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Golang sdl.Init函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Golang中github.com/veandco/go-sdl2/sdl.Init函数的典型用法代码示例。如果您正苦于以下问题:Golang Init函数的具体用法?Golang Init怎么用?Golang Init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Init函数的20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: Init

// Initializes SDL
func (e *Engine) Init() (err error) {
	err = sdl.Init(sdl.INIT_VIDEO | sdl.INIT_AUDIO)
	if err != nil {
		return
	}

	err = mix.Init(mix.INIT_OGG)
	if err != nil {
		return
	}

	err = ttf.Init()
	if err != nil {
		return
	}

	err = mix.OpenAudio(mix.DEFAULT_FREQUENCY, mix.DEFAULT_FORMAT, mix.DEFAULT_CHANNELS, 3072)
	if err != nil {
		return
	}

	e.Window, err = sdl.CreateWindow(WinTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, WinWidth, WinHeight, sdl.WINDOW_SHOWN)
	if err != nil {
		return
	}

	e.Renderer, err = sdl.CreateRenderer(e.Window, -1, sdl.RENDERER_ACCELERATED)
	if err != nil {
		return
	}

	return
}
开发者ID:yukiisbored,项目名称:Kaori-Android,代码行数:34,代码来源:example.go


示例2: Build

/*
Build creates a Controller struct. NOTE: locks the OS thread. Make sure to call
all Controller.func from the exact same goroutine, otherwise the SDL context
may crash!
*/
func Build() (*Controller, error) {
	// MUST guarantee controller always runs in same OS thread
	runtime.LockOSThread()
	sdl.Init(sdl.INIT_EVERYTHING)
	// prepare basic Controller stuff
	c := &Controller{}
	c.renderable = makeOrdered()
	c.entities = make(map[string]interface{})
	c.keyreceivers = make(map[string][]*keyReceive)
	c.textCache = make(map[string]*sdl.Texture)
	// window
	window, err := sdl.CreateWindow("Orbiting", sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, 800, 600, sdl.WINDOW_SHOWN)
	if err != nil {
		return nil, err
	}
	c.window = window
	// create renderer (reference kept by window, no need to do it ourselves)
	renderer, err := sdl.CreateRenderer(c.window, -1, 0)
	if err != nil {
		return nil, err
	}
	// however, we DO want to keep just a single instance of the wrapper
	c.wrapped = &Renderer{renderer: renderer}
	return c, nil
}
开发者ID:xamino,项目名称:orbengine,代码行数:30,代码来源:main.go


示例3: main

func main() {
	if err := sdl.Init(sdl.INIT_AUDIO); err != nil {
		log.Println(err)
		return
	}

	if err := mix.Init(mix.INIT_MP3); err != nil {
		log.Println(err)
		return
	}
	defer sdl.Quit()
	defer mix.Quit()
	defer mix.CloseAudio()

	if err := mix.OpenAudio(22050, mix.DEFAULT_FORMAT, 2, 4096); err != nil {
		log.Println(err)
		return
	}

	if music, err := mix.LoadMUS("test.mp3"); err != nil {
		log.Println(err)
	} else if err = music.Play(1); err != nil {
		log.Println(err)
	} else {
		sdl.Delay(5000)
		music.Free()
	}
}
开发者ID:4gophers,项目名称:go-sdl2,代码行数:28,代码来源:audio_mp3.go


示例4: start

func start() {
	if sdl.Init(sdl.INIT_AUDIO) < 0 {
		fmt.Fprintf(os.Stderr, "Failed to init:", sdl.GetError())
		os.Exit(1)
	}

	window = sdl.CreateWindow("test", sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED,
		int(W), int(H), sdl.WINDOW_SHOWN)
	if window == nil {
		fmt.Fprintf(os.Stderr, "Failed to create window: %s\n", sdl.GetError())
		os.Exit(1)
	}

	renderer = sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED|sdl.RENDERER_PRESENTVSYNC)
	if renderer == nil {
		fmt.Fprintf(os.Stderr, "Failed to create renderer: %s\n", sdl.GetError())
		os.Exit(1)
	}

	mix.SetSoundFonts("resources/")
	if !mix.OpenAudio(44100, mix.DEFAULT_FORMAT, 2, 2048) {
		fmt.Fprintf(os.Stderr, "Failed to open audio:%s\n", sdl.GetError())
		os.Exit(1)
	}

}
开发者ID:EvanTheB,项目名称:SDLGame,代码行数:26,代码来源:21sound.go


示例5: Run

func (dmg *DMG) Run(file string, width, height int) {
	sdl.Init(sdl.INIT_VIDEO)
	defer sdl.Quit()

	dmg.init(file, width, height)
	dmg.exec()
}
开发者ID:jlukacs,项目名称:gameboy,代码行数:7,代码来源:DMG.go


示例6: Init

func Init() error {
	// This is needed to make sure that we are always running the graphics code in the same OS thread as it is initialized in.
	runtime.LockOSThread()
	if runtime.GOMAXPROCS(-1) == 1 {
		runtime.GOMAXPROCS(2)
	}
	return sdl.Init(sdl.INIT_EVERYTHING)
}
开发者ID:Oralordos,项目名称:Game-Programming-Project,代码行数:8,代码来源:window.go


示例7: OpenDisplay

func OpenDisplay(width uint32, height uint32) (*Display, error) {
	display := Display{}

	sdl.Init(sdl.INIT_EVERYTHING)
	window, err := sdl.CreateWindow("test", sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, int(width), int(height), sdl.WINDOW_SHOWN)
	if err != nil {
		return nil, err
	}
	display.window = window

	return &display, nil
}
开发者ID:sparkymat,项目名称:deimos,代码行数:12,代码来源:raw.go


示例8: NewAdaptor

// NewAdaptor returns a new Joystick Adaptor.
func NewAdaptor() *Adaptor {
	return &Adaptor{
		name: "Joystick",
		connect: func(j *Adaptor) (err error) {
			sdl.Init(sdl.INIT_JOYSTICK)
			if sdl.NumJoysticks() > 0 {
				j.joystick = sdl.JoystickOpen(0)
				return
			}
			return errors.New("No joystick available")
		},
	}
}
开发者ID:hybridgroup,项目名称:gobot,代码行数:14,代码来源:joystick_adaptor.go


示例9: NewJoystickAdaptor

// NewJoystickAdaptor returns a new JoystickAdaptor with specified name.
func NewJoystickAdaptor(name string) *JoystickAdaptor {
	return &JoystickAdaptor{
		name: name,
		connect: func(j *JoystickAdaptor) (err error) {
			sdl.Init(sdl.INIT_JOYSTICK)
			if sdl.NumJoysticks() > 0 {
				j.joystick = sdl.JoystickOpen(0)
				return
			}
			return errors.New("No joystick available")
		},
	}
}
开发者ID:nathany,项目名称:gobot,代码行数:14,代码来源:joystick_adaptor.go


示例10: main

func main() {
	var winTitle string = "Go-SDL2 + Go-GL"
	var winWidth, winHeight int = 800, 600
	var window *sdl.Window
	var context sdl.GLContext
	var event sdl.Event
	var running bool
	var err error

	if err = sdl.Init(sdl.INIT_EVERYTHING); err != nil {
		panic(err)
	}
	defer sdl.Quit()

	if err = gl.Init(); err != nil {
		panic(err)
	}

	window, err = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED,
		winWidth, winHeight, sdl.WINDOW_OPENGL)
	if err != nil {
		panic(err)
	}
	defer window.Destroy()
	context, err = sdl.GL_CreateContext(window)
	if err != nil {
		panic(err)
	}
	defer sdl.GL_DeleteContext(context)

	gl.Enable(gl.DEPTH_TEST)
	gl.ClearColor(0.2, 0.2, 0.3, 1.0)
	gl.ClearDepth(1)
	gl.DepthFunc(gl.LEQUAL)
	gl.Viewport(0, 0, int32(winWidth), int32(winHeight))

	running = true
	for running {
		for event = sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
			switch t := event.(type) {
			case *sdl.QuitEvent:
				running = false
			case *sdl.MouseMotionEvent:
				fmt.Printf("[%d ms] MouseMotion\tid:%d\tx:%d\ty:%d\txrel:%d\tyrel:%d\n", t.Timestamp, t.Which, t.X, t.Y, t.XRel, t.YRel)
			}
		}
		drawgl()
		sdl.GL_SwapWindow(window)
	}
}
开发者ID:emlai,项目名称:go-sdl2,代码行数:50,代码来源:opengl.go


示例11: initSDL

func initSDL() *sdl.Window {
	sdl.Init(sdl.INIT_EVERYTHING)

	window, err := sdl.CreateWindow("Game of Life",
		sdl.WINDOWPOS_UNDEFINED,
		sdl.WINDOWPOS_UNDEFINED,
		1280, 720,
		sdl.WINDOW_OPENGL)
	if err != nil {
		panic(err)
	}

	return window
}
开发者ID:FSX,项目名称:nanovg,代码行数:14,代码来源:window.go


示例12: Init

func (engine *GameEngine) Init(name string) {
	sdl.Init(sdl.INIT_EVERYTHING)
	ttf.Init()

	engine.window = sdl.CreateWindow(name, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, 800, 600, sdl.WINDOW_SHOWN)
	engine.renderer = sdl.CreateRenderer(engine.window, -1, sdl.RENDERER_ACCELERATED|sdl.RENDERER_PRESENTVSYNC)
	engine.Input = &InputHandler{}
	engine.Assets = &AssetsManager{}

	engine.Input.Init()
	engine.Assets.Init(engine)

	engine.Running = true
	engine.states = NewStack()
}
开发者ID:kageurufu,项目名称:platformr,代码行数:15,代码来源:engine.go


示例13: run

func run() int {
	var window *sdl.Window
	var font *ttf.Font
	var surface *sdl.Surface
	var solid *sdl.Surface
	var err error

	sdl.Init(sdl.INIT_VIDEO)

	if err := ttf.Init(); err != nil {
		fmt.Fprintf(os.Stderr, "Failed to initialize TTF: %s\n", err)
		return 1
	}

	if window, err = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, winWidth, winHeight, sdl.WINDOW_SHOWN); err != nil {
		fmt.Fprintf(os.Stderr, "Failed to create window: %s\n", err)
		return 2
	}
	defer window.Destroy()

	if font, err = ttf.OpenFont("../../assets/test.ttf", 32); err != nil {
		fmt.Fprint(os.Stderr, "Failed to open font: %s\n", err)
		return 4
	}
	defer font.Close()

	if solid, err = font.RenderUTF8_Solid("Hello, World!", sdl.Color{255, 0, 0, 255}); err != nil {
		fmt.Fprint(os.Stderr, "Failed to render text: %s\n", err)
		return 5
	}
	defer solid.Free()

	if surface, err = window.GetSurface(); err != nil {
		fmt.Fprint(os.Stderr, "Failed to get window surface: %s\n", err)
		return 6
	}

	if err = solid.Blit(nil, surface, nil); err != nil {
		fmt.Fprint(os.Stderr, "Failed to put text on window surface: %s\n", err)
		return 7
	}

	// Show the pixels for a while
	window.UpdateSurface()
	sdl.Delay(3000)

	return 0
}
开发者ID:veandco,项目名称:go-sdl2,代码行数:48,代码来源:text.go


示例14: sdlInit

func sdlInit() {

	sdl.Init(sdl.INIT_EVERYTHING)

	// init the image subsystem
	imgFlags := img.INIT_PNG | img.INIT_JPG

	if imgFlags != img.Init(imgFlags) {
		panic(fmt.Sprintf("Error initializing img: %v\n", img.GetError()))
	}

	// init the TTF subsystem
	if err := ttf.Init(); err != nil {
		panic(fmt.Sprintf("Error initializing ttf: %v\n", err))
	}
}
开发者ID:beejjorgensen,项目名称:eggdrop,代码行数:16,代码来源:main.go


示例15: main

func main() {

	if len(os.Args) < 2 {
		fmt.Println("usage: emuChip8 <game>")
		os.Exit(1)
	}

	sdl.Init(sdl.INIT_EVERYTHING)
	window, err := sdl.CreateWindow("Chip8", sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED,
		WIN_WIDTH, WIN_HEIGHT, sdl.WINDOW_SHOWN)

	if err != nil {
		panic(err)
	}
	defer window.Destroy()

	surface, err := window.GetSurface()
	if err != nil {
		panic(err)
	}

	chip := new(Chip8)
	chip.surface = surface
	chip.init()
	chip.loadGame(os.Args[1])

	chip.quit = false
	for !chip.quit {

		if err := chip.emulateCycle(); err != nil {
			fmt.Println(err)
		}

		if chip.drawFlag {
			chip.drawGraphics()
			window.UpdateSurface()
			chip.drawFlag = false
		}

		chip.setKeys()
		sdl.Delay(1)

	}

	chip.cleanup()

}
开发者ID:PeBraz,项目名称:Chip.emul8ter,代码行数:47,代码来源:chip8.go


示例16: Init

// Init is used for a starting procedure of the game which will do things
// such as creating the SDL Window, creating the SDL Renderer, Start the Scene, etc.
func Init(title string, x, y, width, height int, fullscreen bool) {
	var flags uint32

	if fullscreen {
		flags = sdl.WINDOW_FULLSCREEN
	}

	err := sdl.Init(sdl.INIT_EVERYTHING)

	if err != nil {
		log.Fatalln("Game // Error whie initialising SDL")
		log.Panic(err)
	}

	log.Println("Game // SDL Initialised")

	win, err := sdl.CreateWindow(title, x, y, width, height, flags)

	if err != nil {
		log.Fatalln("Game // Error while creating window")
		log.Panic(err)
	}

	log.Println("Game // Created Window")

	ren, err := sdl.CreateRenderer(win, -1, 0)

	if err != nil {
		log.Fatalln("Game // Error while creating renderer")
		log.Panic(err)
	}

	ren.SetDrawColor(255, 255, 255, 255)

	log.Println("Game // Created Renderer")

	log.Println("Game // Init Success")

	window = win
	renderer = ren

	input.InitJoystick()

	running = true

	currentScene.Enter()
}
开发者ID:yukiisbored,项目名称:Kaori,代码行数:49,代码来源:game.go


示例17: init

func (d *Display) init() (err error) {
	err = sdl.Init(sdl.INIT_VIDEO)
	if err != nil {
		return err
	}

	d.window, err = sdl.CreateWindow("anna", sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, 1400, 500, sdl.WINDOW_SHOWN)
	if err != nil {
		return err
	}

	d.renderer, err = sdl.CreateRenderer(d.window, -1, sdl.RENDERER_ACCELERATED)
	if err != nil {
		return err
	}

	return nil
}
开发者ID:kierdavis,项目名称:anna,代码行数:18,代码来源:display.go


示例18: main

func main() {
	if err := sdl.Init(sdl.INIT_AUDIO); err != nil {
		log.Println(err)
		return
	}
	defer sdl.Quit()

	spec := &sdl.AudioSpec{
		Freq:     sampleHz,
		Format:   sdl.AUDIO_U8,
		Channels: 2,
		Samples:  sampleHz,
		Callback: sdl.AudioCallback(C.SineWave),
	}
	sdl.OpenAudio(spec, nil)
	sdl.PauseAudio(false)
	time.Sleep(1 * time.Second)
}
开发者ID:emlai,项目名称:go-sdl2,代码行数:18,代码来源:audio.go


示例19: main

// The programs main function
func main() {
	// ---- This is the start of Owen's graphics setup code ----

	// First we have to initalise the SDL library, before we can use it
	sdl.Init(sdl.INIT_EVERYTHING)
	// defer is a go keyword and a special feature.
	// This means that go will automatically call the function sdl.Quit() before
	// the program exits for us. We don't have to remember to put this at the end!
	defer sdl.Quit()

	// if you want to change these try 800 for the width and 600 for the height
	windowWidth = 1024
	windowHeight = 768

	// Now we have to create the window we want to use.
	// We need to tell the SDL library how big to make the window of the correct
	// size - that's what the bit in the brackets does
	window = createWindow(windowWidth, windowHeight)
	// automatically destroy the window when the program finishes
	defer window.Destroy()
	// Now we have a window we need to create a renderer so we can draw into
	// it. In this case we want to use the first graphics card that supports faster
	// drawing
	renderer = createRenderer(window)
	// automatically destroy the renderer when the program exits.
	defer renderer.Destroy()

	// Set a black i.e. RGBA (0,0,0,0) background colour and clear the window
	renderer.SetDrawColor(0, 0, 0, 0)
	renderer.Clear()
	// ---- This is the end of Owen's graphics setup code ----

	// defer any cleanup actions
	defer cleanup()
	// initialise the games variables.
	initialise()
	// render everything initially so that we can see the game before it starts
	render()
	// now start the main game loop of the game.
	gameMainLoop()
}
开发者ID:gophercoders,项目名称:pong,代码行数:42,代码来源:pong.go


示例20: GetJs

func GetJs() (*sdl.Joystick, error) {
	sdl.Init(sdl.INIT_JOYSTICK)
	numJs := sdl.NumJoysticks()
	if numJs == 0 {
		return nil, errors.New("Joystick missing.")
	}

	jsIdx := -1
	for i := 0; i < numJs; i++ {
		if sdl.JoystickNameForIndex(i) == "T.Flight Hotas X" {
			jsIdx = i
			break
		}
	}

	if jsIdx == -1 {
		return nil, errors.New("Unsuported joystick!")
	}

	return sdl.JoystickOpen(jsIdx), nil
}
开发者ID:vjeko,项目名称:godrone,代码行数:21,代码来源:joystick.go



注:本文中的github.com/veandco/go-sdl2/sdl.Init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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