This change will break Darwin. I have only built and tested this on desktop linux and Android linux. A follow-up CL will fix Darwin. Currently, OpenGL gets its own thread, and UI C code (e.g. the Android event loop, or the X11 event loop) gets its own thread. This relies on multiple system-provided UI-related C libraries working nicely together, even when running on different threads. Keeping all the C code on the one thread seems more sound. As side-effects: - In package app/debug, DrawFPS now takes an explicit Config. - In package app, some callbacks now take an explicit Config. - In package exp/sprite, Render now takes an explicit Config. - In package event, there are new events (Config, Draw, Lifecycle), and an event filter mechanism to replace multiple app Callbacks. - In package geom, the deprecated Width, Height and PixelsPerPt global variables were removed in favor of an event.Config that is explicitly passed around (and does not require mutex-locking). Converting a geom.Pt to pixels now requires passing a pixelsPerPt. - In package gl, the Do, Start and Stop functions are removed, as well as the need to call Start in its own goroutine. There is no longer a separate GL thread. Instead, package app explicitly performs any GL work (gl.DoWork) when some is available (gl.WorkAvailable). - In package gl/glutil, Image.Draw now takes an explicit Config. Callbacks are no longer executed on 'the UI thread'. Changing the app programming model from callbacks to events (since a channel of events works with select) will be a follow-up change. Change-Id: Id9865cd9ee1c45a98c613e9021a63c17226a64b1 Reviewed-on: https://go-review.googlesource.com/11351 Reviewed-by: David Crawshaw <crawshaw@golang.org>
175 lines
3.4 KiB
Go
175 lines
3.4 KiB
Go
// Copyright 2015 The Go Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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// An app that makes a sound as the gopher hits the walls of the screen.
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//
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// Note: This demo is an early preview of Go 1.5. In order to build this
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// program as an Android APK using the gomobile tool.
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//
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// See http://godoc.org/golang.org/x/mobile/cmd/gomobile to install gomobile.
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//
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// Get the audio example and use gomobile to build or install it on your device.
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//
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// $ go get -d golang.org/x/mobile/example/audio
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// $ gomobile build golang.org/x/mobile/example/audio # will build an APK
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//
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// # plug your Android device to your computer or start an Android emulator.
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// # if you have adb installed on your machine, use gomobile install to
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// # build and deploy the APK to an Android target.
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// $ gomobile install golang.org/x/mobile/example/audio
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//
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// Additionally, you can run the sample on your desktop environment
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// by using the go tool.
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//
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// $ go install golang.org/x/mobile/example/audio && audio
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//
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// On Linux, you need to install OpenAL developer library by
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// running the command below.
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//
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// $ apt-get install libopenal-dev
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package main
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import (
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"image"
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"log"
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"time"
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_ "image/jpeg"
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"golang.org/x/mobile/app"
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"golang.org/x/mobile/app/debug"
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"golang.org/x/mobile/event"
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"golang.org/x/mobile/exp/audio"
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"golang.org/x/mobile/exp/sprite"
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"golang.org/x/mobile/exp/sprite/clock"
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"golang.org/x/mobile/exp/sprite/glsprite"
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"golang.org/x/mobile/f32"
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"golang.org/x/mobile/gl"
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)
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const (
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width = 72
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height = 60
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)
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var (
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startTime = time.Now()
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eng = glsprite.Engine()
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scene *sprite.Node
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player *audio.Player
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)
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func main() {
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app.Run(app.Callbacks{
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Start: start,
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Stop: stop,
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Draw: draw,
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})
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}
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func start() {
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rc, err := app.Open("boing.wav")
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if err != nil {
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log.Fatal(err)
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}
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player, err = audio.NewPlayer(rc, 0, 0)
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if err != nil {
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log.Fatal(err)
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}
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}
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func stop() {
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player.Close()
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}
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func draw(c event.Config) {
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if scene == nil {
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loadScene(c)
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}
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gl.ClearColor(1, 1, 1, 1)
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gl.Clear(gl.COLOR_BUFFER_BIT)
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now := clock.Time(time.Since(startTime) * 60 / time.Second)
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eng.Render(scene, now, c)
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debug.DrawFPS(c)
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}
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func newNode() *sprite.Node {
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n := &sprite.Node{}
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eng.Register(n)
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scene.AppendChild(n)
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return n
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}
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func loadScene(c event.Config) {
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gopher := loadGopher()
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scene = &sprite.Node{}
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eng.Register(scene)
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eng.SetTransform(scene, f32.Affine{
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{1, 0, 0},
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{0, 1, 0},
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})
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var x, y float32
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dx, dy := float32(1), float32(1)
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n := newNode()
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n.Arranger = arrangerFunc(func(eng sprite.Engine, n *sprite.Node, t clock.Time) {
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eng.SetSubTex(n, gopher)
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if x < 0 {
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dx = 1
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boing()
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}
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if y < 0 {
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dy = 1
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boing()
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}
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if x+width > float32(c.Width) {
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dx = -1
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boing()
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}
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if y+height > float32(c.Height) {
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dy = -1
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boing()
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}
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x += dx
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y += dy
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eng.SetTransform(n, f32.Affine{
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{width, 0, x},
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{0, height, y},
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})
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})
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}
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func boing() {
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player.Seek(0)
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player.Play()
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}
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func loadGopher() sprite.SubTex {
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a, err := app.Open("gopher.jpeg")
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if err != nil {
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log.Fatal(err)
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}
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defer a.Close()
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img, _, err := image.Decode(a)
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if err != nil {
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log.Fatal(err)
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}
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t, err := eng.LoadTexture(img)
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if err != nil {
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log.Fatal(err)
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}
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return sprite.SubTex{t, image.Rect(0, 0, 360, 300)}
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}
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type arrangerFunc func(e sprite.Engine, n *sprite.Node, t clock.Time)
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func (a arrangerFunc) Arrange(e sprite.Engine, n *sprite.Node, t clock.Time) { a(e, n, t) }
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