doodle/lib/render/sdl/sdl.go
Noah Petherbridge a316bafb12 Reorganize the package layout
Move all Doodle source code into the src/ subpackage and move the
publicly shareable stuff into lib/, for example lib/ui and lib/render.

This cleans up the git root and helps make the Doodle UI library more
easily publishable as a separate open source project. Currently both
lib/ui and lib/render import one or two things from doodle/src that need
to be broken apart.
2018-12-30 14:22:50 -08:00

116 lines
2.2 KiB
Go

// Package sdl provides an SDL2 renderer for Doodle.
package sdl
import (
"time"
"git.kirsle.net/apps/doodle/lib/render"
"git.kirsle.net/apps/doodle/src/events"
"github.com/veandco/go-sdl2/sdl"
"github.com/veandco/go-sdl2/ttf"
)
// Renderer manages the SDL state.
type Renderer struct {
// Configurable fields.
title string
width int32
height int32
startTime time.Time
// Private fields.
events *events.State
window *sdl.Window
renderer *sdl.Renderer
running bool
ticks uint64
// Optimizations to minimize SDL calls.
lastColor render.Color
}
// New creates the SDL renderer.
func New(title string, width, height int) *Renderer {
return &Renderer{
events: events.New(),
title: title,
width: int32(width),
height: int32(height),
}
}
// Teardown tasks when exiting the program.
func (r *Renderer) Teardown() {
r.renderer.Destroy()
r.window.Destroy()
sdl.Quit()
}
// Setup the renderer.
func (r *Renderer) Setup() error {
// Initialize SDL.
log.Info("Initializing SDL")
if err := sdl.Init(sdl.INIT_EVERYTHING); err != nil {
return err
}
// Initialize SDL_TTF.
log.Info("Initializing SDL_TTF")
if err := ttf.Init(); err != nil {
return err
}
// Create our window.
log.Info("Creating the Main Window")
window, err := sdl.CreateWindow(
r.title,
sdl.WINDOWPOS_CENTERED,
sdl.WINDOWPOS_CENTERED,
r.width,
r.height,
sdl.WINDOW_SHOWN|sdl.WINDOW_RESIZABLE,
)
if err != nil {
return err
}
r.window = window
// Blank out the window in white.
log.Info("Creating the SDL Renderer")
renderer, err := sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED)
if err != nil {
panic(err)
}
renderer.SetDrawBlendMode(sdl.BLENDMODE_BLEND)
r.renderer = renderer
return nil
}
// GetTicks gets SDL's current tick count.
func (r *Renderer) GetTicks() uint32 {
return sdl.GetTicks()
}
// WindowSize returns the SDL window size.
func (r *Renderer) WindowSize() (int, int) {
w, h := r.window.GetSize()
return int(w), int(h)
}
// Present the current frame.
func (r *Renderer) Present() error {
r.renderer.Present()
return nil
}
// Delay using sdl.Delay
func (r *Renderer) Delay(time uint32) {
sdl.Delay(time)
}
// Loop is the main loop.
func (r *Renderer) Loop() error {
return nil
}