go使用SDL例子
package main import ( "fmt" "io/ioutil" "time" "unsafe" sdl "github.com/moonfdd/sdl2-go/sdl2" "github.com/moonfdd/sdl2-go/sdlcommon" ) const REFRESH_EVENT = sdl.SDL_USEREVENT + 1 // 请求画面刷新事件 const QUIT_EVENT = sdl.SDL_USEREVENT + 2 // 退出事件 // 定义分辨率 // YUV像素分辨率 const YUV_WIDTH = 320 const YUV_HEIGHT = 240 // 定义YUV格式 const YUV_FORMAT = sdl.SDL_PIXELFORMAT_IYUV var s_thread_exit = 0 // 退出标志 = 1则退出 func main() { sdlcommon.SetSDL2Path("SDL2.0.16.dll") sdl.SDL_Init(sdl.SDL_INIT_VIDEO) pixformat := YUV_FORMAT // 分辨率 // 1. YUV的分辨率 video_width := int32(YUV_WIDTH) video_height := int32(YUV_HEIGHT) // 2.显示窗口的分辨率 win_width := int32(YUV_WIDTH) win_height := int32(YUV_WIDTH) y_frame_len := video_width * video_height u_frame_len := video_width * video_height / 4 v_frame_len := video_width * video_height / 4 yuv_frame_len := y_frame_len + u_frame_len + v_frame_len window := sdl.SDL_CreateWindow("微信公众号:福大大架构师每日一题", sdl.SDL_WINDOWPOS_UNDEFINED, sdl.SDL_WINDOWPOS_UNDEFINED, video_width, video_height, sdl.SDL_WINDOW_OPENGL|sdl.SDL_WINDOW_RESIZABLE) if window == nil { fmt.Printf("Can't create window, err:%s", sdl.SDL_GetError()) return } renderer := window.SDL_CreateRenderer(-1, 0) texture := renderer.SDL_CreateTexture(uint32(pixformat), sdl.SDL_TEXTUREACCESS_STREAMING, video_width, video_height) var event sdl.SDL_Event var rect sdl.SDL_Rect fileData, err := ioutil.ReadFile("yuv420p_320x240.yuv") if err != nil { fmt.Println("读取文件失败", err) return } //创建请求刷新线程 go func() { for s_thread_exit == 0 { var event sdl.SDL_Event event.Type = REFRESH_EVENT event.SDL_PushEvent() time.Sleep(40 * time.Millisecond) } s_thread_exit = 0 var event sdl.SDL_Event event.Type = QUIT_EVENT event.SDL_PushEvent() }() for { // 收取SDL系统里面的事件 event.SDL_WaitEvent() if event.Type == REFRESH_EVENT { // 画面刷新事件 if len(fileData) < int(yuv_frame_len) { break } video_buf := fileData[0:yuv_frame_len] for i := y_frame_len; i < yuv_frame_len; i++ { video_buf[i] = 128 //彩色变黑白 } fileData = fileData[yuv_frame_len:] // 设置纹理的数据 video_width = 320, plane texture.SDL_UpdateTexture(nil, uintptr(unsafe.Pointer(&video_buf[0])), video_width) // 显示区域,可以通过修改w和h进行缩放 rect.X = 0 rect.Y = 0 //w_ratio := win_width * 1.0 / video_width //h_ratio := win_height * 1.0 / video_height //320x240 怎么保持原视频的宽高比例 //rect.W = video_width * w_ratio //rect.H = video_height * h_ratio rect.W = win_width rect.H = win_height // 清除当前显示 renderer.SDL_RenderClear() // 将纹理的数据拷贝给渲染器 renderer.SDL_RenderCopy(texture, nil, &rect) // 显示 renderer.SDL_RenderPresent() } else if event.Type == sdl.SDL_WINDOWEVENT { window.SDL_GetWindowSize(&win_width, &win_height) } else if event.Type == sdl.SDL_QUIT { s_thread_exit = 1 } else if event.Type == QUIT_EVENT { break } } texture.SDL_DestroyTexture() renderer.SDL_DestroyRenderer() window.SDL_DestroyWindow() sdl.SDL_Quit() }