Golang C.SDL_PushEvent类(方法)实例源码

下面列出了Golang C.SDL_PushEvent 类(方法)源码代码实例,从而了解它的用法。

作者:veandc    项目:go-sdl   
// PushEvent (https://wiki.libsdl.org/SDL_PushEvent)
func PushEvent(event Event) (filtered bool, err error) {
	_event := (*C.SDL_Event)(unsafe.Pointer(cEvent(event)))
	if ok := int(C.SDL_PushEvent(_event)); ok < 0 {
		filtered, err = false, GetError()
	} else if ok == 0 {
		filtered, err = true, nil
	}
	return
}

作者:willemvd    项目:sd   
func PushEvent(ev Event) (bool, error) {
	switch C.SDL_PushEvent(ev.sdlEvent().c()) {
	case 1:
		return true, nil
	case 0:
		return false, nil
	}

	return false, getError()
}

作者:gtalen    项目:starfis   
func runMainOp(f func()) {
	if isMainThread() {
		f()
	} else {
		var e C.SDL_Event
		C.setEventType(&e, Event_MainOpEvent)

		mainOpMutex.Lock()
		defer mainOpMutex.Unlock()
		C.SDL_PushEvent(&e)
		done := make(chan interface{})
		op := func() {
			f()
			done <- nil
		}
		mainOpChan <- op
		<-done
	}
}

作者:flaz    项目:go-sdl   
// PushEvent (https://wiki.libsdl.org/SDL_PushEvent)
func PushEvent(event Event) int {
	_event := (*C.SDL_Event)(unsafe.Pointer(cEvent(event)))
	return int(C.SDL_PushEvent(_event))
}

作者:gnanderso    项目:Go-SD   
// Push the event onto the event queue
func PushEvent(event Event) bool {
	ret := C.SDL_PushEvent((*C.SDL_Event)(cast(cEvent(event))))

	return ret != 0
}

作者:cjya    项目:Go-SD   
// Push the event onto the event queue
func (event *Event) Push() bool {
	var ret = C.SDL_PushEvent((*C.SDL_Event)(cast(event)))
	return ret != 0
}

作者:reuse    项目:playe   
func main() {
	runtime.GOMAXPROCS(32)

	// sdl
	C.SDL_Init(C.SDL_INIT_AUDIO | C.SDL_INIT_VIDEO | C.SDL_INIT_TIMER)
	defer C.SDL_Quit()
	runtime.LockOSThread()
	window := C.SDL_CreateWindow(C.CString("play"), 0, 0, 1680, 1050,
		C.SDL_WINDOW_BORDERLESS|C.SDL_WINDOW_RESIZABLE|C.SDL_WINDOW_MAXIMIZED|C.SDL_WINDOW_OPENGL)
	if window == nil {
		fatalSDLError()
	}
	defer C.SDL_DestroyWindow(window)
	C.SDL_DisableScreenSaver()
	renderer := C.SDL_CreateRenderer(window, -1, C.SDL_RENDERER_ACCELERATED)
	if renderer == nil {
		fatalSDLError()
	}
	defer C.SDL_DestroyRenderer(renderer)
	var width, height C.int
	C.SDL_GetWindowSize(window, &width, &height)
	texture := C.SDL_CreateTexture(renderer,
		C.SDL_PIXELFORMAT_YV12,
		C.SDL_TEXTUREACCESS_STREAMING,
		width, height)
	if texture == nil {
		fatalSDLError()
	}
	defer C.SDL_DestroyTexture(texture)

	// sdl ttf
	if C.TTF_Init() == C.int(-1) {
		log.Fatal("sdl ttf init failed")
	}
	defer C.TTF_Quit()
	font := C.TTF_OpenFont(C.CString("/home/reus/font.ttf"), 32)
	if font == nil {
		fatalTTFError()
	}
	defer C.TTF_CloseFont(font)

	// open decoder
	decoder, err := NewDecoder(os.Args[1])
	if err != nil {
		log.Fatal(err)
	}
	if len(decoder.AudioStreams) == 0 || len(decoder.VideoStreams) == 0 {
		log.Fatal("no video or audio")
	}
	defer decoder.Close()

	// audio
	aCodecCtx := decoder.AudioStreams[0].codec
	audioStream := setupAudioOutput(int(aCodecCtx.sample_rate), int(aCodecCtx.channels), decoder)

	// call closure in sdl thread
	callEventCode := C.SDL_RegisterEvents(1)
	callbacks := make(chan func(Env), 1024)
	call := func(f func(env Env)) {
		var event C.SDL_Event
		var userevent C.SDL_UserEvent
		userevent._type = C.SDL_USEREVENT
		userevent.code = C.Sint32(callEventCode)
		C.set_userevent(&event, userevent)
		callbacks <- f
		C.SDL_PushEvent(&event)
	}

	// show fps
	nFrames := 0
	var fpsTexture *C.SDL_Texture
	var fpsColor C.SDL_Color
	var fpsSrc, fpsDst C.SDL_Rect
	fpsColor.r = 255
	fpsColor.g = 255
	fpsColor.b = 255
	fpsColor.a = 0
	go func() {
		for _ = range time.NewTicker(time.Second * 1).C {
			call(func(env Env) {
				cText := C.CString(fmt.Sprintf("%d", nFrames))
				sur := C.TTF_RenderUTF8_Blended(font, cText, fpsColor)
				fpsSrc.w = sur.w
				fpsSrc.h = sur.h
				fpsDst.w = sur.w
				fpsDst.h = sur.h
				C.SDL_DestroyTexture(fpsTexture)
				fpsTexture = C.SDL_CreateTextureFromSurface(env.renderer, sur)
				C.SDL_FreeSurface(sur)
				C.free(unsafe.Pointer(cText))
				nFrames = 0
			})
		}
	}()

	// render
	go func() {
		for {
			frame := <-decoder.timedFrames
			nFrames++
//.........这里部分代码省略.........

作者:gtalen    项目:starfis   
//Used to manually draw the screen.
func Draw() {
	var e C.SDL_Event
	C.setEventType(&e, Event_DrawEvent)
	C.SDL_PushEvent(&e)
	<-drawComplete
}


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