// resize resizes the window to the specified dimensions. func resize(width, height int) { gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height)) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(-30.0, 30.0, -30.0, 30.0, -30.0, 30.0) gl.MatrixMode(gl.MODELVIEW) }
func (w *Window) run() { runtime.LockOSThread() glfw.MakeContextCurrent(w.w) defer glfw.MakeContextCurrent(nil) // glfw should fire initial resize events to avoid this duplication (https://github.com/glfw/glfw/issues/62) width, height := w.w.Size() gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, gl.Double(width), 0, gl.Double(height), -1, 1) Resize(w, Pt(float64(width), float64(height))) width, height = w.w.FramebufferSize() gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height)) gl.Enable(gl.BLEND) gl.Enable(gl.POINT_SMOOTH) gl.Enable(gl.LINE_SMOOTH) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) for !w.close { select { case f := <-w.do: f() case <-w.paint: gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) w.base().paint() w.w.SwapBuffers() } } }
func (w *Window) resized(width, height int) { wid, hei := float64(width), float64(height) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, gl.Double(wid), 0, gl.Double(hei), -1, 1) w.Self.Resize(wid, hei) if w.centralView != nil { w.centralView.Resize(wid, hei) } }
func (g *Gui) Draw() { gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(gl.Double(g.region.X), gl.Double(g.region.X+g.region.Dx), gl.Double(g.region.Y+g.region.Dy), gl.Double(g.region.Y), 1000, -1000) gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() g.root.Draw(g.region, &styleStack{}) }
func (o *OpenGl) set2dView() { gl.Disable(gl.TEXTURE_2D) gl.Disable(gl.DEPTH_TEST) gl.Disable(gl.LIGHTING) gl.Disable(gl.LIGHT0) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, gl.Double(o.width), 0, gl.Double(o.height), -1, 1) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() }
func (g *Game) RenderLocalEditor(region g2.Region) { g.editor.Lock() defer g.editor.Unlock() g.editor.region = region g.editor.camera.regionDims = linear.Vec2{float64(region.Dims.Dx), float64(region.Dims.Dy)} levelDims := linear.Vec2{float64(g.Level.Room.Dx), float64(g.Level.Room.Dy)} g.editor.camera.StandardRegion(levelDims.Scale(0.5), levelDims) g.editor.camera.approachTarget() gl.MatrixMode(gl.PROJECTION) gl.PushMatrix() gl.LoadIdentity() defer gl.PopMatrix() gl.PushAttrib(gl.VIEWPORT_BIT) gl.Viewport(gl.Int(region.X), gl.Int(region.Y), gl.Sizei(region.Dx), gl.Sizei(region.Dy)) defer gl.PopAttrib() current := &g.editor.camera.current gl.Ortho( gl.Double(current.mid.X-current.dims.X/2), gl.Double(current.mid.X+current.dims.X/2), gl.Double(current.mid.Y+current.dims.Y/2), gl.Double(current.mid.Y-current.dims.Y/2), gl.Double(1000), gl.Double(-1000), ) defer func() { gl.MatrixMode(gl.PROJECTION) gl.PopMatrix() gl.MatrixMode(gl.MODELVIEW) }() gl.MatrixMode(gl.MODELVIEW) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) g.renderWalls() g.renderEdges() g.renderBases() g.renderEntsAndAbilities() g.renderProcesses() g.editor.renderPathing(&g.Level.Room, g.local.pathingData) switch g.editor.action { case editorActionNone: case editorActionPlaceBlock: g.editor.renderPlaceBlock(g) default: base.Error().Printf("Unexpected editorAction: %v", g.editor.action) } }
func (g *Gui) Draw() { gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() region := g.root.Render_region gl.Ortho(gl.Double(region.X), gl.Double(region.X+region.Dx), gl.Double(region.Y), gl.Double(region.Y+region.Dy), 1000, -1000) gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() g.root.Draw(region) if g.FocusWidget() != nil { g.FocusWidget().DrawFocused(region) } }
func initScene(width, height int, init func()) (err error) { gl.Disable(gl.DEPTH_TEST) gl.ClearColor(0.5, 0.5, 0.5, 0.0) gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height)) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, gl.Double(width), gl.Double(height), 0, 0, 1) gl.MatrixMode(gl.MODELVIEW) init() return }
func drawScene() { fps() gl.Clear(gl.COLOR_BUFFER_BIT) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() if input.Zoom > 0 { gl.Ortho(0, gl.Double(float64(*flagSize)/input.Zoom), gl.Double(float64(*flagSize)/input.Zoom), 0, -1, 1.0) } gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Translatef(gl.Float(input.TransX*1), gl.Float(input.TransY*1), 0) drawGrid() drawCells() }
func getPlayers(console *base.Console) []gin.DeviceId { var ct controllerTracker gin.In().RegisterEventListener(&ct) defer gin.In().UnregisterEventListener(&ct) ticker := time.Tick(time.Millisecond * 17) start := time.Time{} readyDuration := time.Second * 2 for start.IsZero() || time.Now().Sub(start) < readyDuration { <-ticker sys.Think() if ct.Ready() && start.IsZero() { start = time.Now() } if !ct.Ready() { start = time.Time{} } render.Queue(func() { defer console.Draw(0, 0, wdx, wdy) gl.Clear(gl.COLOR_BUFFER_BIT) gl.Disable(gl.DEPTH_TEST) gui.SetFontColor(1, 1, 1, 1) gl.Disable(gl.TEXTURE_2D) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(gl.Double(0), gl.Double(wdx), gl.Double(wdy), gl.Double(0), 1000, -1000) gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() base.GetDictionary("crackin").RenderString(fmt.Sprintf("Num players: %d", len(ct.ids)), float64(wdx)/2, 300, 0, 100, gui.Center) base.GetDictionary("crackin").RenderString(fmt.Sprintf("Num ready: %d", ct.NumReady()), float64(wdx)/2, 400, 0, 100, gui.Center) if !start.IsZero() { base.GetDictionary("crackin").RenderString(fmt.Sprintf("Starting in %2.2f", (readyDuration-time.Now().Sub(start)).Seconds()), float64(wdx)/2, 500, 0, 100, gui.Center) } }) render.Queue(func() { sys.SwapBuffers() }) render.Purge() } var devices []gin.DeviceId for id := range ct.ids { devices = append(devices, id) } return devices }
func mainLoop(client sgf.ClientEngine, controllers []gin.DeviceId, console *base.Console) { client.MakeRequest(game.Join{Rebels: make([]*game.RebelPlayer, 2)}) ticker := time.Tick(time.Millisecond * 17) render.Queue(func() { gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) }) for { <-ticker if gin.In().GetKey(gin.AnyEscape).FramePressCount() != 0 { return } sys.Think() render.Queue(func() { gl.Clear(gl.COLOR_BUFFER_BIT) gl.Disable(gl.DEPTH_TEST) gui.SetFontColor(1, 1, 1, 1) gl.Disable(gl.TEXTURE_2D) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(gl.Double(0), gl.Double(wdx), gl.Double(wdy), gl.Double(0), 1000, -1000) gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() base.GetDictionary("crackin").RenderString("Waiting on some nubs", float64(wdx)/2, 300, 0, 100, gui.Center) }) client.RLock() g := client.Game().(*game.Game) mode := g.Mode client.RUnlock() if mode == game.ModeWaiting { } else if mode == game.ModeProgram { programLoop(client, controllers, console) } else if mode == game.ModeRun { } render.Queue(func() { sys.SwapBuffers() }) render.Purge() } }
func (g *Game) RenderLocalGame(region g2.Region) { g.local.Camera.regionDims = linear.Vec2{float64(region.Dims.Dx), float64(region.Dims.Dy)} // func (g *Game) renderLocalHelper(region g2.Region, local *LocalData, camera *cameraInfo, side int) { g.local.Camera.FocusRegion(g, 0) gl.MatrixMode(gl.PROJECTION) gl.PushMatrix() gl.LoadIdentity() // Set the viewport so that we only render into the region that we're supposed // to render to. // TODO: Check if this works on all graphics cards - I've heard that the opengl // spec doesn't actually require that viewport does any clipping. gl.PushAttrib(gl.VIEWPORT_BIT) gl.Viewport(gl.Int(region.X), gl.Int(region.Y), gl.Sizei(region.Dx), gl.Sizei(region.Dy)) defer gl.PopAttrib() current := &g.local.Camera.current gl.Ortho( gl.Double(current.mid.X-current.dims.X/2), gl.Double(current.mid.X+current.dims.X/2), gl.Double(current.mid.Y+current.dims.Y/2), gl.Double(current.mid.Y-current.dims.Y/2), gl.Double(1000), gl.Double(-1000), ) defer func() { gl.MatrixMode(gl.PROJECTION) gl.PopMatrix() gl.MatrixMode(gl.MODELVIEW) }() gl.MatrixMode(gl.MODELVIEW) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) level := g.Level zoom := current.dims.X / float64(region.Dims.Dx) level.ManaSource.Draw(zoom, float64(level.Room.Dx), float64(level.Room.Dy)) g.renderWalls() g.renderEdges() g.renderBases() g.renderEntsAndAbilities() g.renderProcesses() g.RenderLosMask() }
func Enable2d(x1, y1, w, h gl.Double) { // Save a copy of the proj matrix so we can restore it // when we want to do more 3d rendering gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() // Set up orthographic projection gl.Ortho(x1, x1+w, y1, y1+h, 0.0, 1) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() // Make sure depth testing and lighting are disabled for 2d redering // until we are fninished rendering in 2d gl.PushAttrib(gl.DEPTH_BUFFER_BIT | gl.LIGHTING_BIT) gl.Disable(gl.DEPTH_TEST) gl.Disable(gl.LIGHTING) }
func glInit(width, height int) { gl.Init() gl.Enable(gl.TEXTURE_2D) gl.PixelStorei(gl.UNPACK_ALIGNMENT, 1) gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height)) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, gl.Double(width), gl.Double(height), 0, -1, 1) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.EnableClientState(gl.VERTEX_ARRAY) gl.EnableClientState(gl.COLOR_ARRAY) gl.EnableClientState(gl.TEXTURE_COORD_ARRAY) gl.VertexPointer(2, gl.FLOAT, 0, gl.Pointer(&vs[0])) gl.ColorPointer(3, gl.UNSIGNED_BYTE, 0, gl.Pointer(&cs[0])) gl.TexCoordPointer(2, gl.FLOAT, 0, gl.Pointer(&ts[0])) }
func (w *Window) registerCallbacks() { w.w.OnFocus(func(focused bool) { if focused { go doMain(func() { for i, w2 := range windows { if w2 == w { windows = append(append([]*Window{w}, windows[:i]...), windows[i+1:]...) break } } }) } }) w.w.OnClose(w.Close) w.w.OnResize(func(width, height int) { w.Do(func() { s := Pt(float64(width), float64(height)) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, gl.Double(s.X), 0, gl.Double(s.Y), -1, 1) Resize(w.Self, s) if w.centralView != nil { Resize(w.centralView, s) } }) }) w.w.OnFramebufferResize(func(width, height int) { w.Do(func() { gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height)) }) }) k := KeyEvent{} w.w.OnKey(func(key, scancode, action, mods int) { w.Do(func() { k.Key = key k.action = action k.Repeat = action == glfw.Repeat k.Shift = mods&glfw.ModShift != 0 k.Ctrl = mods&glfw.ModControl != 0 k.Alt = mods&glfw.ModAlt != 0 k.Super = mods&glfw.ModSuper != 0 k.Command = commandKey(k) if key >= KeyEscape || action == glfw.Release { k.Text = "" if w.keyFocus != nil { if k.action != glfw.Release { w.keyFocus.KeyPress(k) } else { w.keyFocus.KeyRelease(k) } } } }) }) w.w.OnChar(func(char rune) { w.Do(func() { if char < KeyEscape { k.Text = string(char) if w.keyFocus != nil { if k.action != glfw.Release { w.keyFocus.KeyPress(k) } else { w.keyFocus.KeyRelease(k) } } } }) }) m := MouseEvent{} w.w.OnMouseMove(func(x, y float64) { m.Pos = Pt(x, y) m.Move, m.Press, m.Release, m.Drag = true, false, false, false w.mouse(m) }) w.w.OnMouseButton(func(button, action, mods int) { m.Button = button m.Move, m.Press, m.Release, m.Drag = false, action == glfw.Press, action == glfw.Release, false w.mouse(m) }) w.w.OnScroll(func(dx, dy float64) { w.Do(func() { s := ScrollEvent{m.Pos, Pt(dx, -dy)} s.Pos = w.mapToWindow(s.Pos) v, _ := viewAtFunc(w.Self, s.Pos, func(v View) View { v, _ = v.(ScrollerView) return v }).(ScrollerView) if v != nil { s.Pos = Map(s.Pos, w.Self, v) v.Scroll(s) } }) }) }
func (g *Game) renderLocalArchitect(region g2.Region, local *LocalData) { local.architect.camera.doArchitectFocusRegion(g, local.sys) gl.MatrixMode(gl.PROJECTION) gl.PushMatrix() gl.LoadIdentity() // Set the viewport so that we only render into the region that we're supposed // to render to. // TODO: Check if this works on all graphics cards - I've heard that the opengl // spec doesn't actually require that viewport does any clipping. gl.PushAttrib(gl.VIEWPORT_BIT) gl.Viewport(gl.Int(region.X), gl.Int(region.Y), gl.Sizei(region.Dx), gl.Sizei(region.Dy)) defer gl.PopAttrib() current := local.architect.camera.current gl.Ortho( gl.Double(current.mid.X-current.dims.X/2), gl.Double(current.mid.X+current.dims.X/2), gl.Double(current.mid.Y+current.dims.Y/2), gl.Double(current.mid.Y-current.dims.Y/2), gl.Double(1000), gl.Double(-1000), ) defer func() { gl.MatrixMode(gl.PROJECTION) gl.PopMatrix() gl.MatrixMode(gl.MODELVIEW) }() gl.MatrixMode(gl.MODELVIEW) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) zoom := local.architect.camera.current.dims.X / float64(region.Dims.Dx) level := g.Levels[GidInvadersStart] level.ManaSource.Draw(local, zoom, float64(level.Room.Dx), float64(level.Room.Dy)) gl.Begin(gl.LINES) gl.Color4d(1, 1, 1, 1) for _, poly := range g.Levels[GidInvadersStart].Room.Walls { for i := range poly { seg := poly.Seg(i) gl.Vertex2d(gl.Double(seg.P.X), gl.Double(seg.P.Y)) gl.Vertex2d(gl.Double(seg.Q.X), gl.Double(seg.Q.Y)) } } gl.End() gl.Color4ub(0, 255, 0, 255) for side, pos := range g.Levels[GidInvadersStart].Room.Starts { base.GetDictionary("luxisr").RenderString(fmt.Sprintf("S%d", side), pos.X, pos.Y, 0, 100, gui.Center) } gl.Color4d(1, 1, 1, 1) for _, ent := range g.temp.AllEnts { ent.Draw(g, -1) // TODO: Side isn't defined for architect yet } gl.Disable(gl.TEXTURE_2D) g.renderLosMask(local) if local.architect.abs.activeAbility != nil { local.architect.abs.activeAbility.Draw("", g, -1) // TODO: side not defined for architect } }
// For invaders or moba, does a lot of basic stuff common to both func (g *Game) renderLocalHelper(region g2.Region, local *LocalData, camera *cameraInfo, side int) { camera.doInvadersFocusRegion(g, side) gl.MatrixMode(gl.PROJECTION) gl.PushMatrix() gl.LoadIdentity() // Set the viewport so that we only render into the region that we're supposed // to render to. // TODO: Check if this works on all graphics cards - I've heard that the opengl // spec doesn't actually require that viewport does any clipping. gl.PushAttrib(gl.VIEWPORT_BIT) gl.Viewport(gl.Int(region.X), gl.Int(region.Y), gl.Sizei(region.Dx), gl.Sizei(region.Dy)) defer gl.PopAttrib() current := camera.current gl.Ortho( gl.Double(current.mid.X-current.dims.X/2), gl.Double(current.mid.X+current.dims.X/2), gl.Double(current.mid.Y+current.dims.Y/2), gl.Double(current.mid.Y-current.dims.Y/2), gl.Double(1000), gl.Double(-1000), ) defer func() { gl.MatrixMode(gl.PROJECTION) gl.PopMatrix() gl.MatrixMode(gl.MODELVIEW) }() gl.MatrixMode(gl.MODELVIEW) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) level := g.Levels[GidInvadersStart] zoom := camera.current.dims.X / float64(region.Dims.Dx) level.ManaSource.Draw(local, zoom, float64(level.Room.Dx), float64(level.Room.Dy)) gl.Color4d(1, 1, 1, 1) var expandedPoly linear.Poly for _, poly := range g.Levels[GidInvadersStart].Room.Walls { // Don't draw counter-clockwise polys, specifically this means don't draw // the boundary of the level. if poly.IsCounterClockwise() { continue } // KLUDGE: This will expand the polygon slightly so that it actually shows // up when the los shadows are drawn over it. Eventually there should be // separate los polys, colision polys, and draw polys so that this isn't // necessary. gl.Begin(gl.TRIANGLE_FAN) expandPoly(poly, &expandedPoly) for _, v := range expandedPoly { gl.Vertex2d(gl.Double(v.X), gl.Double(v.Y)) } gl.End() } gui.SetFontColor(0, 255, 0, 255) for side, pos := range g.Levels[GidInvadersStart].Room.Starts { base.GetDictionary("luxisr").RenderString(fmt.Sprintf("S%d", side), pos.X, pos.Y, 0, 100, gui.Center) } gl.Color4d(1, 1, 1, 1) for _, ent := range g.temp.AllEnts { ent.Draw(g, side) } gl.Disable(gl.TEXTURE_2D) if local.mode != LocalModeMoba { panic("Need to implement drawing players from standard mode data") } for i := range local.moba.players { p := &local.moba.players[i] if p.abs.activeAbility != nil { p.abs.activeAbility.Draw(p.gid, g, side) } } for _, proc := range g.Processes { proc.Draw(Gid(""), g, side) } gl.Color4ub(0, 0, 255, 200) g.renderLosMask(local) }
func programLoop(client sgf.ClientEngine, controllers []gin.DeviceId, console *base.Console) { ticker := time.Tick(time.Millisecond * 17) var selections cardSelections selections.cols = 7 selections.players = make([]cardSelection, len(controllers)) client.RLock() g := client.Game().(*game.Game) for _, card := range g.Cards { selections.cards = append(selections.cards, card) selections.used = append(selections.used, -1) } client.RUnlock() for { <-ticker if gin.In().GetKey(gin.AnyEscape).FramePressCount() != 0 { return } for i, device := range controllers { up := gin.In().GetKeyFlat(gin.ControllerHatSwitchUp, device.Type, device.Index).FramePressCount() down := gin.In().GetKeyFlat(gin.ControllerHatSwitchDown, device.Type, device.Index).FramePressCount() left := gin.In().GetKeyFlat(gin.ControllerHatSwitchLeft, device.Type, device.Index).FramePressCount() right := gin.In().GetKeyFlat(gin.ControllerHatSwitchRight, device.Type, device.Index).FramePressCount() selections.HandleMove(i, right-left, down-up) drop := gin.In().GetKeyFlat(gin.ControllerButton0+1, device.Type, device.Index).FramePressCount() > 0 choose := gin.In().GetKeyFlat(gin.ControllerButton0+2, device.Type, device.Index).FramePressCount() > 0 if choose { selections.HandleChoose(i) } if drop { selections.HandleDrop(i) } } sys.Think() render.Queue(func() { defer console.Draw(0, 0, wdx, wdy) gl.Clear(gl.COLOR_BUFFER_BIT) gl.Disable(gl.DEPTH_TEST) gui.SetFontColor(1, 1, 1, 1) gl.Disable(gl.TEXTURE_2D) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(gl.Double(0), gl.Double(wdx), gl.Double(wdy), gl.Double(0), 1000, -1000) gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() client.RLock() g := client.Game().(*game.Game) renderBoard(g, 10, 10, 400, 400) client.RUnlock() renderCards(selections.cards, 64, 400, 400, selections.cols, &selections) for i, player := range selections.players { setColorForIndex(i) renderCardReticle(false, 64, player.sx, player.sy, 400, 400) renderCards(player.cards, 64, 400, 300-100*i, selections.cols, nil) } }) render.Queue(func() { sys.SwapBuffers() }) render.Purge() } }
func main() { runtime.LockOSThread() flag.Parse() if *workers <= 0 { *workers = 1 } runtime.GOMAXPROCS(*workers + 1) buildPalette() sdl.Init(sdl.INIT_VIDEO) defer sdl.Quit() if !*noVSync { sdl.GL_SetAttribute(sdl.GL_SWAP_CONTROL, 1) } if sdl.SetVideoMode(512, 512, 32, sdl.OPENGL) == nil { panic("sdl error") } sdl.WM_SetCaption("Gomandel", "Gomandel") if err := gl.Init(); err != nil { panic(err) } gl.Enable(gl.TEXTURE_2D) gl.Viewport(0, 0, 512, 512) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, 512, 512, 0, -1, 1) gl.ClearColor(0, 0, 0, 0) //----------------------------------------------------------------------------- var dndDragging bool = false var dnd3 bool = false var dndStart Point var dndEnd Point initialRect := Rect{-1.5, -1.5, 3, 3} rect := initialRect tm := NewTileManager(512, 512) tm.ZoomRequest(&rect) running := true for running { for { var event interface{} select { case event = <-sdl.Events: default: } if event == nil { break } switch e := event.(type) { case sdl.QuitEvent: running = false case sdl.MouseButtonEvent: if e.Type == sdl.MOUSEBUTTONDOWN { dndDragging = true dndStart.X = gl.Int(e.X) dndStart.Y = gl.Int(e.Y) dndEnd = dndStart if e.Button == 3 { dnd3 = true } else { dndDragging = true } } else { dndDragging = false dndEnd.X = gl.Int(e.X) dndEnd.Y = gl.Int(e.Y) switch e.Button { case 1: rect = rectFromSelection(dndStart, dndEnd, 512, 512, rect) tm.ZoomRequest(&rect) case 2: rect = initialRect tm.ZoomRequest(&rect) case 3: dnd3 = false } } case sdl.MouseMotionEvent: if dnd3 { dndEnd.X = gl.Int(e.X) dndEnd.Y = gl.Int(e.Y) rect = moveRectBy(rect, dndStart, dndEnd, 512, 512) tm.MoveRequest(rect) dndStart = dndEnd } else if dndDragging { dndEnd.X = gl.Int(e.X) dndEnd.Y = gl.Int(e.Y) } } } tm.Update() gl.Clear(gl.COLOR_BUFFER_BIT) tm.Draw() gl.BindTexture(gl.TEXTURE_2D, 0) if dndDragging { drawSelection(dndStart, dndEnd) } sdl.GL_SwapBuffers() } }