func (this *WorldRenderer) Render(ww *gamestate.World, options *settings.BoolOptions, window *sdl.Window) {
	camera := ww.Player.Camera
	p0 := camera.Pos4f()

	w, h := window.GetSize()

	camera.MoveRelative(mgl.Vec4{-0.1, 0, 0, 0})
	this.View = (ww.PortalTransform(p0, camera.Pos4f()).Mul4(camera.Model())).Inv()
	viewport := Viewport{0, 0, w / 2, h}
	viewport.Activate()
	this.render(ww, options, viewport, 0, nil)

	camera.MoveRelative(mgl.Vec4{+0.2, 0, 0, 0})
	this.View = (ww.PortalTransform(p0, camera.Pos4f()).Mul4(camera.Model())).Inv()
	viewport.X = w / 2
	viewport.Activate()
	this.render(ww, options, viewport, 0, nil)

	gl.Viewport(0, 0, w, h)

	gl.ActiveTexture(gl.TEXTURE0)
	this.Framebuffer[0].RenderTexture.Bind(gl.TEXTURE_RECTANGLE)
	this.ScreenQuadRenderer.Render(this.ScreenQuad, this.Proj, this.View, this.ClippingPlane_ws, nil)

	if this.screenShot {
		this.screenShot = false
		helpers.SaveTexture(gl.TEXTURE_RECTANGLE, 0, "screenshot.png")
	}
}
Example #2
0
func NewGameState(window *sdl.Window, world *World) (gamestate *GameState) {
	gl.ClearColor(0., 0., 0.4, 0.0)

	gl.Enable(gl.DEPTH_TEST)

	bar := tw.NewBar("TweakBar")

	gamestate = &GameState{
		Window:  window,
		Camera:  nil,
		Bar:     bar,
		World:   world,
		Fps:     0,
		Options: settings.BoolOptions{},
	}

	opt := &gamestate.Options
	opt.Load()
	gamestate.Camera = gamestate.World.Player.GetCamera()

	tw.Define(" GLOBAL help='This example shows how to integrate AntTweakBar with SDL2 and OpenGL.' ")
	bar.AddVarRO("fps", tw.TYPE_FLOAT, unsafe.Pointer(&gamestate.Fps), "")
	opt.CreateGui(bar)

	for i, portal := range gamestate.World.KdTree {
		ptr := &(portal.(*Portal).Orientation)
		bar.AddVarRW(fmt.Sprintf("Rotation %d", i), tw.TYPE_QUAT4F, unsafe.Pointer(ptr), "")
	}

	//window.GetSize(w, h)
	w, h := window.GetSize()
	tw.WindowSize(w, h)

	return
}
Example #3
0
func CreateMenus(window *sdl.Window, surface *sdl.Surface, renderer *sdl.Renderer, controlManager *inputManager.ControlManager) inputManager.Update {
	progress := float64(0)
	mutex := sync.Mutex{}
	dx := 4 * surface.W / 8
	startRect := sdl.Rect{surface.W / 4, 4 * surface.H / 7, 0, 2 * surface.H / 7}
	midBackgroundRect := sdl.Rect{surface.W / 4, 4 * surface.H / 7, dx, 2 * surface.H / 7}
	backgroundRect := sdl.Rect{surface.W/4 - 5, 4*surface.H/7 - 5, dx + 10, 2*surface.H/7 + 10}
	var mainMenu *Menu
	go asyncMenuCreator(renderer, &mutex, &progress, &mainMenu, surface.W, surface.H, window, controlManager)
	return func(state int) int {
		if controlManager.Player1.BF || controlManager.Player2.BF {
			controlManager.Running = false
			return -1
		}
		mutex.Lock()
		startRect.W = int32(float64(dx) * progress)
		surface.FillRect(&backgroundRect, 0xffff0000)
		surface.FillRect(&midBackgroundRect, 0xff000000)
		surface.FillRect(&startRect, 0xffff0000)
		window.UpdateSurface()
		if progress == 1 {
			menuInfo := MenuInfo{0, controlManager, renderer, &sdl.Rect{0, 0, surface.W, surface.H}}
			inputManager.UpdateFunctions = append(inputManager.UpdateFunctions, mainMenu.Open(0, &menuInfo))
			return -1
		}
		mutex.Unlock()
		return 0
	}
}
Example #4
0
func createMainWindow() {
	var err error
	var mainWindow *sdl.Window

	gc := gamecontext.GContext
	gc.WindowWidth = 800
	gc.WindowHeight = 600

	mainWindow, err = sdl.CreateWindow("Eggdrop!", sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, int(gc.WindowWidth), int(gc.WindowHeight), sdl.WINDOW_SHOWN)
	if err != nil {
		panic(err)
	}

	gc.MainSurface, err = mainWindow.GetSurface()
	if err != nil {
		panic(err)
	}

	gc.PixelFormatEnum, err = mainWindow.GetPixelFormat()
	if err != nil {
		panic(err)
	}

	gc.PixelFormat, err = sdl.AllocFormat(uint(gc.PixelFormatEnum)) // TODO why the cast? Seems to work?
	if err != nil {
		panic(err)
	}

	gc.MainWindow = mainWindow
}
Example #5
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)
	}

	var peepArray []sdl.Event = make([]sdl.Event, 5)

	running = true
	for running {
		sdl.PumpEvents()
		numEventsRetrieved := sdl.PeepEvents(peepArray, sdl.PEEKEVENT, sdl.FIRSTEVENT, sdl.LASTEVENT)
		if numEventsRetrieved < 0 {
			fmt.Printf("PeepEvents error: %s\n", sdl.GetError())
		} else {
			for i := 0; i < numEventsRetrieved; i++ {
				fmt.Printf("Event Peeked Value: %v\n", peepArray[i]) // primitive printing of event
			}
		}

		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)
			}
		}
		sdl.Delay(1000 / 30)
	}

	renderer.Destroy()
	window.Destroy()
}
Example #6
0
func run() int {
	var window *sdl.Window
	var renderer *sdl.Renderer
	var points []sdl.Point
	var rect sdl.Rect
	var rects []sdl.Rect

	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: %s\n", err)
		return 1
	}
	defer window.Destroy()

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

	renderer.Clear()

	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)

	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)

	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)

	renderer.Present()

	sdl.Delay(2000)

	return 0
}
Example #7
0
func GetMouseDirection(window *sdl.Window, mx, my int) (dir_cs mgl.Vec4) {
	if !sdl.GetRelativeMouseMode() {
		W, H := window.GetSize()
		x := (2*float32(mx) - float32(W)) / float32(H)
		y := (float32(H) - 2*float32(my)) / float32(H)
		dir_cs = mgl.Vec4{x, y, -1, 0}
	} else {
		dir_cs = mgl.Vec4{0, 0, -1, 0}
	}
	return
}
Example #8
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)

	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)

	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)

	renderer.Present()

	sdl.Delay(2000)

	renderer.Destroy()
	window.Destroy()
}
Example #9
0
func main() {
	var winTitle string = "Go-SDL2 + Go-GL"
	var winWidth, winHeight int = 800, 600
	var window *sdl.Window
	var context sdl.GLContext
	var event sdl.Event
	var running bool
	var err error

	if err = sdl.Init(sdl.INIT_EVERYTHING); err != nil {
		panic(err)
	}
	defer sdl.Quit()

	if err = gl.Init(); err != nil {
		panic(err)
	}

	window, err = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED,
		winWidth, winHeight, sdl.WINDOW_OPENGL)
	if err != nil {
		panic(err)
	}
	defer window.Destroy()
	context, err = sdl.GL_CreateContext(window)
	if err != nil {
		panic(err)
	}
	defer sdl.GL_DeleteContext(context)

	gl.Enable(gl.DEPTH_TEST)
	gl.ClearColor(0.2, 0.2, 0.3, 1.0)
	gl.ClearDepth(1)
	gl.DepthFunc(gl.LEQUAL)
	gl.Viewport(0, 0, int32(winWidth), int32(winHeight))

	running = true
	for running {
		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\tid:%d\tx:%d\ty:%d\txrel:%d\tyrel:%d\n", t.Timestamp, t.Which, t.X, t.Y, t.XRel, t.YRel)
			}
		}
		drawgl()
		sdl.GL_SwapWindow(window)
	}
}
Example #10
0
func run() int {
	var window *sdl.Window
	var renderer *sdl.Renderer
	var texture *sdl.Texture
	var src, dst sdl.Rect
	var err error

	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: %s\n", err)
		return 1
	}
	defer window.Destroy()

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

	image, err := img.Load(imageName)
	if err != nil {
		fmt.Fprintf(os.Stderr, "Failed to load PNG: %s\n", err)
		return 3
	}
	defer image.Free()

	texture, err = renderer.CreateTextureFromSurface(image)
	if err != nil {
		fmt.Fprintf(os.Stderr, "Failed to create texture: %s\n", err)
		return 4
	}
	defer texture.Destroy()

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

	renderer.Clear()
	renderer.SetDrawColor(255, 0, 0, 255)
	renderer.FillRect(&sdl.Rect{0, 0, int32(winWidth), int32(winHeight)})
	renderer.Copy(texture, &src, &dst)
	renderer.Present()

	sdl.Delay(2000)

	return 0
}
Example #11
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
	for running {
		event = sdl.WaitEventTimeout(1000) // wait here until an event is in the event queue
		if event == nil {
			fmt.Println("WaitEventTimeout timed out")
			continue
		}

		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)
		}
	}

	renderer.Destroy()
	window.Destroy()
}
Example #12
0
func main() {
	var window *sdl.Window
	var renderer *sdl.Renderer
	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 := img.Load(imageName)
	if image == nil {
		fmt.Fprintf(os.Stderr, "Failed to load PNG: %s\n", 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.SetDrawColor(255, 0, 0, 255)
	renderer.FillRect(&sdl.Rect{0, 0, int32(winWidth), int32(winHeight)})
	renderer.Copy(texture, &src, &dst)
	renderer.Present()

	sdl.Delay(2000)

	image.Free()
	texture.Destroy()
	renderer.Destroy()
	window.Destroy()
}
Example #13
0
func Draw(window *sdl.Window, parsedInput *ParsedInput, loop *bool) inputManager.Update {
	surface, err := window.GetSurface()
	if err != nil {
		panic(err)
	}
	surface.FillRect(&sdl.Rect{0, 0, surface.W, surface.H}, 0xff000000)

	var player2Rects [6]sdl.Rect
	for i := 0; i < 6; i++ {
		player2Rects[i] = sdl.Rect{(256 + player1Rects[i].X), (player1Rects[i].Y), (player1Rects[i].W), (player1Rects[i].H)}
	}

	return func(state int) int {
		if *loop {
			for i := 0; i < 6; i++ {
				if parsedInput[i] {
					surface.FillRect(&player1Rects[i], 0xffff0000)
				} else {
					surface.FillRect(&player1Rects[i], 0xffffff00)
				}
				if parsedInput[i+6] {
					surface.FillRect(&player2Rects[i], 0xffff0000)
				} else {
					surface.FillRect(&player2Rects[i], 0xffffff00)
				}
			}
			if parsedInput[12] {
				surface.FillRect(&sdl.Rect{192, 160, 64, 64}, 0xffff0000)
			} else {
				surface.FillRect(&sdl.Rect{192, 160, 64, 64}, 0xffffff00)
			}
			if parsedInput[13] {
				surface.FillRect(&sdl.Rect{192, 224, 64, 64}, 0xffff0000)
			} else {
				surface.FillRect(&sdl.Rect{192, 224, 64, 64}, 0xffffff00)
			}
			err := window.UpdateSurface()
			if err != nil {
				panic(err)
			}
		} else {
			return -1
		}
		return 0
	}
}
Example #14
0
func main() {
	var window *sdl.Window
	var renderer *sdl.Renderer
	var image *sdl.Surface
	var texture *sdl.Texture
	var src, dst sdl.Rect
	var err error

	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: %s\n", err)
		os.Exit(1)
	}
	defer window.Destroy()

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

	image, err = sdl.LoadBMP(imageName)
	if err != nil {
		fmt.Fprintf(os.Stderr, "Failed to load BMP: %s\n", err)
		os.Exit(3)
	}
	defer image.Free()

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

	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)
}
Example #15
0
func run() int {
	var window *sdl.Window
	var renderer *sdl.Renderer
	var event sdl.Event
	var running bool
	var err error

	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: %s\n", err)
		return 1
	}
	defer window.Destroy()

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

	running = true
	for running {
		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)
			}
		}
	}

	return 0
}
Example #16
0
// DestroyWindow closes the window, freeing any resources as it does so.
// It must be called for each window that has been created before the program
// exists.
//
// DestroyWindow will panic if:
//
// 1. The toolbox has not been initialised.
//
// 2. The window is invalid
//
// 3. CreateWindow has not been called.
func DestroyWindow(window Window) {
	if !initialised {
		// this stops execution here, so ne need for an else after the if
		panic(notInitialisedMessage)
	}
	if renderer == nil {
		// this stops execution here, so ne need for an else after the if
		panic(windowNotInitialisedMessage)
	}
	if window == nil {
		panic("The Window is invalid. Have you used toolbox.CreateWindow(...)?")
	}
	var w *sdl.Window
	w = window
	if renderer != nil { // should always be true - see createWindow - but be defensive
		renderer.Destroy()
	}
	w.Destroy()
}
Example #17
0
// Create the graphics window using the SDl library or crash trying
func createWindow(w, h int, title string) *sdl.Window {
	var window *sdl.Window
	var err error

	window, err = sdl.CreateWindow(title, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED,
		w, h, sdl.WINDOW_SHOWN)
	if err != nil {
		panic(err)
	}

	// we're all good to create the renderer....
	renderer, err = createRenderer(window)
	if err != nil {
		// Oops, we failed to create the renderer failed
		// cleanup the window before we panic
		window.Destroy()
		panic(err)
	}
	// at this point we have both a good renderer and a good window
	return window
}
Example #18
0
func main() {
	var window *sdl.Window
	var info sdl.SysWMInfo
	var subsystem string
	var err error

	window, err = sdl.CreateWindow("", 0, 0, 0, 0, sdl.WINDOW_HIDDEN)
	if err != nil {
		fmt.Fprintf(os.Stderr, "Failed to create window: %s\n", err)
		os.Exit(1)
	}
	defer window.Destroy()

	sdl.VERSION(&info.Version)

	if window.GetWMInfo(&info) {
		switch info.Subsystem {
		case sdl.SYSWM_UNKNOWN:
			subsystem = "An unknown system!"
		case sdl.SYSWM_WINDOWS:
			subsystem = "Microsoft Windows(TM)"
		case sdl.SYSWM_X11:
			subsystem = "X Window System"
		case sdl.SYSWM_DIRECTFB:
			subsystem = "DirectFB"
		case sdl.SYSWM_COCOA:
			subsystem = "Apple OS X"
		case sdl.SYSWM_UIKIT:
			subsystem = "UIKit"
		}

		fmt.Printf("This program is running SDL version %d.%d.%d on %s\n",
			info.Version.Major,
			info.Version.Minor,
			info.Version.Patch,
			subsystem)
	} else {
		fmt.Fprintf(os.Stderr, "Couldn't get window information: %s\n", sdl.GetError())
	}
}
Example #19
0
func main() {
	var (
		err     error
		window  *sdl.Window
		context sdl.GLContext
	)

	if err = sdl.Init(sdl.INIT_EVERYTHING); err != nil {
		panic(err)
	}
	defer sdl.Quit()

	sdl.GL_SetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_COMPATIBILITY)

	window, err = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, winWidth, winHeight, sdl.WINDOW_OPENGL)
	if err != nil {
		panic(err)
	}
	defer window.Destroy()

	context, err = sdl.GL_CreateContext(window)
	if err != nil {
		panic(err)
	}
	defer sdl.GL_DeleteContext(context)

	if err = sdl.GL_MakeCurrent(window, context); err != nil {
		panic(err)
	}

	if err = gl.Init(); err != nil {
		panic(err)
	}

	sdl.GL_SetSwapInterval(1)

	printGLInfo()
	setupGL()
	windowLoop(window)
}
Example #20
0
func main() {
	var (
		err     error
		window  *sdl.Window
		context sdl.GLContext
	)

	if err = sdl.Init(sdl.INIT_EVERYTHING); err != nil {
		panic(err)
	}
	defer sdl.Quit()

	sdl.GL_SetAttribute(sdl.GL_CONTEXT_MAJOR_VERSION, 3)
	sdl.GL_SetAttribute(sdl.GL_CONTEXT_MINOR_VERSION, 2)
	sdl.GL_SetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)

	window, err = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, winWidth, winHeight, sdl.WINDOW_OPENGL)
	if err != nil {
		panic(err)
	}
	defer window.Destroy()

	context, err = sdl.GL_CreateContext(window)
	if err != nil {
		panic(err)
	}
	defer sdl.GL_DeleteContext(context)

	if err = sdl.GL_MakeCurrent(window, context); err != nil {
		panic(err)
	}

	if err = gl.Init(); err != nil {
		panic(err)
	}

	printGLInfo()
	cameraMatrixUniform := setupGL()
	windowLoop(window, cameraMatrixUniform)
}
Example #21
0
func toggleFullscreen(window *sdl.Window) {
	isFullscreen := (window.GetFlags() & sdl.WINDOW_FULLSCREEN) != 0
	if isFullscreen {
		window.SetFullscreen(0)
	} else {
		window.SetFullscreen(sdl.WINDOW_FULLSCREEN_DESKTOP)
	}
}
Example #22
0
func main() {
	var window *sdl.Window
	var renderer *sdl.Renderer

	sdl.Init(sdl.INIT_EVERYTHING)

	window = createWindow(winTitle, winHeight, winWidth)
	defer window.Destroy()

	renderer = createRenderer(window)
	defer renderer.Destroy()

	var secTickChan = time.Tick(time.Second)
	var events = &Events{}
	var fps = 0
	var view = NewGameView()

	for {
		// Pump events
		events.GetEvents()

		// Pass events and renderer to view
		view.Render(renderer, events)

		// This structure logs the fps
		select {
		case <-secTickChan:
			log.Println("fps:", fps)
			fps = 0
		default:
			fps++
		}

		// Delay the next frame rendering to free up CPU
		sdl.Delay(13)
	}
}
func NewWorldRenderer(window *sdl.Window, w *gamestate.World) *WorldRenderer {
	width, height := window.GetSize()

	return &WorldRenderer{
		Proj:               mgl.Perspective(90, float32(width)/float32(height), 0.3, 1000),
		View:               mgl.Ident4(),
		ClippingPlane_ws:   mgl.Vec4{1, 0, 0, -1000000},
		Textures:           NewTextures(w.HeightMap),
		HeightMapRenderer:  NewHeightMapRenderer(),
		WaterRendererA:     NewSurfaceWaterRenderer(),
		WaterRendererB:     NewDebugWaterRenderer(),
		MeshRenderer:       NewMeshRenderer(),
		PortalRenderer:     NewPortalRenderer(),
		TreeRenderer:       NewTreeRenderer(),
		SkyboxRenderer:     NewSkyboxRenderer(),
		Skybox:             &Skybox{},
		ParticleSystem:     particles.NewParticleSystem(w, 10000, mgl.Vec3{32, 32, 32}, 1, 250),
		Framebuffer:        [2]*FrameBuffer{NewFrameBuffer(window.GetSize()), NewFrameBuffer(window.GetSize())},
		ScreenQuad:         &ScreenQuad{},
		ScreenQuadRenderer: NewScreenQuadRenderer(),
		DebugRenderer:      NewLineRenderer(),
		MaxRecursion:       1,
	}
}
Example #24
0
func run() int {
	var window *sdl.Window
	var font *ttf.Font
	var surface *sdl.Surface
	var solid *sdl.Surface
	var err error

	sdl.Init(sdl.INIT_VIDEO)

	if err := ttf.Init(); err != nil {
		fmt.Fprintf(os.Stderr, "Failed to initialize TTF: %s\n", err)
		return 1
	}

	if window, err = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, winWidth, winHeight, sdl.WINDOW_SHOWN); err != nil {
		fmt.Fprintf(os.Stderr, "Failed to create window: %s\n", err)
		return 2
	}
	defer window.Destroy()

	if font, err = ttf.OpenFont("../../assets/test.ttf", 32); err != nil {
		fmt.Fprint(os.Stderr, "Failed to open font: %s\n", err)
		return 4
	}
	defer font.Close()

	if solid, err = font.RenderUTF8_Solid("Hello, World!", sdl.Color{255, 0, 0, 255}); err != nil {
		fmt.Fprint(os.Stderr, "Failed to render text: %s\n", err)
		return 5
	}
	defer solid.Free()

	if surface, err = window.GetSurface(); err != nil {
		fmt.Fprint(os.Stderr, "Failed to get window surface: %s\n", err)
		return 6
	}

	if err = solid.Blit(nil, surface, nil); err != nil {
		fmt.Fprint(os.Stderr, "Failed to put text on window surface: %s\n", err)
		return 7
	}

	// Show the pixels for a while
	window.UpdateSurface()
	sdl.Delay(3000)

	return 0
}
Example #25
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)
	}

	var peepArray []sdl.Event = make([]sdl.Event, 2)
	peepArray[0] = &sdl.UserEvent{sdl.USEREVENT, sdl.GetTicks(), window.GetID(), 1331, nil, nil}
	peepArray[1] = &sdl.UserEvent{sdl.USEREVENT, sdl.GetTicks(), window.GetID(), 10101, nil, nil}

	running = true
	lastPushTime := sdl.GetTicks()
	for running {
		if lastPushTime+pushTime < sdl.GetTicks() {
			lastPushTime = sdl.GetTicks()
			sdl.PumpEvents()
			numEventsHandled := sdl.PeepEvents(peepArray, sdl.ADDEVENT, sdl.FIRSTEVENT, sdl.LASTEVENT)
			if numEventsHandled < 0 {
				fmt.Printf("PeepEvents error: %s\n", sdl.GetError())
			} else {
				fmt.Printf("Successful push of %d events\n", numEventsHandled)
			}
		}

		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()
}
Example #26
0
func main() {
	var window *sdl.Window
	var context sdl.GLContext
	var event sdl.Event
	var running bool
	var err error
	runtime.LockOSThread()
	if err = sdl.Init(sdl.INIT_EVERYTHING); err != nil {
		panic(err)
	}
	defer sdl.Quit()
	window, err = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED,
		sdl.WINDOWPOS_UNDEFINED,
		winWidth, winHeight, sdl.WINDOW_OPENGL)
	if err != nil {
		panic(err)
	}
	defer window.Destroy()
	context, err = sdl.GL_CreateContext(window)
	if err != nil {
		panic(err)
	}
	defer sdl.GL_DeleteContext(context)

	gl.Init()
	gl.Viewport(0, 0, gl.Sizei(winWidth), gl.Sizei(winHeight))
	// OPENGL FLAGS
	gl.ClearColor(0.0, 0.1, 0.0, 1.0)
	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	// VERTEX BUFFER
	var vertexbuffer gl.Uint
	gl.GenBuffers(1, &vertexbuffer)
	gl.BindBuffer(gl.ARRAY_BUFFER, vertexbuffer)
	gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(len(triangle_vertices)*4), gl.Pointer(&triangle_vertices[0]), gl.STATIC_DRAW)

	// COLOUR BUFFER
	var colourbuffer gl.Uint
	gl.GenBuffers(1, &colourbuffer)
	gl.BindBuffer(gl.ARRAY_BUFFER, colourbuffer)
	gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(len(triangle_colours)*4), gl.Pointer(&triangle_colours[0]), gl.STATIC_DRAW)

	// GUESS WHAT
	program := createprogram()

	// VERTEX ARRAY
	var VertexArrayID gl.Uint
	gl.GenVertexArrays(1, &VertexArrayID)
	gl.BindVertexArray(VertexArrayID)
	gl.EnableVertexAttribArray(0)
	gl.BindBuffer(gl.ARRAY_BUFFER, vertexbuffer)
	gl.VertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 0, nil)

	// VERTEX ARRAY HOOK COLOURS
	gl.EnableVertexAttribArray(1)
	gl.BindBuffer(gl.ARRAY_BUFFER, colourbuffer)
	gl.VertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, 0, nil)

	//UNIFORM HOOK
	unistring := gl.GLString("scaleMove")
	UniScale = gl.GetUniformLocation(program, unistring)
	fmt.Printf("Uniform Link: %v\n", UniScale+1)

	gl.UseProgram(program)

	running = true
	for running {
		for event = sdl.PollEvent(); event != nil; event =
			sdl.PollEvent() {
			switch t := event.(type) {
			case *sdl.QuitEvent:
				running = false
			case *sdl.MouseMotionEvent:

				xrot = float32(t.Y) / 2
				yrot = float32(t.X) / 2
				fmt.Printf("[%dms]MouseMotion\tid:%d\tx:%d\ty:%d\txrel:%d\tyrel:%d\n", t.Timestamp, t.Which, t.X, t.Y, t.XRel, t.YRel)
			}
		}
		drawgl()
		sdl.GL_SwapWindow(window)
	}
}
Example #27
0
func NewPPU(window *sdl.Window, vram *VRAM) *PPU {
	return &PPU{window: window, surface: window.GetSurface(), vram: vram}
}
Example #28
0
// Initialize
func main() {
	var window *sdl.Window
	var renderer *sdl.Renderer
	var err error

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

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

	tilesetImg, err := img.Load("assets/textures/ts1.png")
	if err != nil {
		fmt.Fprintf(os.Stderr, "Failed to load PNG: %s\n", err)
		os.Exit(3)
	}
	defer tilesetImg.Free()

	tilesetTxt, err := renderer.CreateTextureFromSurface(tilesetImg)
	if err != nil {
		fmt.Fprintf(os.Stderr, "Failed to create texture: %s\n", err)
		os.Exit(4)
	}
	defer tilesetTxt.Destroy()

	spritesheetImg, err := img.Load("assets/textures/actor3.png")
	if err != nil {
		fmt.Fprintf(os.Stderr, "Failed to load PNG: %s\n", err)
		os.Exit(3)
	}
	defer spritesheetImg.Free()

	spritesheetTxt, err := renderer.CreateTextureFromSurface(spritesheetImg)
	if err != nil {
		fmt.Fprintf(os.Stderr, "Failed to create texture: %s\n", err)
		os.Exit(4)
	}
	defer spritesheetTxt.Destroy()

	err = ttf.Init()
	font, err = ttf.OpenFont("assets/textures/PressStart2P.ttf", 18)
	if err != nil {
		fmt.Fprintf(os.Stderr, "Failed to load font file: %s\n", err)
		os.Exit(6)
	}

	if err := sdl.Init(sdl.INIT_AUDIO); err != nil {
		fmt.Fprintf(os.Stderr, "Failed to load music file: %s\n", err)
		os.Exit(7)
	}

	if err := mix.Init(mix.INIT_MP3); err != nil {
		fmt.Fprintf(os.Stderr, "Failed to load music file: %s\n", err)
		os.Exit(8)
	}

	currScene = &eng.Scene{
		Window:     eng.Window{winWidth, winHeight},
		StartTime:  time.Now(),
		Cam:        eng.Camera{0, 0},
		EnemyCount: 99,
		TsTxt:      tilesetTxt,
		SsTxt:      spritesheetTxt,
		Font:       font,
	}

	currScene.Init(renderer)

	var running bool = true

	for running {
		then := time.Now()
		running = catchEvents()
		//currScene.Update()
		currScene.Render(renderer)

		dur := time.Since(then)
		sdl.Delay(40 - uint32(dur.Nanoseconds()/1000000))
		currScene.FrameCounter++
	}
}
Example #29
0
func run(serverStr, name string) int {
	var window *sdl.Window
	var renderer *sdl.Renderer
	var running bool
	var event sdl.Event
	var inputState InputState

	url := "ws://" + serverStr
	origin := "http://" + serverStr
	ws, err := websocket.Dial(url, "", origin)
	if err != nil {
		fmt.Printf("%v\n", err)
		os.Exit(1)
	}

	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: %s\n", err)
		return 1
	}
	defer window.Destroy()

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

	renderer.Clear()

	websocket.Message.Send(ws, joinMessage(name))

	running = true

	var data map[string]map[string][]map[string]interface{}
	decoder := msgpack.NewDecoder(ws)

	renderer.SetDrawColor(1, 1, 1, 255)
	renderer.Clear()

	for running {
		renderer.SetDrawColor(1, 1, 1, 255)
		renderer.Clear()
		newInputState := inputState

		for event = sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
			switch event.(type) {
			case *sdl.QuitEvent:
				running = false

			case *sdl.KeyDownEvent:
				switch event.(*sdl.KeyDownEvent).Keysym.Sym {
				case sdl.K_ESCAPE:
					running = false
				case sdl.K_LEFT:
					newInputState.Left = true
				case sdl.K_RIGHT:
					newInputState.Right = true
				case sdl.K_UP:
					newInputState.Thrust = true
				}

			case *sdl.KeyUpEvent:
				switch event.(*sdl.KeyUpEvent).Keysym.Sym {
				case sdl.K_LEFT:
					newInputState.Left = false
				case sdl.K_RIGHT:
					newInputState.Right = false
				case sdl.K_UP:
					newInputState.Thrust = false
				}
			}
		}

		if !newInputState.IsSameAs(inputState) {
			websocket.Message.Send(ws, newInputState.Message())
			inputState = newInputState
		}

		decoder.Decode(&data)

		for _, ship := range data["state"]["ships"] {
			colourhex, _ := hex.DecodeString(ship["colour"].(string)[1:7])
			rot, _ := ship["rotation"].(float64)
			s := Ship{
				Position: V2{float64(ship["x"].(int64)), float64(ship["y"].(int64))},
				Size:     30,
				Rotation: rot,
				Doge:     ship["doge"].(bool),
			}
			renderer.SetDrawColor(uint8(colourhex[0]), uint8(colourhex[1]), uint8(colourhex[2]), 255)
			renderer.DrawLines(s.Points())
		}

		renderer.Present()
	}

	return 0
}
Example #30
0
// win==nil requests a full-screen window
func Run(win WindowSpec) int {
	// All SDL calls must come from same thread.
	runtime.LockOSThread()
	defer runtime.UnlockOSThread()

	err := sdl.Init(sdl.INIT_EVERYTHING)
	if err != nil {
		panic(err)
	}
	defer sdl.Quit()

	// Install audio callback
	spec := &sdl.AudioSpec{
		Freq:     SampleRate,
		Format:   sdl.AUDIO_F32SYS,
		Channels: 1,
		Samples:  4096,
		Callback: sdl.AudioCallback(C.getSoundSamplesAdaptor),
	}
	audioDevice, err := sdl.OpenAudioDevice("", false, spec, nil, 0)
	if err != nil {
		fmt.Fprintf(os.Stderr, "Failed to open audio device: %v\n", err)
		panic(err)
	}
	if audioDevice < 2 {
		fmt.Fprintf(os.Stderr, "Audio device=%v < 2 contrary to SDL-2 documentation\n", audioDevice, err)
	}
	sdl.PauseAudioDevice(audioDevice, false)

	// Create window
	var window *sdl.Window
	if win != nil {
		// Partial screen
		winWidth, winHeight := win.Size()
		window, err = sdl.CreateWindow(win.Title(), sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED,
			int(winWidth), int(winHeight), sdl.WINDOW_SHOWN)
	} else {
		// Full screen
		if isMacOS {
			// Contrary to https://wiki.libsdl.org/SDL_CreateWindow, on MacOS 10.11.1
			// a call to sdl.CreateWindow in fullscreen mode *does* use the w and h parameters.
			// So ask what the display size is.
			var mode sdl.DisplayMode
			err = sdl.GetDesktopDisplayMode(0, &mode)
			if err != nil {
				fmt.Fprintf(os.Stderr, "Cannot get desktop display mode")
				panic(err)
			}
			window, err = sdl.CreateWindow("", sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED,
				int(mode.W), int(mode.H), sdl.WINDOW_SHOWN|sdl.WINDOW_FULLSCREEN_DESKTOP)
		} else {
			window, err = sdl.CreateWindow("", sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED,
				0, 0, sdl.WINDOW_SHOWN|sdl.WINDOW_FULLSCREEN_DESKTOP)
		}

	}
	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()

	var nTex = 1
	if isMacOS {
		// Work around MacOS bug via double buffering
		nTex = 2
	}
	// Create texture
	tex := make([]*sdl.Texture, nTex)
	for i := range tex {
		tex[i], 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[i].Destroy()
	}
	for _, r := range renderClientList {
		r.Init(int32(width), int32(height))
	}

	// Loop until quit
	for i := 0; ; i ^= nTex - 1 {
		for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
			switch e := event.(type) {
			case *sdl.QuitEvent:
				return 0
			case *sdl.MouseMotionEvent:
				// Go equivalent of SDL_PRESSED seems to be missing, so compare with zero.
				if e.State != 0 {
					forwardMouseEvent(MouseDrag, int32(e.X), int32(e.Y))
				} else {
					forwardMouseEvent(MouseMove, int32(e.X), int32(e.Y))
				}
			case *sdl.MouseButtonEvent:
				switch e.Type {
				case sdl.MOUSEBUTTONDOWN:
					forwardMouseEvent(MouseDown, int32(e.X), int32(e.Y))
				case sdl.MOUSEBUTTONUP:
					forwardMouseEvent(MouseUp, int32(e.X), int32(e.Y))
				}
			case *sdl.KeyDownEvent:
				var k Key
				if 0x20 <= e.Keysym.Sym && e.Keysym.Sym < 0x7F {
					// Printable ASCII
					k = Key(e.Keysym.Sym)
				} else {
					// Try special character table
					k = keyMap[e.Keysym.Sym]
				}
				if k != 0 {
					forwardKeyEvent(k)
				}
			}
		}
		pixels, pitch := lockTexture(tex[i], width, height)
		pm := MakePixMap(int32(width), int32(height), pixels, int32(pitch))
		for _, r := range renderClientList {
			r.Render(pm)
		}
		tex[i].Unlock()

		err := renderer.Clear()
		if err != nil {
			fmt.Fprintf(os.Stderr, "renderer.Clear: %v", err)
			panic(err)
		}
		renderer.Copy(tex[i], nil, nil)
		if err != nil {
			fmt.Fprintf(os.Stderr, "renderer.Copy: %v", err)
			panic(err)
		}
		renderer.Present()
	}
}