2019-12-22 22:11:01 +00:00
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# Render: Go Graphics Library
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2019-12-28 00:47:11 +00:00
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[![GoDoc](https://godoc.org/git.kirsle.net/go/render?status.svg)](https://godoc.org/git.kirsle.net/go/render)
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2019-12-22 23:53:52 +00:00
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Render is a graphics rendering library for Go.
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2019-12-22 22:11:01 +00:00
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2019-12-22 23:53:52 +00:00
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It supports SDL2 and HTML Canvas back-ends enabling its use for both desktop
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applications (Linux, Mac and Windows) and WebAssembly modules for running in
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the web browser.
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![Screenshot](examples/hello-world/screenshot.png)
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2019-12-23 02:38:56 +00:00
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**Notice:** [github.com/kirsle/render](https://github.com/kirsle/render) is a
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mirror to the upstream repository at [git.kirsle.net/go/render](https://git.kirsle.net/go/render).
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Issues and pull requests will be accepted at GitHub.
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2019-12-22 23:53:52 +00:00
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## Example
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```go
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package main
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import (
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render/sdl"
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)
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func main() {
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mw := sdl.New("Hello World", 320, 240)
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if err := mw.Setup(); err != nil {
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panic(err)
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}
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// Text that we're gonna draw in the window.
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text := render.Text{
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Text: "Hello, world!",
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Size: 24,
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Color: render.SkyBlue,
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Shadow: render.Blue,
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FontFilename: "DejaVuSans.ttf",
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}
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// Compute the rendered size of the text.
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rect, _ := mw.ComputeTextRect(text)
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for {
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// Blank the window.
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mw.Clear(render.White)
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// Poll for events (mouse clicks, keyboard keys, etc.)
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ev, err := mw.Poll()
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if err != nil {
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panic(err)
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}
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// Escape key closes the window.
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if ev.Escape {
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mw.Teardown()
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break
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}
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// Get the window size.
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w, h := mw.WindowSize()
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// Draw the text centered in the window.
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mw.DrawText(text, render.NewPoint(
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2019-12-28 01:35:42 +00:00
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(w/2) - (rect.W/2),
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(h/2) - (rect.H/2),
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))
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mw.Present()
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}
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}
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```
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See the `examples/` directory for examples. More will come eventually,
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including some WebAssembly examples.
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## Project Status: Alpha
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This module was written as part of my drawing-based maze game, code named
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[Project: Doodle](https://www.kirsle.net/doodle). It is currently in
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**alpha status** and its API may change and be cleaned up in the future.
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## Drawing Methods (Engine)
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This package provides some _basic_ primitive drawing methods which are
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implemented for SDL2 (desktops) and HTML Canvas (WebAssembly). See the
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render.Engine interface. The drawing methods supported are:
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* Clear(Color): blank the window and fill it with this color.
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* DrawPoint(Color, Point): draw a single pixel at a coordinate.
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* DrawLine(Color, A Point, B Point): draw a line between two points.
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* DrawRect(Color, Rect): draw a rectangle outline between two points.
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* DrawBox(Color, Rect): draw a filled rectangle between two points.
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* DrawText(Text, Point): draw text at a location.
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* StoreTexture(name string, image.Image): load a Go image.Image object into
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the engine as a "texture" that can be re-used and pasted on the canvas.
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* LoadTexture(filename string): load an image from disk into a texture.
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* Copy(Texturer, src Rect, dst Rect): copy a texture onto the canvas.
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## Drawing Types
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This package defines a handful of types useful for drawing operations.
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See the godoc for full details.
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* Color: an RGBA color holding uint8 values for each channel.
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* NewRGBA(red, green, blue, alpha uint8) to construct a new color.
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* Point: holds an X,Y pair of coordinates.
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* Rect: holds an X,Y and a W,H value.
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* Text: holds text and configuration for rendering (color, stroke, shadow,
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size, etc.)
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## Shape Generator Functions
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The render package includes a few convenience functions for drawing
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complex shapes.
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The generator functions return a channel that yields all of the Points
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that should be drawn to complete the shape. Example:
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```go
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var (
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A Point = render.NewPoint(10, 10)
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B Point = render.NewPoint(15, 20)
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)
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for pt := range render.IterLine(A, B) {
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engine.DrawPoint(render.Red, pt)
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}
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```
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* IterLine(A Point, B Point): draw a line from A to B.
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* IterRect(A Point, B Point): iterate all the points to draw a rectangle.
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* IterEllipse(A Point, B Point): draw an elipse fitting inside the
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rectangle bounded by points A and B.
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2021-10-07 02:35:24 +00:00
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## Multitouch Gesture Notes
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Support for SDL2's MultiGestureEvent is added on October 6 2021.
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The event.State will have the property `Touching=true` while the engine
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believes multitouch gestures are afoot. This begins when the user touches
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the screen with two fingers, and _then_ motion is detected.
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SDL2 spams us with gesture events for each tiny change detected, and then
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just stops. The SDL driver in this repo doesn't set ev.State.Touching=false.
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One heuristic you may use in your program to detect when multitouch has
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ended is this:
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SDL2 always emulates the mouse Button1 click for one of the fingers.
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Record the position at the first Touching=true event, and monitor for
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delta changes in position as the "mouse cursor" moves. When delta
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movements become stale and don't update, you can set State.Touching=false
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in your program.
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2019-12-22 23:53:52 +00:00
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## License
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MIT.
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