func main() { if sdl.Init(sdl.INIT_VIDEO) < 0 { panic("Video initialization failed: " + sdl.GetError()) } if sdl.EnableKeyRepeat(100, 25) != 0 { panic("Setting keyboard repeat failed: " + sdl.GetError()) } videoFlags := sdl.OPENGL // Enable OpenGL in SDL videoFlags |= sdl.DOUBLEBUF // Enable double buffering videoFlags |= sdl.HWPALETTE // Store the palette in hardware // FIXME: this causes segfault. // videoFlags |= sdl.RESIZABLE // Enable window resizing surface = sdl.SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, uint32(videoFlags)) if surface == nil { panic("Video mode set failed: " + sdl.GetError()) } sdl.GL_SetAttribute(sdl.GL_DOUBLEBUFFER, 1) initGL() resizeWindow(SCREEN_WIDTH, SCREEN_HEIGHT) SetupWorld("data/world.txt") // wait for events running := true isActive := true for running { for ev := sdl.PollEvent(); ev != nil; ev = sdl.PollEvent() { switch e := ev.(type) { case *sdl.ActiveEvent: isActive = e.Gain != 0 case *sdl.ResizeEvent: width, height := int(e.W), int(e.H) surface = sdl.SetVideoMode(width, height, SCREEN_BPP, uint32(videoFlags)) if surface == nil { fmt.Println("Could not get a surface after resize:", sdl.GetError()) Quit(1) } resizeWindow(width, height) case *sdl.KeyboardEvent: if e.Type == sdl.KEYDOWN { handleKeyPress(e.Keysym) } case *sdl.QuitEvent: running = false } } // draw the scene if isActive { drawGLScene(sector1) } } }
func main() { // Initialize SDL if sdl.Init(sdl.INIT_VIDEO) < 0 { panic("Video initialization failed: " + sdl.GetError()) } // To avoid cramps sdl.EnableKeyRepeat(250, 25) // Sets up OpenGL double buffering sdl.GL_SetAttribute(sdl.GL_DOUBLEBUFFER, 1) // flags to pass to sdl.SetVideoMode videoFlags := sdl.OPENGL // Enable OpenGL in SDL videoFlags |= sdl.DOUBLEBUF // Enable double buffering videoFlags |= sdl.HWPALETTE // Store the palette in hardware // FIXME: this causes segfault. // videoFlags |= sdl.RESIZABLE // Enable window resizing // get a SDL surface surface = sdl.SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, uint32(videoFlags)) // verify there is a surface if surface == nil { panic("Video mode set failed: " + sdl.GetError()) Quit(1) } // When this function is finished, clean up and exit. defer Quit(0) LoadGLTextures("data/glass.bmp") // Initialize OpenGL initGL() // Resize the initial window resizeWindow(SCREEN_WIDTH, SCREEN_HEIGHT) // wait for events running := true isActive := true for running { for ev := sdl.PollEvent(); ev != nil; ev = sdl.PollEvent() { switch e := ev.(type) { case *sdl.ActiveEvent: isActive = e.Gain != 0 case *sdl.ResizeEvent: width, height := int(e.W), int(e.H) surface = sdl.SetVideoMode(width, height, SCREEN_BPP, uint32(videoFlags)) if surface == nil { fmt.Println("Could not get a surface after resize:", sdl.GetError()) Quit(1) } resizeWindow(width, height) case *sdl.KeyboardEvent: if e.Type == sdl.KEYDOWN { handleKeyPress(e.Keysym) } case *sdl.QuitEvent: running = false } } // draw the scene if isActive { drawGLScene() } } }
func main() { runtime.LockOSThread() flag.Parse() sdl.Init(sdl.INIT_VIDEO) defer sdl.Quit() sdl.GL_SetAttribute(sdl.GL_SWAP_CONTROL, 1) if sdl.SetVideoMode(640, 480, 32, sdl.OPENGL) == nil { panic("sdl error") } sdl.WM_SetCaption("Gotris", "Gotris") sdl.EnableKeyRepeat(250, 45) gl.Enable(gl.TEXTURE_2D) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Viewport(0, 0, 640, 480) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, 640, 480, 0, -1, 1) gl.ClearColor(0, 0, 0, 0) //----------------------------------------------------------------------------- font, err := LoadFontFromFile("dejavu.font") if err != nil { panic(err) } rand.Seed(int64(sdl.GetTicks())) gs := NewGameSession(*initLevel, font) lastTime := sdl.GetTicks() running := true for running { for ev := sdl.PollEvent(); ev != nil; ev = sdl.PollEvent() { switch e := ev.(type) { case *sdl.QuitEvent: running = false case *sdl.KeyboardEvent: if e.Type == sdl.KEYDOWN { running = gs.HandleKey(e.Keysym.Sym) } } } now := sdl.GetTicks() delta := now - lastTime lastTime = now gs.Update(delta) gl.Clear(gl.COLOR_BUFFER_BIT) font.Draw(5, 5, fmt.Sprintf("Level: %d | Score: %d", gs.Level, gs.Score)) gs.Draw() gl.Color3ub(255, 255, 255) sdl.GL_SwapBuffers() } }