Noah Petherbridge
3d199ca263
* Update the SDL2 engine's texture caching to use an sdl.RWops file buffer in memory instead of outputting bitmap images to the filesystem.
121 lines
2.4 KiB
Go
121 lines
2.4 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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textures map[string]*Texture // cached textures
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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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textures: map[string]*Texture{},
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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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