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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"
	"io/fs"
	"os"

	"go.wit.com/dev/alexflint/arg"
	"go.wit.com/log"

	"github.com/faiface/pixel/pixelgl"
	// "github.com/gookit/config"
)

// sent via -ldflags
var VERSION string
var BUILDTIME string

var PLUGIN string = "pixelgl"

//go:embed resources/*
var resources embed.FS

var pp *arg.Parser

// the glsl file
var glslFile string

func initPlugin() {
	pp = arg.MustParse(&argv)

	log.Log(INFO, "Init()")

	me.myTree = initTree()
	/*
		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()

	glslFile = loadGLSL(argv.Filename)
	// 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() {

	// This parses the command line arguments
	// parseConfig()
	pixelgl.Run(run)
}

// LoadFileToString loads the contents of a file into a string
func loadGLSL(filename string) string {
	var err error
	var data []byte

	//
	data, err = os.ReadFile(filename)
	if err == nil {
		log.Println("found embedded file:", filename)
		return string(data)
	}
	data, err = fs.ReadFile(resources, filename)
	if len(data) == 0 {
		log.Info("still could not find file", filename, err)
	} else {
		return string(data)
	}

	filename = "resources/seascape.glsl"
	log.Println("did not find  embedded file:", filename, err)
	data, err = fs.ReadFile(resources, filename)
	if len(data) == 0 {
		log.Info("still could not find file", filename)
		os.Exit(-1)
	}

	// return a string of the data to feed into
	// canvas.SetFragmentShader(file)
	return string(data)
}