func run() int { var window *sdl.Window var renderer *sdl.Renderer var points []sdl.Point var rect sdl.Rect var rects []sdl.Rect var err error sdl.Do(func() { window, err = sdl.CreateWindow(WindowTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, WindowWidth, WindowHeight, sdl.WINDOW_SHOWN) }) if err != nil { fmt.Fprintf(os.Stderr, "Failed to create window: %s\n", err) return 1 } defer func() { sdl.Do(func() { window.Destroy() }) }() sdl.Do(func() { renderer, err = sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED) }) if err != nil { fmt.Fprint(os.Stderr, "Failed to create renderer: %s\n", err) return 2 } sdl.Do(func() { renderer.Clear() }) defer func() { sdl.Do(func() { renderer.Destroy() }) }() go func() { println("goroutine: A") }() sdl.Do(func() { renderer.SetDrawColor(255, 255, 255, 255) renderer.DrawPoint(150, 300) println("queue: A") }) go func() { println("goroutine: B") }() sdl.Do(func() { renderer.SetDrawColor(0, 0, 255, 255) renderer.DrawLine(0, 0, 200, 200) println("queue: B") }) go func() { println("goroutine: C") }() sdl.Do(func() { points = []sdl.Point{{0, 0}, {100, 300}, {100, 300}, {200, 0}} renderer.SetDrawColor(255, 255, 0, 255) renderer.DrawLines(points) println("queue: C") }) go func() { println("goroutine: D") }() sdl.Do(func() { rect = sdl.Rect{300, 0, 200, 200} renderer.SetDrawColor(255, 0, 0, 255) renderer.DrawRect(&rect) println("queue: D") }) go func() { println("goroutine: E") }() sdl.Do(func() { rects = []sdl.Rect{{400, 400, 100, 100}, {550, 350, 200, 200}} renderer.SetDrawColor(0, 255, 255, 255) renderer.DrawRects(rects) println("queue: E") }) go func() { println("goroutine: F") }() sdl.Do(func() { rect = sdl.Rect{250, 250, 200, 200} renderer.SetDrawColor(0, 255, 0, 255) renderer.FillRect(&rect) println("queue: F") }) go func() { println("goroutine: G") }() sdl.Do(func() { rects = []sdl.Rect{{500, 300, 100, 100}, {200, 300, 200, 200}} renderer.SetDrawColor(255, 0, 255, 255) renderer.FillRects(rects) println("queue: G") }) go func() { println("goroutine: H") }() sdl.Do(func() { renderer.Present() println("queue: H") }) sdl.Do(func() { sdl.Delay(2000) }) return 0 }
func run() int { var window *sdl.Window var renderer *sdl.Renderer var err error sdl.Do(func() { window, err = sdl.CreateWindow(WindowTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, WindowWidth, WindowHeight, sdl.WINDOW_OPENGL) }) if err != nil { fmt.Fprintf(os.Stderr, "Failed to create window: %s\n", err) return 1 } defer func() { sdl.Do(func() { window.Destroy() }) }() sdl.Do(func() { renderer, err = sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED) }) if err != nil { fmt.Fprint(os.Stderr, "Failed to create renderer: %s\n", err) return 2 } defer func() { sdl.Do(func() { renderer.Destroy() }) }() sdl.Do(func() { renderer.Clear() }) for i := range rects { rects[i] = sdl.Rect{ X: int32(rand.Int() % WindowWidth), Y: int32(i * WindowHeight / len(rects)), W: RectWidth, H: RectHeight, } } running := true for running { sdl.Do(func() { for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() { switch event.(type) { case *sdl.QuitEvent: runningMutex.Lock() running = false runningMutex.Unlock() } } renderer.Clear() renderer.SetDrawColor(0, 0, 0, 0x20) renderer.FillRect(&sdl.Rect{0, 0, WindowWidth, WindowHeight}) }) // Do expensive stuff using goroutines wg := sync.WaitGroup{} for i := range rects { wg.Add(1) go func(i int) { rects[i].X = (rects[i].X + 10) % WindowWidth sdl.Do(func() { renderer.SetDrawColor(0xff, 0xff, 0xff, 0xff) renderer.DrawRect(&rects[i]) }) wg.Done() }(i) } wg.Wait() sdl.Do(func() { renderer.Present() sdl.Delay(1000 / FrameRate) }) } return 0 }