/
game.go
60 lines (48 loc) · 1.25 KB
/
game.go
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package zero
// #cgo CFLAGS: -Wno-implicit-function-declaration
// #cgo LDFLAGS: -framework SDL2 -framework SDL2_image
// #include <stdlib.h>
// #include <SDL2/SDL.h>
// #include "game.h"
import "C"
import (
"errors"
"unsafe"
)
var (
window *C.SDL_Window
renderer *C.SDL_Renderer
)
func LaunchGame(title string, width, height int) error {
// Convert the title to a c-string
ctitle := C.CString(title)
defer C.free(unsafe.Pointer(ctitle))
// Initialize SDL
if C.SDL_Init(C.SDL_INIT_VIDEO) < 0 {
return errors.New("SDL_Init")
}
defer C.SDL_Quit()
// Create the window
window = C.SDL_CreateWindow(ctitle, C.SDL_WINDOWPOS_UNDEFINED, C.SDL_WINDOWPOS_UNDEFINED, C.int(width), C.int(height), C.SDL_WINDOW_SHOWN)
if window == nil {
return errors.New("SDL_CreateWindow")
}
defer C.SDL_DestroyWindow(window)
// Create the renderer
renderer = C.SDL_CreateRenderer(window, C.int(-1), C.SDL_RENDERER_ACCELERATED|C.SDL_RENDERER_PRESENTVSYNC)
if renderer == nil {
return errors.New("SDL_CreateRenderer")
}
defer C.SDL_DestroyRenderer(renderer)
// Initialize image support
if success := int(C.initIMG()); success == 0 {
return errors.New("IMG_Init")
}
EventInit()
C.gameLoop()
destroyTextures()
return nil
}
func QuitGame() {
C.quitGame()
}