dsdapobp26141
2019-05-08 17:54
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在Go中的Goroutine中运行并使用SDL

I have a program with multiple multiple loops, each one ran in a Goroutine. I need to plug or unplug monitors while my program runs, so I have to restart the sdl to let it find my new monitors, I do it by sdl.quit() to quit the last sdl and sdl.init(sdl.InitEverything) to initialize it again. My problem is that I have to handle the sdl events in a loop, If I don't it will become unresponsive, but this loop will block my Main code. I don't need to handle any events like mouse clicks, I just want to show some simple picture and manipulate them, is there any way to stop events or run the whole sdl in a goroutine? I tried but get weird results. This is my struct:

type SDLstruct{
    window *sdl.Window
    renderer *sdl.Renderer
    texture *sdl.Texture
    src, dst sdl.Rect
    event sdl.Event
    Close bool
    winWidth, winHeight int32
}

This function starts a window and a renderer:

func (sdlVars *SDLstruct)StartWindow() (err error) {

    sdlVars.winWidth, sdlVars.winHeight = 1920,1080
    sdl.Init(sdl.INIT_VIDEO)
    Num,err :=sdl.GetNumVideoDisplays()
    if err!=nil {
        return err
    }
    var rect sdl.Rect
    rect,err = sdl.GetDisplayBounds(0)
    if err!=nil {
        return err
    }
    for i:=Num-1;i>=0;i--{
        Mod , _:=sdl.GetDisplayMode(i,0)
        if Mod.W ==info.winWidth && Mod.H==info.winHeight{
            rect,err = sdl.GetDisplayBounds(i)
            if err!=nil {
                return err
            }
            break
        }
    }
    sdlVars.window, err = sdl.CreateWindow(winTitle, rect.X, rect.Y,
        rect.W, rect.H, sdl.WINDOW_SHOWN)
    sdlVars.window.SetBordered(false)
    sdlVars.window.SetFullscreen(1)
    if err != nil {
        fmt.Fprintf(os.Stderr, "Failed to create window: %s
", err)
        return err
    }
    sdlVars.renderer, err = sdl.CreateRenderer(sdlVars.window, -1, sdl.RENDERER_ACCELERATED)
    if err != nil {
        fmt.Fprintf(os.Stderr, "Failed to create renderer: %s
", err)
        return err
    }
    sdlVars.renderer.Clear()
    sdlVars.renderer.SetDrawColor(0, 0, 0, 255)
    sdlVars.renderer.FillRect(&sdl.Rect{0, 0, int32(info.winWidth), int32(info.winHeight)})
    sdlVars.renderer.Present()
    sdl.ShowCursor(0)
    return nil
}

This function handle events:

func (sdlVars *SDLstruct)HandleEvents()  {
    for sdlVars.event = sdl.PollEvent(); sdlVars.event != nil; sdlVars.event = sdl.PollEvent() {
        switch t := sdlVars.event.(type) {
        case *sdl.QuitEvent:
            sdlVars.Close = true
        }
    }
}

and this one closes everything:

func (sdlVars *SDLstruct)CloseSDL() (err error) {
    err =sdlVars.renderer.Destroy()
    if err!=nil{
        return err
    }
    err = sdlVars.window.Destroy()
    if err!=nil{
        return err
    }
    sdl.Quit()
    return nil
}

This is my Main function:

func main()  {
    var wg sync.WaitGroup
    SdlVars:= new(SDLstruct)
    wg.Add(1)
    go SdlVars.StartSDL()
    time.Sleep(time.Second*5)
    SdlVars.Close = true
    time.Sleep(time.Second*15)
}

In my Main function I tell it to start the sdl and after 5 seconds close everything and wait 15 seconds, but it doesn't close window.

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