Пример #1
0
func GL_SetAttribute(attr GLattr, val int) error {
	if C.SDL_GL_SetAttribute(C.SDL_GLattr(attr), C.int(val)) != 0 {
		return getError()
	}

	return nil
}
Пример #2
0
func GL_GetAttribute(attr int) (int, error) {
	var value C.int = 0
	ret := C.SDL_GL_GetAttribute(C.SDL_GLattr(attr), &value)
	if ret == 0 {
		return int(value), NewSDLError()
	}
	return int(value), nil
}
Пример #3
0
func GL_GetAttribute(attr GLattr) (int, error) {
	var val C.int
	if C.SDL_GL_GetAttribute(C.SDL_GLattr(attr), &val) != 0 {
		return 0, getError()
	}

	return int(val), nil
}
Пример #4
0
func GL_SetAttribute(attr int, value int) int {
	GlobalMutex.Lock()
	status := int(C.SDL_GL_SetAttribute(C.SDL_GLattr(attr), C.int(value)))
	GlobalMutex.Unlock()
	return status
}
Пример #5
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func GL_SetAttribute(attr int, value int) int {
	return int(C.SDL_GL_SetAttribute(C.SDL_GLattr(attr), C.int(value)))
}
Пример #6
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func GL_SetAttribute(attribute GLattr, value int) (err error) {
	if C.SDL_GL_SetAttribute(C.SDL_GLattr(attribute), C.int(value)) != 0 {
		return errors.New(C.GoString(C.SDL_GetError()))
	}
	return nil
}
Пример #7
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func GL_SetAttribute(attr int, value int) int {
	status := int(C.SDL_GL_SetAttribute(C.SDL_GLattr(attr), C.int(value)))
	return status
}
Пример #8
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func (attr GLattr) c() C.SDL_GLattr {
	return C.SDL_GLattr(attr)
}
Пример #9
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// Get an attribute of the OpenGL subsystem from the windowing
// interface, such as glX. This is of course different from getting
// the values from SDL's internal OpenGL subsystem, which only
// stores the values you request before initialization.
//
// Developers should track the values they pass into SDL_GL_SetAttribute
// themselves if they want to retrieve these values.
// extern DECLSPEC int SDLCALL SDL_GL_GetAttribute(SDL_GLattr attr, int* value);
func GLGetAttribute(attr int) (int, int) {
	var value C.int
	res := int(C.SDL_GL_GetAttribute(C.SDL_GLattr(attr), &value))
	return res, int(value)
}