Noah Petherbridge
9d436db917
IsFingerDown will be true as long as at least one finger has registered a TouchDown event but not yet a TouchUp. The calling program can check this boolean to distinguish a mouse movement from a physical mouse to a probable touch based swipe.
179 lines
3.6 KiB
Go
179 lines
3.6 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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"bytes"
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"fmt"
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"image"
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"sync"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render/event"
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"github.com/veandco/go-sdl2/sdl"
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"github.com/veandco/go-sdl2/ttf"
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"golang.org/x/image/bmp"
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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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// Private fields.
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events *event.State
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window *sdl.Window
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renderer *sdl.Renderer
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textures map[string]*Texture // cached textures
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textureMu sync.RWMutex
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// Touch screens: track which finger(s) are currently down, if one finger is
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// down then the events.IsFingerDown will be true. The calling program can
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// tell whether a MouseMove event is a mouse or a finger swipe if it happens
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// while IsFingerDown is set.
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fingersDown map[sdl.FingerID]interface{}
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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: event.NewState(),
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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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fingersDown: map[sdl.FingerID]interface{}{},
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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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// SetWindowIcon sets an icon for the SDL2 window.
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func (r *Renderer) SetWindowIcon(icon image.Image) error {
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var (
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fh = bytes.NewBuffer([]byte{}) // bitmap icon buffer
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)
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// Encode icon image to bitmap
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err := bmp.Encode(fh, icon)
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if err != nil {
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return err
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}
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// Create an SDL2 RWOps from the bitmap data in memory.
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rw, err := sdl.RWFromMem(fh.Bytes())
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if err != nil {
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return err
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}
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// Surface from RWOps
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surface, err := sdl.LoadBMPRW(rw, true)
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if err != nil {
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return err
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}
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defer surface.Free()
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// Set the app window icon.
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r.window.SetIcon(surface)
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return nil
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}
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// ShowCursor sets whether the mouse cursor should be visible.
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func (r *Renderer) ShowCursor(v bool) {
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if v {
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sdl.ShowCursor(sdl.ENABLE)
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} else {
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sdl.ShowCursor(sdl.DISABLE)
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}
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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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// Maximize the window.
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func (r *Renderer) Maximize() {
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r.window.Maximize()
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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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// Private access methods
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func (r *Renderer) GetSDL2Renderer() *sdl.Renderer {
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return r.renderer
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}
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