Example #1
0
func main() {
	var window *sdl.Window
	var renderer *sdl.Renderer
	var points []sdl.Point
	var rect sdl.Rect
	var rects []sdl.Rect

	window = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED,
		winWidth, winHeight, sdl.WINDOW_SHOWN)
	if window == nil {
		fmt.Fprintf(os.Stderr, "Failed to create window: %s\n", sdl.GetError())
		os.Exit(1)
	}

	renderer = sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED)
	if renderer == nil {
		fmt.Fprintf(os.Stderr, "Failed to create renderer: %s\n", sdl.GetError())
		os.Exit(2)
	}

	renderer.SetDrawColor(255, 255, 255, 255)
	renderer.DrawPoint(150, 300)

	renderer.SetDrawColor(0, 0, 255, 255)
	renderer.DrawLine(0, 0, 200, 200)

	points = []sdl.Point{{0, 0}, {100, 300}, {100, 300}, {200, 0}}
	renderer.SetDrawColor(255, 255, 0, 255)
	renderer.DrawLines(&points, 4)

	rect = sdl.Rect{300, 0, 200, 200}
	renderer.SetDrawColor(255, 0, 0, 255)
	renderer.DrawRect(&rect)

	rects = []sdl.Rect{{400, 400, 100, 100}, {550, 350, 200, 200}}
	renderer.SetDrawColor(0, 255, 255, 255)
	renderer.DrawRects(&rects, 2)

	rect = sdl.Rect{250, 250, 200, 200}
	renderer.SetDrawColor(0, 255, 0, 255)
	renderer.FillRect(&rect)

	rects = []sdl.Rect{{500, 300, 100, 100}, {200, 300, 200, 200}}
	renderer.SetDrawColor(255, 0, 255, 255)
	renderer.FillRects(&rects, 2)

	renderer.Present()

	sdl.Delay(2000)

	renderer.Destroy()
	window.Destroy()
}
Example #2
0
func main() {
	var window *sdl.Window
	var renderer *sdl.Renderer
	var image *sdl.Surface
	var texture *sdl.Texture
	var src, dst sdl.Rect

	window = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED,
		winWidth, winHeight, sdl.WINDOW_SHOWN)
	if window == nil {
		fmt.Fprintf(os.Stderr, "Failed to create window: %s\n", sdl.GetError())
		os.Exit(1)
	}

	renderer = sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED)
	if renderer == nil {
		fmt.Fprintf(os.Stderr, "Failed to create renderer: %s\n", sdl.GetError())
		os.Exit(2)
	}

	image = sdl.LoadBMP(imageName)
	if image == nil {
		fmt.Fprintf(os.Stderr, "Failed to load BMP: %s", sdl.GetError())
		os.Exit(3)
	}

	texture = renderer.CreateTextureFromSurface(image)
	if texture == nil {
		fmt.Fprintf(os.Stderr, "Failed to create texture: %s\n", sdl.GetError())
		os.Exit(4)
	}

	src = sdl.Rect{0, 0, 512, 512}
	dst = sdl.Rect{100, 50, 512, 512}

	renderer.Clear()
	renderer.Copy(texture, &src, &dst)
	renderer.Present()

	sdl.Delay(2000)

	image.Free()
	texture.Destroy()
	renderer.Destroy()
	window.Destroy()
}
Example #3
0
func MainLoop(renderer *sdl.Renderer, font *ttf.Font) {
	lastTick := sdl.GetTicks()
	lastSecond := lastTick
	frames := 0
	fpsText := gfx.CreateText(renderer, font, "FPS: ... "+StatusCallback(), sdl.Color{255, 255, 255, 255})
	framesPerSecond := 0

	for running {

		tick := sdl.GetTicks()
		if tick < lastTick+10 {
			sdl.Delay(1)

			continue
		}

		delta := float64(tick-lastTick) / 1000.0
		lastTick = tick
		fpsText.Destroy()
		fpsText = gfx.CreateText(renderer, font, fmt.Sprintf("FPS: %3d ", framesPerSecond)+StatusCallback(), sdl.Color{255, 255, 255, 255})

		if tick > (lastSecond + 1000) {
			lastSecond = tick
			framesPerSecond = frames
			frames = 0
		} else {
			frames++
		}

		handleEvents()

		UpdateCallback(delta)

		renderer.SetDrawColor(0, 0, 0, 0)
		renderer.Clear()

		RenderCallback(renderer)

		gfx.RenderTexture(renderer, fpsText, 0, 0)

		renderer.Present()

	}

	fpsText.Destroy()
}