strife: github.com/felixangell/strife Index | Files

package strife

import "github.com/felixangell/strife"

Index

Package Files

color.go dpi.go dpi_any.go event.go font.go image.go input.go keys.go renderer.go time.go window.go

Constants

const (
    // mapping to sdl.K_UNKNOWN
    UNKNOWN = sdl.K_UNKNOWN // "" (no name, empty string)

    KEY_RETURN     = sdl.K_RETURN     // "Return" (the Enter key (main keyboard))
    KEY_ESCAPE     = sdl.K_ESCAPE     // "Escape" (the Esc key)
    KEY_BACKSPACE  = sdl.K_BACKSPACE  // "Backspace"
    KEY_TAB        = sdl.K_TAB        // "Tab" (the Tab key)
    KEY_SPACE      = sdl.K_SPACE      // "Space" (the Space Bar key(s))
    KEY_EXCLAIM    = sdl.K_EXCLAIM    // "!"
    KEY_QUOTEDBL   = sdl.K_QUOTEDBL   // """
    KEY_HASH       = sdl.K_HASH       // "#"
    KEY_PERCENT    = sdl.K_PERCENT    // "%"
    KEY_DOLLAR     = sdl.K_DOLLAR     // "$"
    KEY_AMPERSAND  = sdl.K_AMPERSAND  // "&"
    KEY_QUOTE      = sdl.K_QUOTE      // "'"
    KEY_LEFTPAREN  = sdl.K_LEFTPAREN  // "("
    KEY_RIGHTPAREN = sdl.K_RIGHTPAREN // ")"
    KEY_ASTERISK   = sdl.K_ASTERISK   // "*"
    KEY_PLUS       = sdl.K_PLUS       // "+"
    KEY_COMMA      = sdl.K_COMMA      // ","
    KEY_MINUS      = sdl.K_MINUS      // "-"
    KEY_PERIOD     = sdl.K_PERIOD     // "."
    KEY_SLASH      = sdl.K_SLASH      // "/"
    KEY_0          = sdl.K_0          // "0"
    KEY_1          = sdl.K_1          // "1"
    KEY_2          = sdl.K_2          // "2"
    KEY_3          = sdl.K_3          // "3"
    KEY_4          = sdl.K_4          // "4"
    KEY_5          = sdl.K_5          // "5"
    KEY_6          = sdl.K_6          // "6"
    KEY_7          = sdl.K_7          // "7"
    KEY_8          = sdl.K_8          // "8"
    KEY_9          = sdl.K_9          // "9"
    KEY_COLON      = sdl.K_COLON      // ":"
    KEY_SEMICOLON  = sdl.K_SEMICOLON  // ";"
    KEY_LESS       = sdl.K_LESS       // "<"
    KEY_EQUALS     = sdl.K_EQUALS     // "="
    KEY_GREATER    = sdl.K_GREATER    // ">"
    KEY_QUESTION   = sdl.K_QUESTION   // "?"
    KEY_AT         = sdl.K_AT         // "@"

    KEY_LEFTBRACKET  = sdl.K_LEFTBRACKET  // "["
    KEY_BACKSLASH    = sdl.K_BACKSLASH    // "\"
    KEY_RIGHTBRACKET = sdl.K_RIGHTBRACKET // "]"
    KEY_CARET        = sdl.K_CARET        // "^"
    KEY_UNDERSCORE   = sdl.K_UNDERSCORE   // "_"
    KEY_BACKQUOTE    = sdl.K_BACKQUOTE    // "`"
    KEY_A            = sdl.K_a            // "A"
    KEY_B            = sdl.K_b            // "B"
    KEY_C            = sdl.K_c            // "C"
    KEY_D            = sdl.K_d            // "D"
    KEY_E            = sdl.K_e            // "E"
    KEY_F            = sdl.K_f            // "F"
    KEY_G            = sdl.K_g            // "G"
    KEY_H            = sdl.K_h            // "H"
    KEY_I            = sdl.K_i            // "I"
    KEY_J            = sdl.K_j            // "J"
    KEY_K            = sdl.K_k            // "K"
    KEY_L            = sdl.K_l            // "L"
    KEY_M            = sdl.K_m            // "M"
    KEY_N            = sdl.K_n            // "N"
    KEY_O            = sdl.K_o            // "O"
    KEY_P            = sdl.K_p            // "P"
    KEY_Q            = sdl.K_q            // "Q"
    KEY_R            = sdl.K_r            // "R"
    KEY_S            = sdl.K_s            // "S"
    KEY_T            = sdl.K_t            // "T"
    KEY_U            = sdl.K_u            // "U"
    KEY_V            = sdl.K_v            // "V"
    KEY_W            = sdl.K_w            // "W"
    KEY_X            = sdl.K_x            // "X"
    KEY_Y            = sdl.K_y            // "Y"
    KEY_Z            = sdl.K_z            // "Z"

    KEY_CAPSLOCK = sdl.K_CAPSLOCK // "CapsLock"

    KEY_F1  = sdl.K_F1  // "F1"
    KEY_F2  = sdl.K_F2  // "F2"
    KEY_F3  = sdl.K_F3  // "F3"
    KEY_F4  = sdl.K_F4  // "F4"
    KEY_F5  = sdl.K_F5  // "F5"
    KEY_F6  = sdl.K_F6  // "F6"
    KEY_F7  = sdl.K_F7  // "F7"
    KEY_F8  = sdl.K_F8  // "F8"
    KEY_F9  = sdl.K_F9  // "F9"
    KEY_F10 = sdl.K_F10 // "F10"
    KEY_F11 = sdl.K_F11 // "F11"
    KEY_F12 = sdl.K_F12 // "F12"

    KEY_PRINTSCREEN = sdl.K_PRINTSCREEN // "PrintScreen"
    KEY_SCROLLLOCK  = sdl.K_SCROLLLOCK  // "ScrollLock"
    KEY_PAUSE       = sdl.K_PAUSE       // "Pause" (the Pause / Break key)
    KEY_INSERT      = sdl.K_INSERT      // "Insert" (insert on PC, help on some Mac keyboards (but does send code 73, not 117))
    KEY_HOME        = sdl.K_HOME        // "Home"
    KEY_PAGEUP      = sdl.K_PAGEUP      // "PageUp"
    KEY_DELETE      = sdl.K_DELETE      // "Delete"
    KEY_END         = sdl.K_END         // "End"
    KEY_PAGEDOWN    = sdl.K_PAGEDOWN    // "PageDown"
    KEY_RIGHT       = sdl.K_RIGHT       // "Right" (the Right arrow key (navigation keypad))
    KEY_LEFT        = sdl.K_LEFT        // "Left" (the Left arrow key (navigation keypad))
    KEY_DOWN        = sdl.K_DOWN        // "Down" (the Down arrow key (navigation keypad))
    KEY_UP          = sdl.K_UP          // "Up" (the Up arrow key (navigation keypad))

    KEY_NUMLOCKCLEAR = sdl.K_NUMLOCKCLEAR // "Numlock" (the Num Lock key (PC) / the Clear key (Mac))
    KEY_KP_DIVIDE    = sdl.K_KP_DIVIDE    // "Keypad /" (the / key (numeric keypad))
    KEY_KP_MULTIPLY  = sdl.K_KP_MULTIPLY  // "Keypad *" (the * key (numeric keypad))
    KEY_KP_MINUS     = sdl.K_KP_MINUS     // "Keypad -" (the - key (numeric keypad))
    KEY_KP_PLUS      = sdl.K_KP_PLUS      // "Keypad +" (the + key (numeric keypad))
    KEY_KP_ENTER     = sdl.K_KP_ENTER     // "Keypad Enter" (the Enter key (numeric keypad))
    KEY_KP_1         = sdl.K_KP_1         // "Keypad 1" (the 1 key (numeric keypad))
    KEY_KP_2         = sdl.K_KP_2         // "Keypad 2" (the 2 key (numeric keypad))
    KEY_KP_3         = sdl.K_KP_3         // "Keypad 3" (the 3 key (numeric keypad))
    KEY_KP_4         = sdl.K_KP_4         // "Keypad 4" (the 4 key (numeric keypad))
    KEY_KP_5         = sdl.K_KP_5         // "Keypad 5" (the 5 key (numeric keypad))
    KEY_KP_6         = sdl.K_KP_6         // "Keypad 6" (the 6 key (numeric keypad))
    KEY_KP_7         = sdl.K_KP_7         // "Keypad 7" (the 7 key (numeric keypad))
    KEY_KP_8         = sdl.K_KP_8         // "Keypad 8" (the 8 key (numeric keypad))
    KEY_KP_9         = sdl.K_KP_9         // "Keypad 9" (the 9 key (numeric keypad))
    KEY_KP_0         = sdl.K_KP_0         // "Keypad 0" (the 0 key (numeric keypad))
    KEY_KP_PERIOD    = sdl.K_KP_PERIOD    // "Keypad ." (the . key (numeric keypad))

    KEY_APPLICATION    = sdl.K_APPLICATION    // "Application" (the Application / Compose / Context Menu (Windows) key)
    KEY_POWER          = sdl.K_POWER          // "Power" (The USB document says this is a status flag, not a physical key - but some Mac keyboards do have a power key.)
    KEY_KP_EQUALS      = sdl.K_KP_EQUALS      // "Keypad =" (the = key (numeric keypad))
    KEY_F13            = sdl.K_F13            // "F13"
    KEY_F14            = sdl.K_F14            // "F14"
    KEY_F15            = sdl.K_F15            // "F15"
    KEY_F16            = sdl.K_F16            // "F16"
    KEY_F17            = sdl.K_F17            // "F17"
    KEY_F18            = sdl.K_F18            // "F18"
    KEY_F19            = sdl.K_F19            // "F19"
    KEY_F20            = sdl.K_F20            // "F20"
    KEY_F21            = sdl.K_F21            // "F21"
    KEY_F22            = sdl.K_F22            // "F22"
    KEY_F23            = sdl.K_F23            // "F23"
    KEY_F24            = sdl.K_F24            // "F24"
    KEY_EXECUTE        = sdl.K_EXECUTE        // "Execute"
    KEY_HELP           = sdl.K_HELP           // "Help"
    KEY_MENU           = sdl.K_MENU           // "Menu"
    KEY_SELECT         = sdl.K_SELECT         // "Select"
    KEY_STOP           = sdl.K_STOP           // "Stop"
    KEY_AGAIN          = sdl.K_AGAIN          // "Again" (the Again key (Redo))
    KEY_UNDO           = sdl.K_UNDO           // "Undo"
    KEY_CUT            = sdl.K_CUT            // "Cut"
    KEY_COPY           = sdl.K_COPY           // "Copy"
    KEY_PASTE          = sdl.K_PASTE          // "Paste"
    KEY_FIND           = sdl.K_FIND           // "Find"
    KEY_MUTE           = sdl.K_MUTE           // "Mute"
    KEY_VOLUMEUP       = sdl.K_VOLUMEUP       // "VolumeUp"
    KEY_VOLUMEDOWN     = sdl.K_VOLUMEDOWN     // "VolumeDown"
    KEY_KP_COMMA       = sdl.K_KP_COMMA       // "Keypad ," (the Comma key (numeric keypad))
    KEY_KP_EQUALSAS400 = sdl.K_KP_EQUALSAS400 // "Keypad = (AS400)" (the Equals AS400 key (numeric keypad))

    KEY_ALTERASE   = sdl.K_ALTERASE   // "AltErase" (Erase-Eaze)
    KEY_SYSREQ     = sdl.K_SYSREQ     // "SysReq" (the SysReq key)
    KEY_CANCEL     = sdl.K_CANCEL     // "Cancel"
    KEY_CLEAR      = sdl.K_CLEAR      // "Clear"
    KEY_PRIOR      = sdl.K_PRIOR      // "Prior"
    KEY_RETURN2    = sdl.K_RETURN2    // "Return"
    KEY_SEPARATOR  = sdl.K_SEPARATOR  // "Separator"
    KEY_OUT        = sdl.K_OUT        // "Out"
    KEY_OPER       = sdl.K_OPER       // "Oper"
    KEY_CLEARAGAIN = sdl.K_CLEARAGAIN // "Clear / Again"
    KEY_CRSEL      = sdl.K_CRSEL      // "CrSel"
    KEY_EXSEL      = sdl.K_EXSEL      // "ExSel"

    KEY_KP_00              = sdl.K_KP_00              // "Keypad 00" (the 00 key (numeric keypad))
    KEY_KP_000             = sdl.K_KP_000             // "Keypad 000" (the 000 key (numeric keypad))
    KEY_THOUSANDSSEPARATOR = sdl.K_THOUSANDSSEPARATOR // "ThousandsSeparator" (the Thousands Separator key)
    KEY_DECIMALSEPARATOR   = sdl.K_DECIMALSEPARATOR   // "DecimalSeparator" (the Decimal Separator key)
    KEY_CURRENCYUNIT       = sdl.K_CURRENCYUNIT       // "CurrencyUnit" (the Currency Unit key)
    KEY_CURRENCYSUBUNIT    = sdl.K_CURRENCYSUBUNIT    // "CurrencySubUnit" (the Currency Subunit key)
    KEY_KP_LEFTPAREN       = sdl.K_KP_LEFTPAREN       // "Keypad (" (the Left Parenthesis key (numeric keypad))
    KEY_KP_RIGHTPAREN      = sdl.K_KP_RIGHTPAREN      // "Keypad )" (the Right Parenthesis key (numeric keypad))
    KEY_KP_LEFTBRACE       = sdl.K_KP_LEFTBRACE       // "Keypad {" (the Left Brace key (numeric keypad))
    KEY_KP_RIGHTBRACE      = sdl.K_KP_RIGHTBRACE      // "Keypad }" (the Right Brace key (numeric keypad))
    KEY_KP_TAB             = sdl.K_KP_TAB             // "Keypad Tab" (the Tab key (numeric keypad))
    KEY_KP_BACKSPACE       = sdl.K_KP_BACKSPACE       // "Keypad Backspace" (the Backspace key (numeric keypad))
    KEY_KP_A               = sdl.K_KP_A               // "Keypad A" (the A key (numeric keypad))
    KEY_KP_B               = sdl.K_KP_B               // "Keypad B" (the B key (numeric keypad))
    KEY_KP_C               = sdl.K_KP_C               // "Keypad C" (the C key (numeric keypad))
    KEY_KP_D               = sdl.K_KP_D               // "Keypad D" (the D key (numeric keypad))
    KEY_KP_E               = sdl.K_KP_E               // "Keypad E" (the E key (numeric keypad))
    KEY_KP_F               = sdl.K_KP_F               // "Keypad F" (the F key (numeric keypad))
    KEY_KP_XOR             = sdl.K_KP_XOR             // "Keypad XOR" (the XOR key (numeric keypad))
    KEY_KP_POWER           = sdl.K_KP_POWER           // "Keypad ^" (the Power key (numeric keypad))
    KEY_KP_PERCENT         = sdl.K_KP_PERCENT         // "Keypad %" (the Percent key (numeric keypad))
    KEY_KP_LESS            = sdl.K_KP_LESS            // "Keypad <" (the Less key (numeric keypad))
    KEY_KP_GREATER         = sdl.K_KP_GREATER         // "Keypad >" (the Greater key (numeric keypad))
    KEY_KP_AMPERSAND       = sdl.K_KP_AMPERSAND       // "Keypad &" (the & key (numeric keypad))
    KEY_KP_DBLAMPERSAND    = sdl.K_KP_DBLAMPERSAND    // "Keypad &&" (the && key (numeric keypad))
    KEY_KP_VERTICALBAR     = sdl.K_KP_VERTICALBAR     // "Keypad |" (the | key (numeric keypad))
    KEY_KP_DBLVERTICALBAR  = sdl.K_KP_DBLVERTICALBAR  // "Keypad ||" (the || key (numeric keypad))
    KEY_KP_COLON           = sdl.K_KP_COLON           // "Keypad :" (the : key (numeric keypad))
    KEY_KP_HASH            = sdl.K_KP_HASH            // "Keypad #" (the # key (numeric keypad))
    KEY_KP_SPACE           = sdl.K_KP_SPACE           // "Keypad Space" (the Space key (numeric keypad))
    KEY_KP_AT              = sdl.K_KP_AT              // "Keypad @" (the @ key (numeric keypad))
    KEY_KP_EXCLAM          = sdl.K_KP_EXCLAM          // "Keypad !" (the ! key (numeric keypad))
    KEY_KP_MEMSTORE        = sdl.K_KP_MEMSTORE        // "Keypad MemStore" (the Mem Store key (numeric keypad))
    KEY_KP_MEMRECALL       = sdl.K_KP_MEMRECALL       // "Keypad MemRecall" (the Mem Recall key (numeric keypad))
    KEY_KP_MEMCLEAR        = sdl.K_KP_MEMCLEAR        // "Keypad MemClear" (the Mem Clear key (numeric keypad))
    KEY_KP_MEMADD          = sdl.K_KP_MEMADD          // "Keypad MemAdd" (the Mem Add key (numeric keypad))
    KEY_KP_MEMSUBTRACT     = sdl.K_KP_MEMSUBTRACT     // "Keypad MemSubtract" (the Mem Subtract key (numeric keypad))
    KEY_KP_MEMMULTIPLY     = sdl.K_KP_MEMMULTIPLY     // "Keypad MemMultiply" (the Mem Multiply key (numeric keypad))
    KEY_KP_MEMDIVIDE       = sdl.K_KP_MEMDIVIDE       // "Keypad MemDivide" (the Mem Divide key (numeric keypad))
    KEY_KP_PLUSMINUS       = sdl.K_KP_PLUSMINUS       // "Keypad +/-" (the +/- key (numeric keypad))
    KEY_KP_CLEAR           = sdl.K_KP_CLEAR           // "Keypad Clear" (the Clear key (numeric keypad))
    KEY_KP_CLEARENTRY      = sdl.K_KP_CLEARENTRY      // "Keypad ClearEntry" (the Clear Entry key (numeric keypad))
    KEY_KP_BINARY          = sdl.K_KP_BINARY          // "Keypad Binary" (the Binary key (numeric keypad))
    KEY_KP_OCTAL           = sdl.K_KP_OCTAL           // "Keypad Octal" (the Octal key (numeric keypad))
    KEY_KP_DECIMAL         = sdl.K_KP_DECIMAL         // "Keypad Decimal" (the Decimal key (numeric keypad))
    KEY_KP_HEXADECIMAL     = sdl.K_KP_HEXADECIMAL     // "Keypad Hexadecimal" (the Hexadecimal key (numeric keypad))

    KEY_LCTRL  = sdl.K_LCTRL  // "Left Ctrl"
    KEY_LSHIFT = sdl.K_LSHIFT // "Left Shift"
    KEY_LALT   = sdl.K_LALT   // "Left Alt" (alt, option)
    KEY_LGUI   = sdl.K_LGUI   // "Left GUI" (windows, command (apple), meta)
    KEY_RCTRL  = sdl.K_RCTRL  // "Right Ctrl"
    KEY_RSHIFT = sdl.K_RSHIFT // "Right Shift"
    KEY_RALT   = sdl.K_RALT   // "Right Alt" (alt, option)
    KEY_RGUI   = sdl.K_RGUI   // "Right GUI" (windows, command (apple), meta)

    KEY_MODE = sdl.K_MODE // "ModeSwitch" (I'm not sure if this is really not covered by any of the above, but since there's a special KMOD_MODE for it I'm adding it here)

    KEY_AUDIONEXT    = sdl.K_AUDIONEXT    // "AudioNext" (the Next Track media key)
    KEY_AUDIOPREV    = sdl.K_AUDIOPREV    // "AudioPrev" (the Previous Track media key)
    KEY_AUDIOSTOP    = sdl.K_AUDIOSTOP    // "AudioStop" (the Stop media key)
    KEY_AUDIOPLAY    = sdl.K_AUDIOPLAY    // "AudioPlay" (the Play media key)
    KEY_AUDIOMUTE    = sdl.K_AUDIOMUTE    // "AudioMute" (the Mute volume key)
    KEY_MEDIASELECT  = sdl.K_MEDIASELECT  // "MediaSelect" (the Media Select key)
    KEY_WWW          = sdl.K_WWW          // "WWW" (the WWW/World Wide Web key)
    KEY_MAIL         = sdl.K_MAIL         // "Mail" (the Mail/eMail key)
    KEY_CALCULATOR   = sdl.K_CALCULATOR   // "Calculator" (the Calculator key)
    KEY_COMPUTER     = sdl.K_COMPUTER     // "Computer" (the My Computer key)
    KEY_AC_SEARCH    = sdl.K_AC_SEARCH    // "AC Search" (the Search key (application control keypad))
    KEY_AC_HOME      = sdl.K_AC_HOME      // "AC Home" (the Home key (application control keypad))
    KEY_AC_BACK      = sdl.K_AC_BACK      // "AC Back" (the Back key (application control keypad))
    KEY_AC_FORWARD   = sdl.K_AC_FORWARD   // "AC Forward" (the Forward key (application control keypad))
    KEY_AC_STOP      = sdl.K_AC_STOP      // "AC Stop" (the Stop key (application control keypad))
    KEY_AC_REFRESH   = sdl.K_AC_REFRESH   // "AC Refresh" (the Refresh key (application control keypad))
    KEY_AC_BOOKMARKS = sdl.K_AC_BOOKMARKS // "AC Bookmarks" (the Bookmarks key (application control keypad))

    KEY_BRIGHTNESSDOWN = sdl.K_BRIGHTNESSDOWN // "BrightnessDown" (the Brightness Down key)
    KEY_BRIGHTNESSUP   = sdl.K_BRIGHTNESSUP   // "BrightnessUp" (the Brightness Up key)
    KEY_DISPLAYSWITCH  = sdl.K_DISPLAYSWITCH  // "DisplaySwitch" (display mirroring/dual display switch, video mode switch)
    KEY_KBDILLUMTOGGLE = sdl.K_KBDILLUMTOGGLE // "KBDIllumToggle" (the Keyboard Illumination Toggle key)
    KEY_KBDILLUMDOWN   = sdl.K_KBDILLUMDOWN   // "KBDIllumDown" (the Keyboard Illumination Down key)
    KEY_KBDILLUMUP     = sdl.K_KBDILLUMUP     // "KBDIllumUp" (the Keyboard Illumination Up key)
    KEY_EJECT          = sdl.K_EJECT          // "Eject" (the Eject key)
    KEY_SLEEP          = sdl.K_SLEEP          // "Sleep" (the Sleep key)
)

A mapping of _all_ the SDL keys.

Variables

var (
    White = RGB(255, 255, 255)
    Red   = RGB(255, 0, 0)
    Green = RGB(0, 255, 0)
    Blue  = RGB(0, 0, 255)
    Black = RGB(0, 0, 0)
)

List of preset colours

func CurrentTimeMillis Uses

func CurrentTimeMillis() int64

CurrentTimeMillis wraps over SDL_GetTicks. Use time.Now() instead.

func EnableDPI Uses

func EnableDPI()

EnableDPI will setup DPI for windows ... currently unimplemented!

func GetDisplayDPI Uses

func GetDisplayDPI(displayIndex int) (dpi float32, def float32)

GetDisplayDPI returns the dpi and default dpi of the given display

func HandleEvent Uses

func HandleEvent(event StrifeEvent)

HandleEvent will trigger the given StrifeEvent

func KeyPressed Uses

func KeyPressed(keyCode int) bool

KeyPressed will query if a key is pressed in the KeyboardHandler

func KeyState Uses

func KeyState() []uint8

KeyState wraps over SDL GetKeyboardState

func MouseCoords Uses

func MouseCoords() (int, int)

MouseCoords returns the coords of the mouse

func PollKeys Uses

func PollKeys() bool

PollKeys returns if there are in key presses in the buffer

func PopKey Uses

func PopKey() int

PopKey pops a key from the key press queue.

type BaseEvent Uses

type BaseEvent struct{}

BaseEvent is a simple helper structure for events to satisfy sdl2

func (*BaseEvent) GetTimestamp Uses

func (b *BaseEvent) GetTimestamp() uint32

GetTimestamp returns the timestamp of the event FIXME

func (*BaseEvent) GetType Uses

func (b *BaseEvent) GetType() uint32

GetType returns the type of this event FIXME

func (*BaseEvent) Trigger Uses

func (b *BaseEvent) Trigger()

Trigger is invoked when the event is triggered

type CloseEvent Uses

type CloseEvent struct {
    BaseEvent
}

CloseEvent is invoked when the window requests to close.

type Color Uses

type Color struct {
    R, G, B, A uint8
}

Color is an RGBA colour

func HexRGB Uses

func HexRGB(col uint32) *Color

HexRGB will convert the given hex uint32 value to a Color TODO: alpha channel >> 24.

func RGB Uses

func RGB(r, g, b int) *Color

RGB will create a colour from the given RGB, alpha is set to full.

func RGBA Uses

func RGBA(r, g, b, a int) *Color

RGBA will create a colour from the given r, g, b, a

func (Color) AsHex Uses

func (c Color) AsHex() uint32

AsHex will return the Color as a uint32/hex

func (*Color) Equals Uses

func (c *Color) Equals(o *Color) bool

Equals will compare this colour with another colour o including alpha channels.

func (Color) ToSDLColor Uses

func (c Color) ToSDLColor() sdl.Color

ToSDLColor Converts to an SDL colour object

type Focus Uses

type Focus int

Focus represents the state of focus for the window

const (
    FocusGained Focus = iota
    FocusLost
)

Currently two types: focus gained, and focus lost. i.e. the window is clicked onto or the window is clicked off of.

type Font Uses

type Font struct {
    *ttf.Font
    // contains filtered or unexported fields
}

Font is a TrueTypeFont, stores the path as well as the texture cache for the glyphs

func LoadFont Uses

func LoadFont(path string, size int) (*Font, error)

LoadFont will try and load the font from the given path of the given size.

func (*Font) DeriveFont Uses

func (f *Font) DeriveFont(size int) (*Font, error)

DeriveFont will create a new font object from this font of a different size.

func (*Font) Destroy Uses

func (f *Font) Destroy()

Destroy will destroy the given font as well as clear the texture cache.

type Image Uses

type Image struct {
    *sdl.Texture
    *sdl.Surface
    Width, Height int
}

Image wraps a SDL texture _and_ SDL surface

func LoadImage Uses

func LoadImage(path string) (*Image, error)

LoadImage will load the image at the given path. It will return the loaded image, and any errors encountered.

func (*Image) Destroy Uses

func (i *Image) Destroy()

Destroy must be invoked when finished with the resource.

func (*Image) GetSurface Uses

func (i *Image) GetSurface() *sdl.Surface

GetSurface returns a pointer to the SDL_Surface object

type KeyDownEvent Uses

type KeyDownEvent struct {
    BaseEvent
    KeyCode int
}

KeyDownEvent is invoked when a key is pressed and held down

type KeyUpEvent Uses

type KeyUpEvent struct {
    BaseEvent
    KeyCode int
}

KeyUpEvent is invoked when the key is _released_

type KeyboardHandler Uses

type KeyboardHandler struct {
    // contains filtered or unexported fields
}

KeyboardHandler is a wrapper to handle key press

type MouseButtonState Uses

type MouseButtonState int

MouseButtonState contains the state of the mouse button, i.e. if its left/right is down no buttons are down, or the scroll wheel is clicked

const (
    NoMouseButtonsDown MouseButtonState = iota
    LeftMouseButton
    RightMouseButton
    ScrollWheel
)

The types of mouse button state.

func MouseButtonsState Uses

func MouseButtonsState() MouseButtonState

MouseButtonsState returns the current state of the mouse

type MouseHandler Uses

type MouseHandler struct {
    X, Y        int
    ButtonState MouseButtonState
}

MouseHandler is a wrapper to store the X, Y location of the mouse + the current state

type MouseMoveEvent Uses

type MouseMoveEvent struct {
    BaseEvent
    X, Y int
}

MouseMoveEvent represents a mouse movement event

type MouseWheelEvent Uses

type MouseWheelEvent struct {
    BaseEvent
    X, Y int
}

MouseWheelEvent represents a mouse scroll wheel event

type RenderConfig Uses

type RenderConfig struct {
    Alias        bool
    Accelerated  bool
    VerticalSync bool
}

RenderConfig is the configuration settings for the renderer. Alias => Controls if the fonts are smoothed; Accelerated => The renderer is hardware accelerated if true; and VerticalSync => Will synchronize the FPS with the monitors refresh rate

func DefaultConfig Uses

func DefaultConfig() *RenderConfig

DefaultConfig with all of the rendering options enabled.

func GoGoStrifeFast Uses

func GoGoStrifeFast() *RenderConfig

GoGoStrifeFast is the default configuration with all pretty settings turned off. vertical synchronisation is enabled.

type RenderWindow Uses

type RenderWindow struct {
    *sdl.Window
    // contains filtered or unexported fields
}

RenderWindow is a window context with a rendererer. It contains the handlers for events, as well as the render configuration options.

func SetupRenderWindow Uses

func SetupRenderWindow(w, h int, config *RenderConfig) *RenderWindow

SetupRenderWindow will create a render window of the given width and height, with the specified configuration. You can specify a default configuration with `strife.DefaultConfig()`. Note that this will spawn the window at the centre of the main display.

func (*RenderWindow) AllowHighDPI Uses

func (w *RenderWindow) AllowHighDPI()

AllowHighDPI will allow a high DPI, must be called before Create()

func (*RenderWindow) Close Uses

func (w *RenderWindow) Close()

Close will close the render window and destroy the context.

func (*RenderWindow) CloseRequested Uses

func (w *RenderWindow) CloseRequested() bool

CloseRequested will return if the window has had a CloseRequest even triggered.

func (*RenderWindow) Create Uses

func (w *RenderWindow) Create() error

Create window take all of the settings and create a window with a rendering context

func (*RenderWindow) GetRenderContext Uses

func (w *RenderWindow) GetRenderContext() *Renderer

GetRenderContext returns the render context

func (*RenderWindow) GetSize Uses

func (w *RenderWindow) GetSize() (int, int)

GetSize will return the window width and height

func (*RenderWindow) HandleEvents Uses

func (w *RenderWindow) HandleEvents(handler func(StrifeEvent))

HandleEvents will set the event handler predicate.

func (*RenderWindow) PollEvents Uses

func (w *RenderWindow) PollEvents()

PollEvents will poll for any events. All events are unhandled, _except_ for the Quit Event, which will destroy the render context, render window, and cause this function to return true.

func (*RenderWindow) SetIconImage Uses

func (w *RenderWindow) SetIconImage(img *Image)

SetIconImage will set the window icon from the given Image

func (*RenderWindow) SetResizable Uses

func (w *RenderWindow) SetResizable(resizable bool)

SetResizable will add the resizable flag, must be called before Create()

type Renderer Uses

type Renderer struct {
    RenderConfig
    *sdl.Renderer
    // contains filtered or unexported fields
}

Renderer contains the renderers current configuration, as well as the colour state and font state and a wrapper over the SDL renderer.

var RenderInstance *Renderer

RenderInstance is the current render instance, in an ideal world this will only be set once. This is exists because SDL wants to have the render instance for loading images, fonts, etc.

func CreateRenderer Uses

func CreateRenderer(parent *RenderWindow, config *RenderConfig) (*Renderer, error)

CreateRenderer will create a rendering instance for the given window. It takes the configuration specifying if the renderer is software or hardware accelerated, as well as if the renderer should be vertically synchronized. It returns the renderer and any error that is encountered during the creation.

func (*Renderer) Clear Uses

func (r *Renderer) Clear()

Clear will clear the screen to black. By default it will immediately set the colour state to render things as white.

func (*Renderer) Display Uses

func (r *Renderer) Display()

Display the renderer to the window

func (*Renderer) GetFont Uses

func (r *Renderer) GetFont() *Font

GetFont returns the current font that was last set

func (*Renderer) GetSize Uses

func (r *Renderer) GetSize() (int, int)

GetSize returns the size of the renderer. on error it will return -1, -1

func (*Renderer) Image Uses

func (r *Renderer) Image(image *Image, x, y int)

Image will render the given image at the given x, y co-ordinates at the images full size.

func (*Renderer) ImageScale Uses

func (r *Renderer) ImageScale(image *Image, x, y, w, h int)

ImageScale will render the image at the given co-ordinate scaled to the given size.

func (*Renderer) Rect Uses

func (r *Renderer) Rect(x, y, w, h int, mode Style)

Rect will draw a rectangle at the given x, y co-ordinates of the specified size. It takes the mode to render the rectangle as: fill or line.

func (*Renderer) SetColor Uses

func (r *Renderer) SetColor(color *Color)

SetColor sets the current colour state

func (*Renderer) SetFont Uses

func (r *Renderer) SetFont(font *Font)

SetFont will set the font state

func (*Renderer) SubImage Uses

func (r *Renderer) SubImage(image *Image, x, y int, tx, ty, tw, th int)

SubImage will render a sub-section of the given image. tx, ty are the x, y pixel coordinates of the sub-image in the image to render. tw, th are the size of the sub-image.

func (*Renderer) SubImageScale Uses

func (r *Renderer) SubImageScale(image *Image, x, y int, tx, ty, tw, th int, sw, sh int)

SubImageScale will render a sub-section of the given image scaled to the given width and height. See the documentation for SubImage.

func (*Renderer) Text Uses

func (r *Renderer) Text(message string, x, y int) (int, int)

Text renders the given text to the given x, y coordinates. Note that the text is cached, i.e. each glyph rendered will be cached and re-used. UncachedText is the alternative, though it's slower.

func (*Renderer) UncachedText Uses

func (r *Renderer) UncachedText(message string, x, y int) (int, int)

UncachedText is the same as Text, it draws the given string to the given x,y note that it doesn't cache the glyphs, however, so should not be used for lots of text rendering!

type StrifeEvent Uses

type StrifeEvent interface {
    sdl.Event
    Trigger()
}

StrifeEvent wraps an SDL event

type Style Uses

type Style uint

Style to render primitive shapes (Rectangles, Circles, etc). Fill meaning fill the shape with colour, and Line meaning to draw the outline of the shape.

const (
    Line Style = iota
    Fill
)

Types of render styles, Line for stroke e.g. outline of a shape, vs fill which will fill a rectangle.

type Visibility Uses

type Visibility int

Visibility of the window, e.g. hidden, shown.

const (
    Shown Visibility = iota
    Hidden
    Exposed
)

The types of visibilities available for the window.

type WindowFocusEvent Uses

type WindowFocusEvent struct {
    BaseEvent
    Focus
}

WindowFocusEvent ...

type WindowMoveEvent Uses

type WindowMoveEvent struct {
    BaseEvent
    X, Y int
}

WindowMoveEvent is invoked when the window is moved contains the new x, y position of the window.

type WindowResizeEvent Uses

type WindowResizeEvent struct {
    BaseEvent
    Width, Height int
}

WindowResizeEvent is invoked when the window is resized. contains the new width and height

type WindowVisibilityEvent Uses

type WindowVisibilityEvent struct {
    BaseEvent
    Visibility
}

WindowVisibilityEvent ...

Package strife imports 8 packages (graph) and is imported by 9 packages. Updated 2019-05-14. Refresh now. Tools for package owners.