func main() { var window *sdl.Window var renderer *sdl.Renderer var image *sdl.Surface var texture *sdl.Texture var src, dst sdl.Rect window = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, winWidth, winHeight, sdl.WINDOW_SHOWN) if window == nil { fmt.Fprintf(os.Stderr, "Failed to create window: %s\n", sdl.GetError()) os.Exit(1) } renderer = sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED) if renderer == nil { fmt.Fprintf(os.Stderr, "Failed to create renderer: %s\n", sdl.GetError()) os.Exit(2) } image = sdl.LoadBMP(imageName) if image == nil { fmt.Fprintf(os.Stderr, "Failed to load BMP: %s", sdl.GetError()) os.Exit(3) } texture = renderer.CreateTextureFromSurface(image) if texture == nil { fmt.Fprintf(os.Stderr, "Failed to create texture: %s\n", sdl.GetError()) os.Exit(4) } src = sdl.Rect{0, 0, 512, 512} dst = sdl.Rect{100, 50, 512, 512} renderer.Clear() renderer.Copy(texture, &src, &dst) renderer.Present() sdl.Delay(2000) image.Free() texture.Destroy() renderer.Destroy() window.Destroy() }
func RenderTexture(renderer *sdl.Renderer, texture *sdl.Texture, x, y int) { var w, h int sdl.QueryTexture(texture, nil, nil, &w, &h) dst := sdl.Rect{int32(x), int32(y), int32(w), int32(h)} renderer.Copy(texture, nil, &dst) }