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https://github.com/zserge/fenster.git
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add Go bindings
This commit is contained in:
235
example.c
235
example.c
@ -1,235 +0,0 @@
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#include "fenster.h"
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#define W 320
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#define H 240
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/* ============================================================
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* A very minimal example of a Fenster app:
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* - Opens a window
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* - Starts a loop
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* - Changes pixel colours based on some "shader" formula
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* - Sleeps if needed to maintain a frame rate of 60 FPS
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* - Closes a window
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* ============================================================ */
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static int demo_minimal_framebuffer() {
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uint32_t buf[W * H];
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struct fenster f = {
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.title = "hello",
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.width = W,
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.height = H,
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.buf = buf,
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};
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fenster_open(&f);
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uint32_t t = 0;
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int64_t now = fenster_time();
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while (fenster_loop(&f) == 0) {
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t++;
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for (int i = 0; i < 320; i++) {
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for (int j = 0; j < 240; j++) {
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/* White noise: */
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/* fenster_pixel(&f, i, j) = (rand() << 16) ^ (rand() << 8) ^ rand(); */
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/* Colourful and moving: */
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/* fenster_pixel(&f, i, j) = i * j * t; */
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/* Munching squares: */
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fenster_pixel(&f, i, j) = i ^ j ^ t;
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}
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}
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int64_t time = fenster_time();
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if (time - now < 1000 / 60) {
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fenster_sleep(time - now);
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}
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now = time;
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}
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fenster_close(&f);
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return 0;
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}
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/* ============================================================
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* An example of using raster graphics with Fenster
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* - Line: https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm
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* - Circle: https://en.wikipedia.org/wiki/Midpoint_circle_algorithm
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* - Rectangle: well, it's obvious
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* - Flood fill: very inefficient, using recursion
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* - Text: small 5x3 bitmap font is used to render glyps
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* ============================================================ */
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static void fenster_line(struct fenster *f, int x0, int y0, int x1, int y1,
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uint32_t c) {
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int dx = abs(x1 - x0), sx = x0 < x1 ? 1 : -1;
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int dy = abs(y1 - y0), sy = y0 < y1 ? 1 : -1;
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int err = (dx > dy ? dx : -dy) / 2, e2;
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for (;;) {
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fenster_pixel(f, x0, y0) = c;
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if (x0 == x1 && y0 == y1) {
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break;
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}
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e2 = err;
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if (e2 > -dx) {
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err -= dy;
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x0 += sx;
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}
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if (e2 < dy) {
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err += dx;
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y0 += sy;
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}
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}
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}
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static void fenster_rect(struct fenster *f, int x, int y, int w, int h,
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uint32_t c) {
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for (int row = 0; row < h; row++) {
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for (int col = 0; col < w; col++) {
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fenster_pixel(f, x + col, y + row) = c;
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}
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}
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}
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static void fenster_circle(struct fenster *f, int x, int y, int r, uint32_t c) {
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for (int dy = -r; dy <= r; dy++) {
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for (int dx = -r; dx <= r; dx++) {
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if (dx * dx + dy * dy <= r * r) {
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fenster_pixel(f, x + dx, y + dy) = c;
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}
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}
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}
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}
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static void fenster_fill(struct fenster *f, int x, int y, uint32_t old,
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uint32_t c) {
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if (x < 0 || y < 0 || x >= f->width || y >= f->height) {
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return;
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}
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if (fenster_pixel(f, x, y) == old) {
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fenster_pixel(f, x, y) = c;
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fenster_fill(f, x - 1, y, old, c);
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fenster_fill(f, x + 1, y, old, c);
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fenster_fill(f, x, y - 1, old, c);
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fenster_fill(f, x, y + 1, old, c);
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}
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}
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// clang-format off
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static uint16_t font5x3[] = {0x0000,0x2092,0x002d,0x5f7d,0x279e,0x52a5,0x7ad6,0x0012,0x4494,0x1491,0x017a,0x05d0,0x1400,0x01c0,0x0400,0x12a4,0x2b6a,0x749a,0x752a,0x38a3,0x4f4a,0x38cf,0x3bce,0x12a7,0x3aae,0x49ae,0x0410,0x1410,0x4454,0x0e38,0x1511,0x10e3,0x73ee,0x5f7a,0x3beb,0x624e,0x3b6b,0x73cf,0x13cf,0x6b4e,0x5bed,0x7497,0x2b27,0x5add,0x7249,0x5b7d,0x5b6b,0x3b6e,0x12eb,0x4f6b,0x5aeb,0x388e,0x2497,0x6b6d,0x256d,0x5f6d,0x5aad,0x24ad,0x72a7,0x6496,0x4889,0x3493,0x002a,0xf000,0x0011,0x6b98,0x3b79,0x7270,0x7b74,0x6750,0x95d6,0xb9ee,0x5b59,0x6410,0xb482,0x56e8,0x6492,0x5be8,0x5b58,0x3b70,0x976a,0xcd6a,0x1370,0x38f0,0x64ba,0x3b68,0x2568,0x5f68,0x54a8,0xb9ad,0x73b8,0x64d6,0x2492,0x3593,0x03e0};
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// clang-format on
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static void fenster_text(struct fenster *f, int x, int y, char *s, int scale,
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uint32_t c) {
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while (*s) {
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char chr = *s++;
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if (chr > 32) {
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uint16_t bmp = font5x3[chr - 32];
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for (int dy = 0; dy < 5; dy++) {
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for (int dx = 0; dx < 3; dx++) {
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if (bmp >> (dy * 3 + dx) & 1) {
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fenster_rect(f, x + dx * scale, y + dy * scale, scale, scale, c);
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}
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}
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}
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}
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x = x + 4 * scale;
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}
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}
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static int demo_raster_graphics() {
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uint32_t buf[W * H];
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struct fenster f = {
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.title = "hello",
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.width = W,
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.height = H,
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.buf = buf,
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};
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fenster_open(&f);
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uint32_t t = 0;
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int64_t now = fenster_time();
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while (fenster_loop(&f) == 0) {
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t++;
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fenster_rect(&f, 0, 0, W, H, 0x00333333);
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fenster_rect(&f, W / 4, H / 2, W / 2, H / 3, 0x00ff0000);
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fenster_rect(&f, W / 2, H / 2 + H / 12, W / 6, H / 3 - H / 12, 0x00ffffff);
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fenster_circle(&f, W / 2 - W / 8, H / 2 + H / 6, W / 20, 0x00ffffff);
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fenster_line(&f, W / 4 - 25, H / 2, W / 2, H / 4, 0x0000ffff);
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fenster_line(&f, W - W / 4 + 25, H / 2, W / 2, H / 4, 0x0000ffff);
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fenster_line(&f, W - W / 4 + 25, H / 2, W / 4 - 25, H / 2, 0x0000ffff);
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fenster_fill(&f, W / 2, H / 3, 0x00333333, 0x00ff00ff);
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fenster_text(&f, 10, 10, "House", 8, 0x00ffffff);
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int64_t time = fenster_time();
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if (time - now < 1000 / 60)
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fenster_sleep(time - now);
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now = time;
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}
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fenster_close(&f);
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return 0;
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}
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/* ============================================================
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* Another small example demostrating keymaps/keycodes:
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* - On all platforms keys usually correspond to upper-case ASCII
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* - Enter code is 10, Tab is 9, Backspace is 8, Escape is 27
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* - Delete is 127, Space is 32
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* - Modifiers are: Ctrl=1, Shift=2, Ctrl+Shift=3
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*
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* This demo prints currently pressed keys with modifiers.
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* ============================================================ */
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static int demo_keys() {
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uint32_t buf[W * H] = {0};
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struct fenster f = {
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.title = "Press any key...",
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.width = W,
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.height = H,
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.buf = buf,
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};
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fenster_open(&f);
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int64_t now = fenster_time();
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while (fenster_loop(&f) == 0) {
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int has_keys = 0;
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char s[32];
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char *p = s;
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for (int i = 0; i < 128; i++) {
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if (f.keys[i]) {
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has_keys = 1;
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*p++ = i;
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}
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}
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*p = '\0';
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fenster_rect(&f, 8, 8, W, 100, 0);
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fenster_text(&f, 8, 8, s, 4, 0xffffff);
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if (has_keys) {
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if (f.mod & 1) {
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fenster_text(&f, 8, 40, "Ctrl", 4, 0xffffff);
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}
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if (f.mod & 2) {
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fenster_text(&f, 8, 80, "Shift", 4, 0xffffff);
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}
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}
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if (f.keys[27]) {
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break;
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}
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int64_t time = fenster_time();
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if (time - now < 1000 / 60) {
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fenster_sleep(time - now);
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}
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now = time;
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}
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fenster_close(&f);
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return 0;
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}
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static int run() {
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(void)demo_minimal_framebuffer;
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(void)demo_raster_graphics;
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(void)demo_keys;
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/*return demo_minimal_framebuffer();*/
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return demo_raster_graphics();
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/*return demo_keys();*/
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}
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#if defined(_WIN32)
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int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine,
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int nCmdShow) {
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(void)hInstance, (void)hPrevInstance, (void)pCmdLine, (void)nCmdShow;
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return run();
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}
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#else
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int main() { return run(); }
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#endif
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examples/example.go
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33
examples/example.go
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package main
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import (
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"math/rand"
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"time"
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"github.com/zserge/fenster"
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)
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func main() {
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f := fenster.New()
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f.Open(320, 240, "Hello")
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defer f.Close()
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lastFrame := time.Now()
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for f.Loop() {
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// If escape is pressed - exit
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if f.Key(27) {
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break
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}
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// Fill screen with random noise
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for i := 0; i < 240; i++ {
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for j := 0; j < 320; j++ {
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f.SetPixel(j, i, rand.Uint32())
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}
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}
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// Wait for FPS rate
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sleep := 16*time.Millisecond - time.Now().Sub(lastFrame)
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if sleep > 0 {
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time.Sleep(sleep)
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}
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lastFrame = time.Now()
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}
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}
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58
fenster.go
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58
fenster.go
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package fenster
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/*
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#cgo linux LDFLAGS: -lX11
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#cgo darwin LDFLAGS: -framework Cocoa
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#cgo windows LDFLAGS: -static -lgdi32
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#include "fenster.h"
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*/
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import "C"
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import (
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"fmt"
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"runtime"
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"unsafe"
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)
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func init() {
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// Ensure that main.main is called from the main thread
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runtime.LockOSThread()
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}
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type Fenster interface {
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Open(w, h int, title string) error
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Loop() bool
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Close()
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Pixel(x int, y int) uint32
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SetPixel(x int, y int, rgb uint32)
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Key(byte) bool
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Mod() Mods
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}
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type Mods int
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type fenster struct {
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f C.struct_fenster
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buf []uint32
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}
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func New() Fenster { return &fenster{} }
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func (f *fenster) Open(w, h int, title string) error {
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f.f.title = C.CString(title)
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f.f.width = C.int(w)
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f.f.height = C.int(h)
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f.f.buf = (*C.uint32_t)(C.malloc(C.size_t(w * h * 4)))
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f.buf = unsafe.Slice((*uint32)(f.f.buf), w*h)
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res := C.fenster_open(&f.f)
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if res != 0 {
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return fmt.Errorf("failed to open window: %d", res)
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}
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return nil
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}
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func (f *fenster) Loop() bool { return C.fenster_loop(&f.f) == 0 }
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func (f *fenster) Close() { C.fenster_close(&f.f) }
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func (f *fenster) Key(code byte) bool { return f.f.keys[code] != 0 }
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func (f *fenster) Mod() Mods { return Mods(f.f.mod) }
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func (f *fenster) Pixel(x, y int) uint32 { return f.buf[y*int(f.f.width)+x] }
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func (f *fenster) SetPixel(x, y int, color uint32) { f.buf[y*int(f.f.width)+x] = color }
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