i) } if drop { selections.HandleDrop(i) } } sys.Think() render.Queue(func() { defer console.Draw(0, 0, wdx, wdy) gl.Clear(gl.COLOR_BUFFER_BIT) gl.Disable(gl.DEPTH_TEST) gui.SetFontColor(1, 1, 1, 1) gl.Disable(gl.TEXTURE_2D) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(gl.Double(0), gl.Double(wdx), gl.Double(wdy), gl.Double(0), 1000, -1000) gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() client.RLock() g := client.Game().(*game.Game) renderBoard(g, 10, 10, 400, 400) client.RUnlock() renderCards(selections.cards, 64, 400, 400, selections.cols, &selections) for i, player := range selections.players { setColorForIndex(i) renderCardReticle(false, 64, player.sx, player.sy, 400, 400) renderCards(player.cards, 64, 400, 300-100*i, selections.cols, nil) } }) render.Queue(func() { sys.SwapBuffers() }) render.Purge() } }
func main() { sys = system.Make(gos.GetSystemInterface()) sys.Startup() wdx := 1000 wdy := 500 render.Init() var ui *gui.Gui render.Queue(func() { sys.CreateWindow(50, 150, wdx, wdy) sys.EnableVSync(true) err := gl.Init() if err != nil { f, err2 := os.Create(filepath.Join(datadir, "gl_log.txt")) if err2 != nil { fmt.Printf("Unable to write log to a file:%v\n%v\v", err, err2) } else { fmt.Fprintf(f, "%v\n", err) f.Close() } } ui, _ = gui.Make(gin.In(), gui.Dims{wdx, wdy}, filepath.Join(datadir, "fonts", "luxisr.ttf")) font, err := loadFont() if err != nil { panic(err.Error()) } dict = gui.MakeDictionary(font, 15) }) render.Purge() anchor := gui.MakeAnchorBox(gui.Dims{wdx, wdy}) ui.AddChild(anchor) var event_handler handler gin.In().RegisterEventListener(&event_handler) actions_list := gui.MakeVerticalTable() keyname_list := gui.MakeVerticalTable() both_lists := gui.MakeHorizontalTable() both_lists.AddChild(actions_list) both_lists.AddChild(keyname_list) anchor.AddChild(both_lists, gui.Anchor{1, 0.5, 1, 0.5}) var actions []string for action := range action_map { actions = append(actions, action) } sort.Strings(actions) for _, action := range actions { actions_list.AddChild(gui.MakeTextLine("standard", action, 150, 1, 1, 1, 1)) keyname_list.AddChild(gui.MakeTextLine("standard", commands[action].Cmd, 100, 1, 1, 1, 1)) } current_anim := gui.MakeTextLine("standard", "", 300, 1, 1, 1, 1) current_state := gui.MakeTextLine("standard", "", 300, 1, 1, 1, 1) frame_data := gui.MakeVerticalTable() frame_data.AddChild(current_anim) frame_data.AddChild(current_state) anchor.AddChild(frame_data, gui.Anchor{0, 1, 0, 1}) speed := 100 speed_text := gui.MakeTextLine("standard", "Speed: 100%", 150, 1, 1, 1, 1) anchor.AddChild(speed_text, gui.Anchor{0, 0, 0, 0}) var box1, box2 boxdata box1.name = "box1" box1.sb = makeSpriteBox(nil) anchor.AddChild(box1.sb, gui.Anchor{0.5, 0.5, 0.25, 0.5}) box1.load(GetStoreVal("box1")) box := box1 box2.name = "box2" box2.sb = makeSpriteBox(nil) anchor.AddChild(box2.sb, gui.Anchor{0.5, 0.5, 0.45, 0.5}) box2.load(GetStoreVal("box2")) box2.sb.top = true box_other := box2 box2.sb.r, box2.sb.g, box2.sb.b = 0.2, 0.1, 0.4 box1.sb.r, box1.sb.g, box1.sb.b = 0.4, 0.2, 0.8 error_msg = gui.MakeTextLine("standard", "", wdx, 1, 0.5, 0.5, 1) anchor.AddChild(error_msg, gui.Anchor{0, 0, 0, 0.1}) var chooser gui.Widget // curdir := GetStoreVal("curdir") // if curdir == "" { // curdir = "." // } else { // _,err := os.Stat(filepath.Join(datadir, curdir)) // if err == nil { // go func() { // anim, err := sprite.LoadSprite(filepath.Join(datadir, curdir)) // loaded <- loadResult{ anim, err } // } () // } else { // curdir = "." // } // } // var profile_output *os.File then := time.Now() sys.Think() for key_map["quit"].FramePressCount() == 0 { event_handler.box1 = &box event_handler.box2 = &box_other now := time.Now() dt := (now.Nanosecond() - then.Nanosecond()) / 1000000 then = now render.Queue(func() { sys.Think() if box1.sb.s != nil { box1.sb.s.Think(int64(float64(dt) * float64(speed) / 100)) } if box2.sb.s != nil { box2.sb.s.Think(int64(float64(dt) * float64(speed) / 100)) } gl.ClearColor(1, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT) ui.Draw() sys.SwapBuffers() }) render.Purge() select { case load := <-loaded: if load.err != nil { error_msg.SetText(load.err.Error()) current_anim.SetText("") } else { box.sb.s = load.anim error_msg.SetText("") } default: } // if box.sb.s != nil { // box.sb.s.Think() // current_anim.SetText(fmt.Sprintf("%d: %s", box.sb.s.Facing(), box.sb.s.Anim())) // current_state.SetText(box.sb.s.AnimState()) // } if box.sb.s != nil { if key_map["reset"].FramePressCount() > 0 { box.load(box.dir) box_other.load(box_other.dir) } } // if key_map["profile"].FramePressCount() > 0 { // if profile_output == nil { // var err error // profile_output, err = os.Create(filepath.Join(datadir, "cpu.prof")) // if err == nil { // err = pprof.StartCPUProfile(profile_output) // if err != nil { // fmt.Printf("Unable to start CPU profile: %v\n", err) // profile_output.Close() // profile_output = nil // } // fmt.Printf("profout: %v\n", profile_output) // } else { // fmt.Printf("Unable to open CPU profile: %v\n", err) // } // } else { // pprof.StopCPUProfile() // profile_output.Close() // profile_output = nil // } // } if key_map["load"].FramePressCount() > 0 && chooser == nil { anch := gui.MakeAnchorBox(gui.Dims{wdx, wdy}) file_chooser := gui.MakeFileChooser(filepath.Join(datadir, box.dir), func(path string, err error) { if err == nil && len(path) > 0 { curpath, _ := filepath.Split(path) box.load(curpath) } ui.RemoveChild(chooser) chooser = nil }, func(path string, is_dir bool) bool { return true }) anch.AddChild(file_chooser, gui.Anchor{0.5, 0.5, 0.5, 0.5}) chooser = anch ui.AddChild(chooser) } delta := key_map["speed up"].FramePressAmt() - key_map["slow down"].FramePressAmt() if delta != 0 { speed += int(delta) if speed < 1 { speed = 1 } if speed > 100 { speed = 100 } speed_text.SetText(fmt.Sprintf("Speed: %d%%", speed)) } if key_map["select1"].FramePressCount() > 0 { box2.sb.r, box2.sb.g, box2.sb.b = 0.2, 0.1, 0.4 box1.sb.r, box1.sb.g, box1.sb.b = 0.4, 0.2, 0.8 box = box1 box_other = box2 } if key_map["select2"].FramePressCount() > 0 { box2.sb.r, box2.sb.g, box2.sb.b = 0.4, 0.2, 0.8 box1.sb.r, box1.sb.g, box1.sb.b = 0.2, 0.1, 0.4 box = box2 box_other = box1 } } }
func standardHookup() { g := g2.Make(0, 0, wdx, wdy) var tm g2.ThunderMenu tm.Subs = make(map[string]*g2.ThunderSubMenu) triggers := map[gin.KeyId]struct{}{ gin.AnyReturn: struct{}{}, gin.In().GetKeyFlat(gin.ControllerButton0+2, gin.DeviceTypeController, gin.DeviceIndexAny).Id(): struct{}{}, } action := "" tm.Subs[""] = g2.MakeThunderSubMenu( []g2.Widget{ &g2.Button{Size: 50, Triggers: triggers, Name: "Debug", Callback: func() { tm.Push("debug") }}, &g2.Button{Size: 50, Triggers: triggers, Name: "Host LAN game", Callback: func() { base.Log().Printf("HOST"); print("HOST\n") }}, &g2.Button{Size: 50, Triggers: triggers, Name: "Join LAN game", Callback: func() { base.Log().Printf("JOIN"); print("JOIN\n") }}, &g2.Button{Size: 50, Triggers: triggers, Name: "Quit", Callback: func() { action = "Quit" }}, }) tm.Subs["debug"] = g2.MakeThunderSubMenu( []g2.Widget{ &g2.Button{Size: 50, Triggers: triggers, Name: "Standard", Callback: func() { action = "standard" }}, &g2.Button{Size: 50, Triggers: triggers, Name: "Moba", Callback: func() { action = "moba" }}, &g2.Button{Size: 50, Triggers: triggers, Name: "Back", Callback: func() { tm.Pop() }}, }) tm.Start(500) g.AddChild(&tm, g2.AnchorDeadCenter) g.AddChild(g2.MakeConsole(wdx, wdy), g2.AnchorDeadCenter) t := texture.LoadFromPath(filepath.Join(base.GetDataDir(), "background/buttons1.jpg")) for { sys.Think() if action == "Quit" { return } if action == "standard" || action == "moba" { g.StopEventListening() engine, local := debugHookup(action) mainLoop(engine, local, action) g.RestartEventListening() action = "" } render.Queue(func() { gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) if true { ratio := float64(wdx) / float64(wdy) t.RenderAdvanced(-1+(1-1/ratio), -1, 2/ratio, 2, 0, false) } gl.Disable(gl.TEXTURE_2D) base.GetDictionary("luxisr").RenderString("INvASioN!!!", 0, 0.5, 0, 0.03, gui.Center) }) render.Queue(func() { g.Draw() sys.SwapBuffers() }) render.Purge() } // 1 Start with a title screen // 2 Option to host or join // 3a If host then wait for a connection // 3b If join then ping and connect // 4 Once joined up the 'game' will handle choosing sides and whatnot }
func (w *glfwBackend) SetScreenColor(color RGB) { r := gl.Float(float64(color.R) / 255.0) g := gl.Float(float64(color.G) / 255.0) b := gl.Float(float64(color.B) / 255.0) gl.ClearColor(r, g, b, gl.Float(1.0)) }
func main() { runtime.LockOSThread() flag.Parse() if *workers <= 0 { *workers = 1 } runtime.GOMAXPROCS(*workers + 1) buildPalette() sdl.Init(sdl.INIT_VIDEO) defer sdl.Quit() if !*noVSync { sdl.GL_SetAttribute(sdl.GL_SWAP_CONTROL, 1) } if sdl.SetVideoMode(512, 512, 32, sdl.OPENGL) == nil { panic("sdl error") } sdl.WM_SetCaption("Gomandel", "Gomandel") if err := gl.Init(); err != nil { panic(err) } 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 dnd3 bool = false var dndStart Point var dndEnd Point initialRect := Rect{-1.5, -1.5, 3, 3} rect := initialRect tm := NewTileManager(512, 512) tm.ZoomRequest(&rect) running := true for running { for { var event interface{} select { case event = <-sdl.Events: default: } if event == nil { break } switch e := event.(type) { case sdl.QuitEvent: running = false case sdl.MouseButtonEvent: if e.Type == sdl.MOUSEBUTTONDOWN { dndDragging = true dndStart.X = gl.Int(e.X) dndStart.Y = gl.Int(e.Y) dndEnd = dndStart if e.Button == 3 { dnd3 = true } else { dndDragging = true } } else { dndDragging = false dndEnd.X = gl.Int(e.X) dndEnd.Y = gl.Int(e.Y) switch e.Button { case 1: rect = rectFromSelection(dndStart, dndEnd, 512, 512, rect) tm.ZoomRequest(&rect) case 2: rect = initialRect tm.ZoomRequest(&rect) case 3: dnd3 = false } } case sdl.MouseMotionEvent: if dnd3 { dndEnd.X = gl.Int(e.X) dndEnd.Y = gl.Int(e.Y) rect = moveRectBy(rect, dndStart, dndEnd, 512, 512) tm.MoveRequest(rect) dndStart = dndEnd } else if dndDragging { dndEnd.X = gl.Int(e.X) dndEnd.Y = gl.Int(e.Y) } } } tm.Update() gl.Clear(gl.COLOR_BUFFER_BIT) tm.Draw() gl.BindTexture(gl.TEXTURE_2D, 0) if dndDragging { drawSelection(dndStart, dndEnd) } sdl.GL_SwapBuffers() } }
// SetClearColor sets the color the screen will become after a call to the // Clear function. func SetClearColor(r uint8, g uint8, b uint8) { gl.ClearColor(gl.Float(r)/255, gl.Float(g)/255, gl.Float(b)/255, 1.0) }