// Quit causes Run() to return after processing any pending events. func Quit() { sdl.PushEvent(&sdl.QuitEvent{Type: sdl.QUIT}) }
func run() int { // See discussion at https://github.com/golang/go/wiki/LockOSThread runtime.LockOSThread() defer runtime.UnlockOSThread() // Create window window, err := sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, winWidth, winHeight, sdl.WINDOW_SHOWN) if err != nil { fmt.Fprintf(os.Stderr, "Failed to create window: %v\n", err) panic(err) } defer window.Destroy() // Create renderer width, height := window.GetSize() renderer, err := sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED|sdl.RENDERER_PRESENTVSYNC) if err != nil { fmt.Fprintf(os.Stderr, "Failed to create renderer: %v\n", err) panic(err) } defer renderer.Destroy() // Create texture tex, err := renderer.CreateTexture(sdl.PIXELFORMAT_ARGB8888, sdl.TEXTUREACCESS_STREAMING, width, height) if err != nil { fmt.Fprintf(os.Stderr, "renderer.CreateTexture: %v\n", err) panic(err) } defer tex.Destroy() // Show crosshair animation. Quit when a key comes up. var mouseX, mouseY int for { for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() { switch t := event.(type) { case *sdl.QuitEvent: return 0 case *sdl.MouseMotionEvent: mouseX = int(t.X) mouseY = int(t.Y) case *sdl.KeyUpEvent: sdl.PushEvent(&sdl.QuitEvent{Type: sdl.QUIT}) } } pixels, pitch := lockTexture(tex, width, height) drawCross(pixels, pitch, width, height, mouseX, mouseY) tex.Unlock() err := renderer.Clear() if err != nil { fmt.Fprintf(os.Stderr, "renderer.Clear: %v", err) panic(err) } renderer.Copy(tex, nil, nil) if err != nil { fmt.Fprintf(os.Stderr, "renderer.Copy: %v", err) panic(err) } renderer.Present() } return 0 }
func main() { var window *sdl.Window var renderer *sdl.Renderer var event sdl.Event var running bool 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) } running = true lastPushTime := sdl.GetTicks() for running { // Push a UserEvent every second if lastPushTime+pushTime < sdl.GetTicks() { lastPushTime = sdl.GetTicks() pEvent := &sdl.UserEvent{sdl.USEREVENT, sdl.GetTicks(), window.GetID(), 1331, nil, nil} retVal := sdl.PushEvent(pEvent) // Here's where the event is actually pushed switch retVal { case 1: fmt.Println("PushEvent returned success") case 0: fmt.Println("PushEvent returned filtered") case -1: fmt.Printf("PushEvent returned error: %s\n", sdl.GetError) } } for event = sdl.PollEvent(); event != nil; event = sdl.PollEvent() { switch t := event.(type) { case *sdl.QuitEvent: running = false case *sdl.MouseMotionEvent: fmt.Printf("[%d ms] MouseMotion\ttype:%d\tid:%d\tx:%d\ty:%d\txrel:%d\tyrel:%d\n", t.Timestamp, t.Type, t.Which, t.X, t.Y, t.XRel, t.YRel) case *sdl.MouseButtonEvent: fmt.Printf("[%d ms] MouseButton\ttype:%d\tid:%d\tx:%d\ty:%d\tbutton:%d\tstate:%d\n", t.Timestamp, t.Type, t.Which, t.X, t.Y, t.Button, t.State) case *sdl.MouseWheelEvent: fmt.Printf("[%d ms] MouseWheel\ttype:%d\tid:%d\tx:%d\ty:%d\n", t.Timestamp, t.Type, t.Which, t.X, t.Y) case *sdl.KeyUpEvent: fmt.Printf("[%d ms] Keyboard\ttype:%d\tsym:%c\tmodifiers:%d\tstate:%d\trepeat:%d\n", t.Timestamp, t.Type, t.Keysym.Sym, t.Keysym.Mod, t.State, t.Repeat) case *sdl.UserEvent: fmt.Printf("[%d ms] UserEvent\tcode:%d\n", t.Timestamp, t.Code) } } sdl.Delay(1000 / 30) } renderer.Destroy() window.Destroy() }
// SetEventMode sets the event handler mode to polling or event-based func (g *GameManager) SetEventMode(eventMode int) { g.eventMode = eventMode // Push an empty event to kick out of WaitEvent() or WaitEventTimeout() sdl.PushEvent(&sdl.UserEvent{Type: 0}) }