render/README.md

145 lines
4.2 KiB
Markdown
Raw Normal View History

# Render: Go Graphics Library
Render is a graphics rendering library for Go.
It supports SDL2 and HTML Canvas back-ends enabling its use for both desktop
applications (Linux, Mac and Windows) and WebAssembly modules for running in
the web browser.
![Screenshot](examples/hello-world/screenshot.png)
## Example
```go
package main
import (
"git.kirsle.net/go/render"
"git.kirsle.net/go/render/sdl"
)
func main() {
mw := sdl.New("Hello World", 320, 240)
if err := mw.Setup(); err != nil {
panic(err)
}
// Text that we're gonna draw in the window.
text := render.Text{
Text: "Hello, world!",
Size: 24,
Color: render.SkyBlue,
Shadow: render.Blue,
FontFilename: "DejaVuSans.ttf",
}
// Compute the rendered size of the text.
rect, _ := mw.ComputeTextRect(text)
for {
// Blank the window.
mw.Clear(render.White)
// Poll for events (mouse clicks, keyboard keys, etc.)
ev, err := mw.Poll()
if err != nil {
panic(err)
}
// Escape key closes the window.
if ev.Escape {
mw.Teardown()
break
}
// Get the window size.
w, h := mw.WindowSize()
// Draw the text centered in the window.
mw.DrawText(text, render.NewPoint(
(int32(w)/2)-(rect.W/2),
(int32(h)/2)-(rect.H/2),
))
mw.Present()
}
}
```
See the `examples/` directory for examples. More will come eventually,
including some WebAssembly examples.
## Project Status: Alpha
This module was written as part of my drawing-based maze game, code named
[Project: Doodle](https://www.kirsle.net/doodle). It is currently in
**alpha status** and its API may change and be cleaned up in the future.
There are a few API cleanup tasks on my to-do list for this project, but they
will come later when I have a chance to update the Project: Doodle game
accordingly:
* I want to replace all `int32` types with normal `int` -- int32 was used
initially due to SDL2 but for the Go API I want to abstract this away.
## Drawing Methods (Engine)
This package provides some _basic_ primitive drawing methods which are
implemented for SDL2 (desktops) and HTML Canvas (WebAssembly). See the
render.Engine interface. The drawing methods supported are:
* Clear(Color): blank the window and fill it with this color.
* DrawPoint(Color, Point): draw a single pixel at a coordinate.
* DrawLine(Color, A Point, B Point): draw a line between two points.
* DrawRect(Color, Rect): draw a rectangle outline between two points.
* DrawBox(Color, Rect): draw a filled rectangle between two points.
* DrawText(Text, Point): draw text at a location.
* StoreTexture(name string, image.Image): load a Go image.Image object into
the engine as a "texture" that can be re-used and pasted on the canvas.
* LoadTexture(filename string): load an image from disk into a texture.
* Copy(Texturer, src Rect, dst Rect): copy a texture onto the canvas.
## Drawing Types
This package defines a handful of types useful for drawing operations.
See the godoc for full details.
**Note:** all int32 values are to become normal ints at some point in the
future, pending refactor in my Project: Doodle game.
* Color: an RGBA color holding uint8 values for each channel.
* NewRGBA(red, green, blue, alpha uint8) to construct a new color.
* Point: holds an X,Y pair of coordinates (int32, to become int at some point)
* Rect: holds an X,Y and a W,H value (int32).
* Text: holds text and configuration for rendering (color, stroke, shadow,
size, etc.)
## Shape Generator Functions
The render package includes a few convenience functions for drawing
complex shapes.
The generator functions return a channel that yields all of the Points
that should be drawn to complete the shape. Example:
```go
var (
A Point = render.NewPoint(10, 10)
B Point = render.NewPoint(15, 20)
)
for pt := range render.IterLine(A, B) {
engine.DrawPoint(render.Red, pt)
}
```
* IterLine(A Point, B Point): draw a line from A to B.
* IterRect(A Point, B Point): iterate all the points to draw a rectangle.
* IterEllipse(A Point, B Point): draw an elipse fitting inside the
rectangle bounded by points A and B.
## License
MIT.