pixelgl/main.go

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package main
/*
This is reference code for toolkit developers
The 'nocui' is a bare minimum toolkit. It's all you need
to interact with the GUI
*/
import (
"embed"
"go.wit.com/log"
"go.wit.com/toolkits/tree"
"github.com/faiface/pixel/pixelgl"
"github.com/gookit/config"
)
//go:embed *.glsl
var glFile embed.FS
func init() {
log.Log(INFO, "Init()")
me.myTree = tree.New()
me.myTree.PluginName = "nocui"
// me.myTree.ActionFromChannel = doAction
me.myTree.NodeAction = newaction
me.myTree.Add = Add
me.myTree.SetTitle = SetTitle
me.myTree.SetLabel = SetLabel
me.myTree.SetText = SetText
me.myTree.AddText = AddText
me.exit = false
log.Log(INFO, "Init() END")
showOptions()
go simpleStdin()
config.Set("width", 640)
config.Set("height", 480)
config.Set("glDrift", 0.01)
// config.Set("filename", "planetfall.glsl")
config.Set("filename", "seascape.glsl")
// I think this doesn't work as a goroutine because
// opengl closes. This plugin probably has to wait
// until there is some sort of protobuf + socket interface
// instead of a plugin
pixelgl.Run(run)
}
// this must be defined for plugin's, but is never run
// I assume it's for testing the code in a stand alone way
func main() {
config.Set("width", 1024)
config.Set("height", 768)
config.Set("glDrift", 0.01)
config.Set("filename", "planetfall.glsl")
// This parses the command line arguments
// parseConfig()
pixelgl.Run(run)
}