Noah Petherbridge
4dd1bebc5f
* Debug mode: no longer enables the DebugOverlay (F3) by default, but does now insert the current FPS counter into the window title bar. * ui.Frame: set a default "mostly transparent" BG color so the frame background doesn't render as white. * Add the MenuScene which will house the game's main menus. * The "New Level" menu is first to be added. * UI lets you pick Page Type and Wallpaper using radio buttons. * Page Type: Unbounded, Bounded (default), No Negative Space, Bordered * Fix bugs in uix.Canvas to fully support all these page types.
119 lines
2.3 KiB
Go
119 lines
2.3 KiB
Go
// Package sdl provides an SDL2 renderer for Doodle.
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package sdl
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import (
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"fmt"
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"time"
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"git.kirsle.net/apps/doodle/lib/events"
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"git.kirsle.net/apps/doodle/lib/render"
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"github.com/veandco/go-sdl2/sdl"
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"github.com/veandco/go-sdl2/ttf"
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)
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// Renderer manages the SDL state.
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type Renderer struct {
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// Configurable fields.
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title string
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width int32
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height int32
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startTime time.Time
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// Private fields.
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events *events.State
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window *sdl.Window
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renderer *sdl.Renderer
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running bool
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ticks uint64
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// Optimizations to minimize SDL calls.
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lastColor render.Color
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}
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// New creates the SDL renderer.
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func New(title string, width, height int) *Renderer {
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return &Renderer{
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events: events.New(),
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title: title,
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width: int32(width),
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height: int32(height),
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}
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}
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// Teardown tasks when exiting the program.
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func (r *Renderer) Teardown() {
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r.renderer.Destroy()
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r.window.Destroy()
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sdl.Quit()
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}
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// Setup the renderer.
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func (r *Renderer) Setup() error {
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// Initialize SDL.
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if err := sdl.Init(sdl.INIT_EVERYTHING); err != nil {
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return fmt.Errorf("sdl.Init: %s", err)
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}
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// Initialize SDL_TTF.
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if err := ttf.Init(); err != nil {
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return fmt.Errorf("ttf.Init: %s", err)
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}
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// Create our window.
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window, err := sdl.CreateWindow(
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r.title,
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sdl.WINDOWPOS_CENTERED,
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sdl.WINDOWPOS_CENTERED,
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r.width,
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r.height,
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sdl.WINDOW_SHOWN|sdl.WINDOW_RESIZABLE,
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)
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if err != nil {
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return err
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}
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r.window = window
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// Blank out the window in white.
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renderer, err := sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED)
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if err != nil {
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panic(err)
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}
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renderer.SetDrawBlendMode(sdl.BLENDMODE_BLEND)
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r.renderer = renderer
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return nil
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}
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// SetTitle sets the SDL window title.
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func (r *Renderer) SetTitle(title string) {
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r.title = title
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r.window.SetTitle(title)
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}
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// GetTicks gets SDL's current tick count.
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func (r *Renderer) GetTicks() uint32 {
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return sdl.GetTicks()
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}
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// WindowSize returns the SDL window size.
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func (r *Renderer) WindowSize() (int, int) {
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w, h := r.window.GetSize()
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return int(w), int(h)
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}
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// Present the current frame.
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func (r *Renderer) Present() error {
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r.renderer.Present()
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return nil
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}
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// Delay using sdl.Delay
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func (r *Renderer) Delay(time uint32) {
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sdl.Delay(time)
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}
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// Loop is the main loop.
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func (r *Renderer) Loop() error {
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return nil
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}
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