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b0b6e97726
Author | SHA1 | Date |
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Jeff Carr | b0b6e97726 | |
Jeff Carr | 1f99b7ee04 | |
Jeff Carr | 25c0ba5c87 | |
Jeff Carr | aa46ffffe4 | |
Jeff Carr | 3ad06351ae | |
Jeff Carr | 9d39c2dbcb | |
Jeff Carr | 8f5d223b36 |
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@ -4,64 +4,76 @@ package main
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This simply parses the command line arguments using the default golang
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package called 'flag'. This can be used as a simple template to parse
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command line arguments in other programs.
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It puts everything in the 'config' package which I think is a good
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wrapper around the 'flags' package and doesn't need a whole mess of
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global variables
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*/
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import "log"
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import "os"
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import "flag"
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import "fmt"
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var (
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version string
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race bool
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debug = os.Getenv("BUILDDEBUG") != ""
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filename string
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width int
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height int
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timeout = "120s"
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uDrift float32
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)
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import "github.com/gookit/config"
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var customUsage = func() {
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fmt.Fprintf(flag.CommandLine.Output(), "Usage of %s:\n", os.Args[0])
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flag.PrintDefaults()
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fmt.Println("")
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fmt.Println("EXAMPLE:")
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fmt.Println("EXAMPLES:")
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fmt.Println("")
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fmt.Println("seascape-shader --width 640 --height 480 --filename shaders/planetfall.glsl")
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fmt.Println(os.Args[0] + " --width 1024 --height 768 --drift .1 --filename shaders/seascape.glsl")
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fmt.Println(os.Args[0] + " --width 640 --height 480 --filename shaders/planetfall.glsl")
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fmt.Println("")
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}
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func parseFlags() {
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var version string
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var race bool
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var filename string
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var width int
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var height int
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var glDrift float64
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flag.StringVar (&version, "version", "v0.1", "Set compiled in version string")
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flag.StringVar (&filename, "filename", "shaders/seascape.glsl", "path to GLSL file")
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flag.IntVar (&width, "width", 1024, "Width of the OpenGL Window")
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flag.IntVar (&height, "height", 768, "Height of the OpenGL Window")
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var tmp float64
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flag.Float64Var (&tmp, "drift", 0.01, "Speed of the gradual camera drift")
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flag.Float64Var (&glDrift, "drift", 0.01, "Speed of the gradual camera drift")
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flag.BoolVar (&race, "race", race, "Use race detector")
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// Set the output if something fails to stdout rather than stderr
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flag.CommandLine.SetOutput(os.Stdout)
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// flag.SetOutput(os.Stdout)
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flag.Usage = customUsage
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flag.Parse()
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if flag.Parsed() {
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log.Println("Parsed() worked. width=",width)
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log.Println("flag.Parse() worked")
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} else {
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log.Println("Parsed() failed. width=",width)
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log.Println("flag.Parse() failed")
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}
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// if err := flag.Parse(); err != nil {
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// log.Println("Example:",width)
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// }
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// keys := []string{"filename", "width", "height", "drift"}
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// keys := []string{"width", "height", "drift"}
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uDrift = float32(tmp)
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log.Println("width=",width)
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log.Println("height=",height)
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log.Println("uDrift=",uDrift)
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// keys := []string{"height"}
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// config.LoadFlags(keys)
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config.Set("width", width)
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config.Set("height", height)
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config.Set("glDrift", glDrift)
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config.Set("filename", filename)
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}
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func parseConfig() {
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config.WithOptions(config.ParseEnv)
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parseFlags()
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config.LoadOSEnv([]string{"MAIL"})
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config.LoadOSEnv([]string{"USER"})
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config.LoadOSEnv([]string{"BUILDDEBUG"})
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}
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@ -10,11 +10,15 @@ import (
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"golang.org/x/image/colornames"
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)
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import "log"
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import "github.com/gookit/config"
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func run() {
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// Set up window configs
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log.Println("width = ", config.Int("width"), "height = ", config.String("height"))
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cfg := pixelgl.WindowConfig{ // Default: 1024 x 768
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Title: "Golang GLSL",
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Bounds: pixel.R(0, 0, float64(width), float64(height)),
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Bounds: pixel.R(0, 0, config.Float("width"), config.Float("height")),
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VSync: true,
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}
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@ -31,7 +35,8 @@ func run() {
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// I am putting all shader example initializing stuff here for
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// easier reference to those learning to use this functionality
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fragSource, err := LoadFileToString(filename)
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log.Println("Load GSGL file = ", config.String("filename"))
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fragSource, err := LoadFileToString(config.String("filename"))
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if err != nil {
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panic(err)
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@ -39,6 +44,8 @@ func run() {
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var uMouse mgl32.Vec4
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var uTime float32
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log.Println("glDrift = ", config.String("glDrift"))
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var glDrift float32 = float32(config.Float("glDrift"))
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canvas := win.Canvas()
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uResolution := mgl32.Vec2{float32(win.Bounds().W()), float32(win.Bounds().H())}
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@ -47,7 +54,7 @@ func run() {
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"uResolution", &uResolution,
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"uTime", &uTime,
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"uMouse", &uMouse,
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"uDrift", &uDrift,
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"uDrift", &glDrift,
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)
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canvas.SetFragmentShader(fragSource)
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@ -72,7 +79,8 @@ func run() {
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}
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func main() {
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parseFlags()
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// This parses the command line arguments
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parseConfig()
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pixelgl.Run(run)
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}
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