本文整理汇总了Golang中golang.org/x/mobile/exp/app/debug.NewFPS函数的典型用法代码示例。如果您正苦于以下问题:Golang NewFPS函数的具体用法?Golang NewFPS怎么用?Golang NewFPS使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了NewFPS函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Golang代码示例。
示例1: onStart
func onStart(glctx gl.Context, u *uistate.UIState) {
flag.Set("v23.credentials", "/sdcard/credentials")
vlog.Log.Configure(vlog.OverridePriorConfiguration(true), vlog.LogToStderr(true))
vlog.Log.Configure(vlog.OverridePriorConfiguration(true), vlog.Level(0))
ctx, shutdown := v23.Init()
u.Shutdown = shutdown
u.Ctx = ctx
u.Service = syncbase.NewService(util.MountPoint + "/croupier/" + util.SBName)
namespace := v23.GetNamespace(u.Ctx)
allAccess := access.AccessList{In: []security.BlessingPattern{"..."}}
permissions := access.Permissions{
"Admin": allAccess,
"Write": allAccess,
"Read": allAccess,
"Resolve": allAccess,
"Debug": allAccess,
}
namespace.SetPermissions(u.Ctx, util.MountPoint, permissions, "")
namespace.SetPermissions(u.Ctx, util.MountPoint+"/croupier", permissions, "")
u.Service.SetPermissions(u.Ctx, permissions, "")
u.Images = glutil.NewImages(glctx)
fps = debug.NewFPS(u.Images)
u.Eng = glsprite.Engine(u.Images)
u.Texs = texture.LoadTextures(u.Eng)
u.CurTable = table.InitializeGame(u.NumPlayers, u.Texs)
sound.InitPlayers(u)
sync.CreateTables(u)
// Create watch stream to update game state based on Syncbase updates
go sync.UpdateSettings(u)
}
开发者ID:vanadium,项目名称:croupier,代码行数:30,代码来源:main.go
示例2: onStart
func onStart(glctx gl.Context) {
var err error
program, err = glutil.CreateProgram(glctx, vertexShader, fragmentShader)
if err != nil {
log.Printf("[ERR] Failed creating GL program: %v", err)
return
}
buf = glctx.CreateBuffer()
glctx.BindBuffer(gl.ARRAY_BUFFER, buf)
glctx.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW)
position = glctx.GetAttribLocation(program, "position")
color = glctx.GetUniformLocation(program, "color")
offset = glctx.GetUniformLocation(program, "offset")
images = glutil.NewImages(glctx)
fps = debug.NewFPS(images)
statusFont, statusFace, err = exfont.LoadAsset("Tuffy.ttf", statusFaceOpt)
if err != nil {
log.Printf("[ERR] Failed to load status font: %v", err)
}
statusPainter = rexdemo.NewStatusPainter(demo, statusFont, _color.White, images)
}
开发者ID:bmatsuo,项目名称:rex,代码行数:25,代码来源:main.go
示例3: onStart
func onStart(glctx gl.Context) {
var err error
program, err = glutil.CreateProgram(glctx, vertexShader, fragmentShader)
if err != nil {
log.Printf("[ERR] Failed creating GL program: %v", err)
return
}
buf = glctx.CreateBuffer()
glctx.BindBuffer(gl.ARRAY_BUFFER, buf)
glctx.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW)
position = glctx.GetAttribLocation(program, "position")
color = glctx.GetUniformLocation(program, "color")
offset = glctx.GetUniformLocation(program, "offset")
images = glutil.NewImages(glctx)
fps = debug.NewFPS(images)
statusFont, statusFace, err = exfont.LoadAsset("Tuffy.ttf", statusFaceOpt)
if err != nil {
log.Printf("[ERR] Failed to load status font: %v", err)
}
statusPainter = rexdemo.NewStatusPainter(demo, statusFont, statusBG, images)
ifaces, err := net.Interfaces()
if err != nil {
log.Printf("[ERR] Failed to retreived interfaces")
} else {
log.Printf("[DEBUG] %d network interfaces", len(ifaces))
for _, iface := range ifaces {
log.Printf("[DEBUG] IFACE %d %s", iface.Index, iface.Name)
}
}
}
开发者ID:gophergala2016,项目名称:rex,代码行数:35,代码来源:main.go
示例4: NewGLDebug
func NewGLDebug(ctx gl.Context) *GLDebug {
if ctx == nil {
return nil
}
images := glutil.NewImages(ctx)
return &GLDebug{
ctx: ctx,
images: images,
fps: debug.NewFPS(images),
}
}
开发者ID:asimshankar,项目名称:triangles,代码行数:11,代码来源:gldebug.go
示例5: Initialize
func (self *GLPeer) Initialize(in_glctx gl.Context) {
LogDebug("IN")
self.glctx = in_glctx
// transparency of png
self.glctx.Enable(gl.BLEND)
self.glctx.BlendEquation(gl.FUNC_ADD)
self.glctx.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
self.images = glutil.NewImages(in_glctx)
self.fps = debug.NewFPS(self.images)
self.initEng()
LogDebug("OUT")
}
开发者ID:sassy,项目名称:gomo-simra,代码行数:13,代码来源:peer.go
示例6: onPaint
func onPaint(sz size.Event) {
if scene == nil {
images = glutil.NewImages()
fps = debug.NewFPS(images)
eng = glsprite.Engine(images)
loadScene()
}
gl.ClearColor(1, 1, 1, 1)
gl.Clear(gl.COLOR_BUFFER_BIT)
now := clock.Time(time.Since(startTime) * 60 / time.Second)
eng.Render(scene, now, sz)
fps.Draw(sz)
}
开发者ID:samanalysis,项目名称:mobile,代码行数:13,代码来源:main.go
示例7: onStart
func onStart(glctx gl.Context) {
var err error
program, err = glutil.CreateProgram(glctx, vertexShader, fragmentShader)
if err != nil {
log.Printf("error creating GL program: %v", err)
return
}
buf = glctx.CreateBuffer()
glctx.BindBuffer(gl.ARRAY_BUFFER, buf)
glctx.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW)
position = glctx.GetAttribLocation(program, "position")
color = glctx.GetUniformLocation(program, "color")
offset = glctx.GetUniformLocation(program, "offset")
images = glutil.NewImages(glctx)
fps = debug.NewFPS(images)
}
开发者ID:lomoalbert,项目名称:gomobileapp,代码行数:16,代码来源:main.go
示例8: onStart
func onStart(glctx gl.Context) {
var err error
program, err = glutil.CreateProgram(glctx, vertexShader, fragmentShader)
if err != nil {
log.Printf("error creating GL program: %v", err)
return
}
glctx.Enable(gl.DEPTH_TEST)
triBuf = glctx.CreateBuffer()
glctx.BindBuffer(gl.ARRAY_BUFFER, triBuf)
glctx.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW)
position = glctx.GetAttribLocation(program, "vPos")
color = glctx.GetAttribLocation(program, "vCol")
normals = glctx.GetAttribLocation(program, "vNorm")
projection = glctx.GetUniformLocation(program, "proj")
view = glctx.GetUniformLocation(program, "view")
model = glctx.GetUniformLocation(program, "model")
tint = glctx.GetUniformLocation(program, "tint")
normalMatrix = glctx.GetUniformLocation(program, "normalMatrix")
lightIntensity = glctx.GetUniformLocation(program, "light.intensities")
lightPos = glctx.GetUniformLocation(program, "light.position")
arcball = NewArcBall(mgl32.Vec3{0, 0, 0}, mgl32.Vec3{0, 10, 10}, mgl32.Vec3{0, 1, 0})
white = mgl32.Vec4{1.0, 1.0, 1.0, 1.0}
red = mgl32.Vec4{1.0, 0.0, 0.0, 1.0}
lastUpdate = time.Now()
images = glutil.NewImages(glctx)
fps = debug.NewFPS(images)
err = al.OpenDevice()
if err != nil {
log.Printf("Err: %+v", err)
}
al.SetListenerPosition(al.Vector{0, 0, 0})
al.SetListenerGain(1.0)
piano = NewPiano()
}
开发者ID:rakyll,项目名称:GCSolutions,代码行数:44,代码来源:main.go
示例9: onStart
func onStart(glctx gl.Context) {
var err error
program, err = glutil.CreateProgram(glctx, vertexShader, fragmentShader)
if err != nil {
log.Printf("error creating GL program: %v", err)
return
}
triangleData = genCircleTriangles(0.0, 0.0, 0.5)
buf = glctx.CreateBuffer()
position = glctx.GetAttribLocation(program, "position")
color = glctx.GetUniformLocation(program, "color")
offset = glctx.GetUniformLocation(program, "offset")
images = glutil.NewImages(glctx)
fps = debug.NewFPS(images)
}
开发者ID:richiebful,项目名称:ptime,代码行数:19,代码来源:.main.go
示例10: appStart
func appStart(glctx gl.Context) {
println("Starting")
program, err = glutil.CreateProgram(glctx, vertexShader, fragmentShader)
if err != nil {
panic("error creating GL program: " + err.Error())
return
}
buf = glctx.CreateBuffer()
glctx.BindBuffer(gl.ARRAY_BUFFER, buf)
glctx.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW)
position = glctx.GetAttribLocation(program, "position")
color = glctx.GetUniformLocation(program, "color")
offset = glctx.GetUniformLocation(program, "offset")
images = glutil.NewImages(glctx)
fps = debug.NewFPS(images)
SetScene(currentScene.Name)
}
开发者ID:pyros2097,项目名称:spike,代码行数:20,代码来源:spike.go
示例11: Start
func (e *engine) Start(glctx gl.Context) error {
e.glctx = glctx
e.shaders = loader.ShaderLoader(glctx)
e.textures = loader.TextureLoader(glctx)
err := e.world.Start(WorldContext{
Bindings: e.bindings,
Shaders: e.shaders,
Textures: e.textures,
})
if err != nil {
return err
}
e.camera.MoveTo(e.followOffset)
e.camera.RotateTo(e.world.Focus().Position())
// Toggle keys
e.bindings.On(control.KeyPause, func(_ control.KeyBinding) {
e.paused = !e.paused
log.Println("Paused:", e.paused)
if e.gameover {
e.gameover = false
e.world.Reset()
}
})
e.bindings.On(control.KeyCameraFollow, func(_ control.KeyBinding) {
e.following = !e.following
log.Println("Following:", e.following)
})
e.started = time.Now()
e.lastTick = e.started
e.images = glutil.NewImages(glctx)
e.fps = debug.NewFPS(e.images)
log.Println("Starting: ", e.world.String())
return nil
}
开发者ID:shazow,项目名称:go-gameblocks,代码行数:41,代码来源:engine.go
示例12: startDebugLayer
func startDebugLayer(glctx gl.Context) debugLayer {
layer := debugLayer{}
layer.images = glutil.NewImages(glctx)
layer.fps = debug.NewFPS(layer.images)
return layer
}
开发者ID:xnattack,项目名称:GCSolutions,代码行数:6,代码来源:debug.go
示例13: onStart
func onStart(glctx gl.Context) {
images = glutil.NewImages(glctx)
fps = debug.NewFPS(images)
loadScene(sceneId)
}
开发者ID:pankona,项目名称:gomobile_sprite_test,代码行数:5,代码来源:main.go
示例14: onStart
func onStart(glctx gl.Context) {
images = glutil.NewImages(glctx)
fps = debug.NewFPS(images)
eng = glsprite.Engine(images)
loadScene()
}
开发者ID:arnold8,项目名称:mobile,代码行数:6,代码来源:main.go
示例15: runLoop
func runLoop(defaultScene Scene, headless bool) {
c := make(chan os.Signal, 1)
signal.Notify(c, os.Interrupt)
signal.Notify(c, syscall.SIGTERM)
go func() {
<-c
closeEvent()
}()
app.Main(func(a app.App) {
var (
images *glutil.Images
fps *debug.FPS
)
for e := range a.Events() {
switch e := a.Filter(e).(type) {
case lifecycle.Event:
switch e.Crosses(lifecycle.StageVisible) {
case lifecycle.CrossOn:
Gl = gl.NewContext(e.DrawContext)
RunPreparation(defaultScene)
images = glutil.NewImages(e.DrawContext.(mobilegl.Context))
fps = debug.NewFPS(images)
// Let the device know we want to start painting :-)
a.Send(paint.Event{})
case lifecycle.CrossOff:
closeEvent()
}
case size.Event:
sz = e
windowWidth = float32(sz.WidthPx)
windowHeight = float32(sz.HeightPx)
Gl.Viewport(0, 0, sz.WidthPx, sz.HeightPx)
case paint.Event:
if e.External {
// As we are actively painting as fast as
// we can (usually 60 FPS), skip any paint
// events sent by the system.
continue
}
RunIteration()
if closeGame {
break
}
fps.Draw(sz)
// Reset mouse if needed
if Mouse.Action == RELEASE {
Mouse.Action = NEUTRAL
}
a.Publish() // same as SwapBuffers
// Drive the animation by preparing to paint the next frame
// after this one is shown. - FPS is ignored here!
a.Send(paint.Event{})
case touch.Event:
Mouse.X = e.X
Mouse.Y = e.Y
switch e.Type {
case touch.TypeBegin:
Mouse.Action = PRESS
case touch.TypeMove:
Mouse.Action = MOVE
case touch.TypeEnd:
Mouse.Action = RELEASE
}
}
}
})
}
开发者ID:matiwinnetou,项目名称:engi,代码行数:77,代码来源:engo_mobile.go
注:本文中的golang.org/x/mobile/exp/app/debug.NewFPS函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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