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 }
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 }
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 } }
func NewPPU(window *sdl.Window, vram *VRAM) *PPU { return &PPU{window: window, surface: window.GetSurface(), vram: vram} }