Exemple #1
0
func Run(width, height int, scale float64, title string, g GraphicsContext) error {
	u := currentUI
	// GLContext must be created before setting the screen size, which requires
	// swapping buffers.
	var err error
	glContext, err = opengl.NewContext(currentUI.runOnMainThread)
	if err != nil {
		return err
	}
	if err := u.runOnMainThread(func() error {
		m := glfw.GetPrimaryMonitor()
		v := m.GetVideoMode()
		r, err := u.setScreenSize(width, height, scale)
		if err != nil {
			return err
		}
		if !r {
			return errors.New("ui: Fail to set the screen size")
		}
		u.window.SetTitle(title)
		u.window.Show()

		w, h := u.glfwSize()
		x := (v.Width - w) / 2
		y := (v.Height - h) / 3
		u.window.SetPos(x, y)
		return nil
	}); err != nil {
		return err
	}
	return u.loop(g)
}
Exemple #2
0
func Run(width, height int, scale float64, title string, g GraphicsContext) error {
	u := currentUI
	doc := js.Global.Get("document")
	doc.Set("title", title)
	u.setScreenSize(width, height, scale)
	canvas.Call("focus")
	var err error
	glContext, err = opengl.NewContext()
	if err != nil {
		return err
	}
	return u.loop(g)
}
Exemple #3
0
func Run(width, height int, scale float64, title string, g GraphicsContext) error {
	u := currentUI
	u.width = width
	u.height = height
	u.scale = scale
	// title is ignored?
	var err error
	glContext, err = opengl.NewContext()
	if err != nil {
		return err
	}
	for {
		if err := u.update(g); err != nil {
			return err
		}
	}
}