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main.go
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package main
import (
"fmt"
"github.com/go-gl/glfw"
"os"
)
func main() {
var err error
if err = glfw.Init(); err != nil {
fmt.Fprintf(os.Stderr, "[e] %v\n", err)
return
}
// Ensure glfw is cleanly terminated on exit.
defer glfw.Terminate()
if err = glfw.OpenWindow(256, 256, 8, 8, 8, 0, 0, 0, glfw.Windowed); err != nil {
fmt.Fprintf(os.Stderr, "[e] %v\n", err)
return
}
// Ensure window is cleanly closed on exit.
defer glfw.CloseWindow()
// Enable vertical sync on cards that support it.
glfw.SetSwapInterval(1)
// Set window title
glfw.SetWindowTitle("Simple GLFW window")
// Hook some events to demonstrate use of callbacks.
// These are not necessary if you don't need them.
glfw.SetWindowSizeCallback(onResize)
glfw.SetWindowCloseCallback(onClose)
glfw.SetMouseButtonCallback(onMouseBtn)
glfw.SetMouseWheelCallback(onMouseWheel)
glfw.SetKeyCallback(onKey)
glfw.SetCharCallback(onChar)
// Start loop
running := true
for running {
// OpenGL rendering goes here.
// Swap front and back rendering buffers. This also implicitly calls
// glfw.PollEvents(), so we have valid key/mouse/joystick states after
// this. This behavior can be disabled by calling glfw.Disable with the
// argument glfw.AutoPollEvents. You must be sure to manually call
// PollEvents() or WaitEvents() in this case.
glfw.SwapBuffers()
// Break out of loop when Escape key is pressed, or window is closed.
running = glfw.Key(glfw.KeyEsc) == 0 && glfw.WindowParam(glfw.Opened) == 1
}
}
func onResize(w, h int) {
fmt.Printf("resized: %dx%d\n", w, h)
}
func onClose() int {
fmt.Println("closed")
return 1 // return 0 to keep window open.
}
func onMouseBtn(button, state int) {
fmt.Printf("mouse button: %d, %d\n", button, state)
}
func onMouseWheel(delta int) {
fmt.Printf("mouse wheel: %d\n", delta)
}
func onKey(key, state int) {
fmt.Printf("key: %d, %d\n", key, state)
}
func onChar(key, state int) {
fmt.Printf("char: %d, %d\n", key, state)
}