func NewApp(conf Config) *App { runtime.LockOSThread() err := sdl.Init(sdl.INIT_EVERYTHING &^ sdl.INIT_AUDIO) ck(err) sdl.SetHint(sdl.HINT_RENDER_SCALE_QUALITY, "best") wflag := sdl.WINDOW_RESIZABLE if conf.Fullscreen { wflag |= sdl.WINDOW_FULLSCREEN_DESKTOP } window, renderer, err := sdl.CreateWindowAndRenderer(DisplayWidth, DisplayHeight, wflag) ck(err) window.SetTitle("Arkanoid") renderer.SetLogicalSize(DisplayWidth, DisplayHeight) return &App{ window: window, renderer: renderer, } }
func main() { runtime.LockOSThread() log.SetFlags(0) err := sdl.Init(sdl.INIT_VIDEO) ck(err) window, renderer, err = sdl.CreateWindowAndRenderer(W, H, sdl.WINDOW_RESIZABLE) ck(err) window.SetTitle("Cosine Palette") renderer.SetLogicalSize(W, H) texture, err = renderer.CreateTexture(sdl.PIXELFORMAT_ABGR8888, sdl.TEXTUREACCESS_STREAMING, W, H) ck(err) pixels = image.NewRGBA(image.Rect(0, 0, W, H)) for { event() draw() } }
func main() { log.SetFlags(0) runtime.LockOSThread() flag.Parse() err := sdl.Init(sdl.INIT_VIDEO | sdl.INIT_TIMER) ck(err) defer sdl.Quit() sdl.SetHint(sdl.HINT_RENDER_SCALE_QUALITY, "best") window, renderer, err = sdl.CreateWindowAndRenderer(W, H, sdl.WINDOW_RESIZABLE) ck(err) renderer.SetLogicalSize(W, H) window.SetTitle("Cat Clock") cat = loadImage(catb) eyes = loadImage(eyesb) hand.minute = makeTexture(ML*2, ML*2) hand.hour = makeTexture(HL+5, HL+5) for i := 0; i <= C; i++ { tail = append(tail, renderTail(float64(i)*math.Pi/C)) eye = append(eye, renderEye(float64(i)*math.Pi/C)) } renderer.SetTarget(nil) ticker := time.Tick(FPS) for { event() select { case <-ticker: update() default: } draw() } }
func NewDisplay(w, h int, flags sdl.WindowFlags) *Display { window, renderer, err := sdl.CreateWindowAndRenderer(w, h, flags) ck(err) return &Display{window, renderer} }
func main() { runtime.LockOSThread() err := sdl.Init(sdl.INIT_EVERYTHING) if err != nil { log.Fatalln(err) } defer sdl.Quit() window, renderer, err := sdl.CreateWindowAndRenderer(W, H, sdl.WINDOW_RESIZABLE) if err != nil { log.Fatalln(err) } texture, err := renderer.CreateTexture(sdl.PIXELFORMAT_ARGB8888, sdl.TEXTUREACCESS_STREAMING, W, H) if err != nil { log.Fatalln(err) } pixels := make([]uint32, W*H) window.SetTitle("Gasket") renderer.SetLogicalSize(W, H) v := []Vec2{ {0.5, 0}, {0, 1}, {1, 1}, } p := Vec2{0.5, 0.5} loop: for { for { ev := sdl.PollEvent() if ev == nil { break } switch ev := ev.(type) { case sdl.QuitEvent: break loop case sdl.KeyDownEvent: switch ev.Sym { case sdl.K_ESCAPE: break loop } } } r, g, b := rand.Intn(256), rand.Intn(256), rand.Intn(256) n := rand.Intn(3) q := v[n].Add(p).Scale(.5) x := int(q[0] * W) y := int(q[1] * H) if y*W+x < len(pixels) { pixels[y*W+x] = 255<<24 | uint32(r)<<16 | uint32(g)<<8 | uint32(b) } p = q renderer.SetDrawColor(sdlcolor.Black) renderer.Clear() texture.Update(nil, pixels, W*4) renderer.Copy(texture, nil, nil) renderer.Present() } }