本文整理汇总了Golang中github.com/veandco/go-sdl2/sdl.Surface类的典型用法代码示例。如果您正苦于以下问题:Golang Surface类的具体用法?Golang Surface怎么用?Golang Surface使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Surface类的11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,您的评价将有助于系统推荐出更棒的Golang代码示例。
示例1: Render
// Render renders the intro state
func (ps *PlayState) Render(mainWindowSurface *sdl.Surface) {
ps.update()
mainWindowSurface.FillRect(nil, ps.bgColor)
ps.interludeTextEntity.Visible = ps.state.state == stateInterlude
ps.rootEntity.Render(mainWindowSurface)
}
示例2: drawCell
func (r *SDLRenderer) drawCell(window_surf, cell_surface *sdl.Surface,
x, y, w, h int32, transparent bool) error {
if cell_surface == nil {
return fmt.Errorf("unknown cell type")
}
if !transparent {
err := r.getCellImage(grid.Cell{Type: grid.Empty}).BlitScaled(nil,
window_surf, &sdl.Rect{X: x, Y: y + statusSize, W: w, H: h})
if err != nil {
return err
}
}
return cell_surface.BlitScaled(nil, window_surf, &sdl.Rect{
X: x, Y: y + statusSize, W: w, H: h})
}
示例3: run
func run() int {
var window *sdl.Window
var renderer *sdl.Renderer
var image *sdl.Surface
var texture *sdl.Texture
var src, dst sdl.Rect
var err error
window, err = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED,
winWidth, winHeight, sdl.WINDOW_SHOWN)
if err != nil {
fmt.Fprintf(os.Stderr, "Failed to create window: %s\n", err)
return 1
}
defer window.Destroy()
renderer, err = sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED)
if err != nil {
fmt.Fprintf(os.Stderr, "Failed to create renderer: %s\n", err)
return 2
}
defer renderer.Destroy()
image, err = sdl.LoadBMP(imageName)
if err != nil {
fmt.Fprintf(os.Stderr, "Failed to load BMP: %s\n", err)
return 3
}
defer image.Free()
texture, err = renderer.CreateTextureFromSurface(image)
if err != nil {
fmt.Fprintf(os.Stderr, "Failed to create texture: %s\n", err)
return 4
}
defer texture.Destroy()
src = sdl.Rect{0, 0, 512, 512}
dst = sdl.Rect{100, 50, 512, 512}
renderer.Clear()
renderer.Copy(texture, &src, &dst)
renderer.Present()
sdl.Delay(2000)
return 0
}
示例4: 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
}
示例5: main
func main() {
var window *sdl.Window
var renderer *sdl.Renderer
var image *sdl.Surface
var texture *sdl.Texture
var src, dst sdl.Rect
window = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED,
winWidth, winHeight, 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)
if renderer == nil {
fmt.Fprintf(os.Stderr, "Failed to create renderer: %s\n", sdl.GetError())
os.Exit(2)
}
image = sdl.LoadBMP(imageName)
if image == nil {
fmt.Fprintf(os.Stderr, "Failed to load BMP: %s", sdl.GetError())
os.Exit(3)
}
texture = renderer.CreateTextureFromSurface(image)
if texture == nil {
fmt.Fprintf(os.Stderr, "Failed to create texture: %s\n", sdl.GetError())
os.Exit(4)
}
src = sdl.Rect{0, 0, 512, 512}
dst = sdl.Rect{100, 50, 512, 512}
renderer.Clear()
renderer.Copy(texture, &src, &dst)
renderer.Present()
sdl.Delay(2000)
image.Free()
texture.Destroy()
renderer.Destroy()
window.Destroy()
}
示例6: TestTTF
func TestTTF(t *testing.T) {
var font *Font
var solid *sdl.Surface
var err error
if err := Init(); err != nil {
t.Errorf("Failed to initialize TTF: %s\n", err)
}
if font, err = OpenFont("../assets/test.ttf", 32); err != nil {
t.Errorf("Failed to open font: %s\n", err)
}
defer font.Close()
for i := 0; i < 10000; i++ {
if solid, err = font.RenderUTF8_Solid(randomString(t), sdl.Color{255, 0, 0, 255}); err != nil {
t.Errorf("Failed to render text: %s\n", err)
}
defer solid.Free()
}
}
示例7: CreateMenus
func CreateMenus(window *sdl.Window, surface *sdl.Surface, renderer *sdl.Renderer, controlManager *inputManager.ControlManager) inputManager.Update {
progress := float64(0)
mutex := sync.Mutex{}
dx := 4 * surface.W / 8
startRect := sdl.Rect{surface.W / 4, 4 * surface.H / 7, 0, 2 * surface.H / 7}
midBackgroundRect := sdl.Rect{surface.W / 4, 4 * surface.H / 7, dx, 2 * surface.H / 7}
backgroundRect := sdl.Rect{surface.W/4 - 5, 4*surface.H/7 - 5, dx + 10, 2*surface.H/7 + 10}
var mainMenu *Menu
go asyncMenuCreator(renderer, &mutex, &progress, &mainMenu, surface.W, surface.H, window, controlManager)
return func(state int) int {
if controlManager.Player1.BF || controlManager.Player2.BF {
controlManager.Running = false
return -1
}
mutex.Lock()
startRect.W = int32(float64(dx) * progress)
surface.FillRect(&backgroundRect, 0xffff0000)
surface.FillRect(&midBackgroundRect, 0xff000000)
surface.FillRect(&startRect, 0xffff0000)
window.UpdateSurface()
if progress == 1 {
menuInfo := MenuInfo{0, controlManager, renderer, &sdl.Rect{0, 0, surface.W, surface.H}}
inputManager.UpdateFunctions = append(inputManager.UpdateFunctions, mainMenu.Open(0, &menuInfo))
return -1
}
mutex.Unlock()
return 0
}
}
示例8: surfaceManipulate
// surfaceManipulate is an internal function that creates a new surface, gets
// metadata, and then calls a passed-in function to actually do something to it,
// e.g. horizontally flip all the pixels.
//
// Note: this only supports manipulations that leave the Surface the same
// dimensions. It could potentially be generalized to handle manipulations that
// leave the Surface with the same number of pixels.
func surfaceManipulate(src *sdl.Surface, f func(src *sdl.Surface, srcWBytes, bytesPerPixel int32, srcPx, destPx []byte)) (*sdl.Surface, error) {
pf := src.Format
pixels := src.Pixels()
bytesPP := int32(pf.BytesPerPixel)
bitsPP := int32(pf.BitsPerPixel)
newSurface, err := sdl.CreateRGBSurface(0, src.W, src.H, bitsPP, pf.Rmask, pf.Gmask, pf.Bmask, pf.Amask)
if err != nil {
return nil, err
}
pixelsDest := newSurface.Pixels()
srcWBytes := int32(src.W * bytesPP)
// Perform the manipulation
f(src, srcWBytes, bytesPP, pixels, pixelsDest)
return newSurface, nil
}
示例9: SurfaceConvertToImage
func SurfaceConvertToImage(s *sdl.Surface) (img image.Image, err error) {
switch s.Format.Format {
case sdl.PIXELFORMAT_RGBA8888, sdl.PIXELFORMAT_RGBX8888:
i := &image.RGBA{Rect: image.Rect(0, 0, int(s.W), int(s.H))}
i.Pix = s.Pixels()
img = i
case sdl.PIXELFORMAT_INDEX8:
i := image.NewRGBA(image.Rect(0, 0, int(s.W), int(s.H)))
key, err := s.GetColorKey()
if err != nil {
return nil, err
}
// fmt.Println(s.PixelNum(), len(s.Pixels()), len(i.Pix), s.W, s.H, s.Pitch, s.Format.BitsPerPixel, s.Format.BytesPerPixel, key)
l := len(s.Pixels())
var r, g, b, a uint8
for n := 0; n < l; n += 1 {
pixel := s.Pixels()[n]
if pixel == uint8(key) {
r, g, b, a = 0, 0, 0, 0
} else {
r, g, b, a = sdl.GetRGBA(uint32(pixel), s.Format)
}
p := i.PixOffset(n%int(s.Pitch), n/int(s.Pitch))
i.Pix[p], i.Pix[p+1], i.Pix[p+2], i.Pix[p+3] = r, g, b, a
}
img = i
default:
sx, err := s.ConvertFormat(sdl.PIXELFORMAT_RGBX8888, 0)
if err != nil {
return nil, err
}
i := &image.RGBA{Rect: image.Rect(0, 0, int(s.W), int(s.H))}
i.Pix = sx.Pixels()
img = i
}
return
}
示例10: LoadGraphic
// LoadGraphic loads a graphic from disk or panics trying. The image can be in
// BMP, GIF, JPEG, LBM, PCX, PNG, PNM, TGA, TIFF, WEBP, XCF, XPM, or XV format.
// The user must supply the filename of the graphic file to load, in the
// parameter filename.
//
// If the function succeeds then a variable of type Graphic will be returned
// back to the calling function. It is the programmers responsibility to
// store this in a variable of type Graphic.
//
// If the function fails it will panic and crash the program.
// The reasons for a panic are:
//
// 1. The toolbox has not been initalised
//
// 2. The filename does not exist, or is otherwise inaccessable. The specific
// reason will be contained in the panic message itself. This message will
// be prefixed with "Failed to load file: ".
//
// 3. The file could not be converted into a Graphic type. Again the specific
// reason will be contained in the panic message itself. This message will be
// prefixed with "Failed to create Graphic: "
func LoadGraphic(filename string) Graphic {
if !initialised {
// this stops execution here, so ne need for an else after the if
panic(notInitialisedMessage)
}
var err error
var image *sdl.Surface
image, err = img.Load(filename)
if err != nil {
fmt.Print("Failed to load file: ")
fmt.Println(err)
panic(err)
}
defer image.Free()
var graphic *sdl.Texture
graphic, err = renderer.CreateTextureFromSurface(image)
if err != nil {
fmt.Print("Failed to create Graphic: ")
fmt.Println(err)
panic(err)
}
return Graphic(graphic)
}
示例11: Render
// Render renders the intro state
func (is *IntroState) Render(mainWindowSurface *sdl.Surface) {
rootEntity := is.rootEntity
mainWindowSurface.FillRect(nil, is.bgColor)
rootEntity.Render(mainWindowSurface)
}