Exemple #1
0
// CreateWindowAndRenderer (https://wiki.libsdl.org/SDL_CreateWindowAndRenderer)
func CreateWindowAndRenderer(w, h int, flags uint32) (*Window, *Renderer, error) {
	var window *C.SDL_Window
	var renderer *C.SDL_Renderer
	ret := C.SDL_CreateWindowAndRenderer(C.int(w), C.int(h), C.Uint32(flags), &window, &renderer)
	if ret == -1 {
		return nil, nil, GetError()
	}
	return (*Window)(unsafe.Pointer(window)), (*Renderer)(unsafe.Pointer(renderer)), nil
}
Exemple #2
0
func CreateWindowAndRenderer(h, w int, flags uint32) (*Window, *Renderer) {
	var win Window
	var rend Renderer

	C.SDL_CreateWindowAndRenderer(C.int(h), C.int(w), C.Uint32(flags),
		&win.cWindow, &rend.cRenderer)

	return &win, &rend
}
Exemple #3
0
func CreateWindowAndRenderer(w, h int, flags WindowFlags) (*Window, *Renderer, error) {
	var win *C.SDL_Window
	var r *C.SDL_Renderer
	if C.SDL_CreateWindowAndRenderer(C.int(w), C.int(h), C.Uint32(flags), &win, &r) != 0 {
		return nil, nil, getError()
	}

	return &Window{win}, &Renderer{r}, nil
}
Exemple #4
0
func CreateWindowAndRenderer(h, w int, flags uint32) (*Window, *Renderer) {
	var win Window
	var rend Renderer

	GlobalMutex.Lock()
	defer GlobalMutex.Unlock()

	C.SDL_CreateWindowAndRenderer(C.int(h), C.int(w), C.Uint32(flags),
		&win.cWindow, &rend.cRenderer)

	return &win, &rend
}
Exemple #5
0
// New returns a newly created Screen
func New(width int, height int, fullscreen bool, FSAA int, name string) *Screen {
	window := &Screen{}

	C.SDL_Init(C.SDL_INIT_VIDEO)
	C.setGlContextAttributes()

	C.SDL_GL_SetAttribute(C.SDL_GL_DOUBLEBUFFER, 1)

	// Force hardware accel
	C.SDL_GL_SetAttribute(C.SDL_GL_ACCELERATED_VISUAL, 1)

	if FSAA > 0 {
		// FSAA (Fullscreen antialiasing)
		C.SDL_GL_SetAttribute(C.SDL_GL_MULTISAMPLEBUFFERS, 1)
		C.SDL_GL_SetAttribute(C.SDL_GL_MULTISAMPLESAMPLES, C.int(FSAA)) // 2, 4, 8
	}

	flags := C.SDL_WINDOW_OPENGL | C.SDL_RENDERER_ACCELERATED
	if fullscreen {
		flags = flags | C.SDL_WINDOW_FULLSCREEN
	}

	C.SDL_CreateWindowAndRenderer(C.int(width), C.int(height), C.Uint32(flags), &window.sdlWindow, &window.renderer)
	C.SDL_SetWindowTitle(window.sdlWindow, C.CString(name))
	C.SDL_GL_CreateContext(window.sdlWindow)

	if err := gl.Init(); err != nil {
		panic(err)
	}
	version := gl.GoStr(gl.GetString(gl.VERSION))
	fmt.Println("OpenGL version", version)

	// Configure global settings
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	window.Width = width
	window.Height = height
	window.name = name
	window.shouldClose = false
	C.SDL_GL_SwapWindow(window.sdlWindow)

	window.startTime = time.Now()
	window.frameTime = time.Now()
	C.SDL_GL_SetSwapInterval(1)
	window.vsync = true

	return window
}
Exemple #6
0
func CreateWindowAndRenderer(w, h int, flags uint32) (*Window, *Renderer) {
	var window *C.SDL_Window
	var renderer *C.SDL_Renderer
	C.SDL_CreateWindowAndRenderer(C.int(w), C.int(h), C.Uint32(flags), &window, &renderer)
	return (*Window)(unsafe.Pointer(window)), (*Renderer)(unsafe.Pointer(renderer))
}