package main import ( "fmt" "os" "github.com/veandco/go-sdl2/gfx" "github.com/veandco/go-sdl2/sdl" ) var winTitle string = "SDL2 GFX" var winWidth, winHeight int32 = 800, 600 func run() int { var window *sdl.Window var renderer *sdl.Renderer var vx, vy = make([]int16, 3), make([]int16, 3) var err error if err = sdl.Init(sdl.INIT_EVERYTHING); err != nil { fmt.Fprintf(os.Stderr, "Failed to initialize SDL: %s\n", err) return 1 } defer sdl.Quit() if window, err = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, winWidth, winHeight, sdl.WINDOW_SHOWN); err != nil { fmt.Fprintf(os.Stderr, "Failed to create window: %s\n", err) return 2 } defer window.Destroy() if renderer, err = sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED); err != nil { fmt.Fprintf(os.Stderr, "Failed to create renderer: %s\n", err) return 3 // don't use os.Exit(3); otherwise, previous deferred calls will never run } renderer.Clear() defer renderer.Destroy() vx[0] = int16(winWidth / 3) vy[0] = int16(winHeight / 3) vx[1] = int16(winWidth * 2 / 3) vy[1] = int16(winHeight / 3) vx[2] = int16(winWidth / 2) vy[2] = int16(winHeight * 2 / 3) gfx.FilledPolygonColor(renderer, vx, vy, sdl.Color{0, 0, 255, 255}) gfx.CharacterColor(renderer, winWidth-16, 16, 'X', sdl.Color{255, 0, 0, 255}) gfx.StringColor(renderer, 16, 16, "GFX Demo", sdl.Color{0, 255, 0, 255}) renderer.Present() sdl.Delay(3000) return 0 } func main() { os.Exit(run()) }