As I've been working on my videogame (codenamed Project: Doodle), I created a few Go libraries that I'm releasing as open source software that can be used to create other, unrelated applications (other games, other kinds of graphical programs, etc.)
These libraries are still in "early development" (meaning I may change their API around a bit as I refactor and add new features) but they are generally stable and I'm good about documenting changes in the code, if you wanna play around with these and aren't afraid of occasional breakages.
This is just a quick blog post letting people know about these libraries. I'll probably post again when these libraries reach a stable "1.0" state, where their API won't change and they'll have a degree of stability guaranteed to them.
I'm generally using GitHub as a mirror for these libraries and will accept issues and pull requests filed on GitHub (I wouldn't expect or want anybody to sign up an account on my local Gitea instance).
I decided early on for my game that I would be using libSDL for my game's graphics, audio, controller inputs and so on -- at least to start out with. I didn't want my game to rely on SDL though: I needed the flexibility to swap it out for OpenGL or Vulkan or Metal or any other back-end driver as needed to expand my game to future platforms.
So I created go/render as a "rendering engine library" for 2D graphics in Go. It presents an API interface for drawing pixels to the screen which can be implemented by various back-end "drivers" that do the real work.
Currently it supports SDL2 for desktop applications (Linux, macOS and Windows) as well as a WebAssembly driver that uses the HTML Canvas API. (I have a build of my game to WebAssembly, but WASM performance is not great yet.) Examples are included in the git repo for both desktop and WASM applications.
My game also required a UI toolkit for easily adding buttons, panels, windows and basic user interface controls to the game.
There were a handful of options I could've gone with: desktop UI toolkits like Gtk+ or Qt could've wrapped around my SDL surface and provided menu bars and button toolbars, but I wanted to minimize my inclusion of C or C++ libraries with my Go application. I was fortunate that go-sdl2 provided clear documentation how to cross-compile my program for Windows, and I didn't wanna push my luck bringing in yet more C libraries that might've made my game harder to ship. This also ruled out some potential SDL2-based C libraries for UI controls as well.
So I created my own UI toolkit in Go, and it uses my
go/render library as its
graphics back-end: meaning my UI toolkit can work for SDL2 desktop applications
and as WebAssembly applets.
The library's API is inspired by the Tk GUI toolkit which I had prior experience with in Perl and Python (see my Tk blog posts).
It currently supports widgets such as Labels, Buttons, Checkboxes, Tooltips and (virtual) Windows (with title bars that can be dragged around and closed). The Frame widget allows easy arrangement of child widgets using Tk-style Pack and Place controls.
Future planned widgets include: menus and menu bars, tabbed frames, text input boxes, scrollbars and sliders (in roughly that order).
The newest library implements a simple audio engine for playing music and sound effects. My game needed these, and doesn't have any fancy requirements yet, so this library provides the basics for loading music (.mp3 and .ogg) and sounds (.wav) and playing, pausing and stopping them.
Currently it only supports the SDL2 (Mixer) driver. This module is independent
go/render and you can mix and match (or not) that library.
Future planned features include: adding WebAssembly support (Web Audio API), maybe branch out to other back-end drivers as needed.
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