Merge: interactive nit: main variables are preserved
[nit.git] / lib / gamnit / gamnit.nit
1 # This file is part of NIT ( http://www.nitlanguage.org ).
2 #
3 # Licensed under the Apache License, Version 2.0 (the "License");
4 # you may not use this file except in compliance with the License.
5 # You may obtain a copy of the License at
6 #
7 # http://www.apache.org/licenses/LICENSE-2.0
8 #
9 # Unless required by applicable law or agreed to in writing, software
10 # distributed under the License is distributed on an "AS IS" BASIS,
11 # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 # See the License for the specific language governing permissions and
13 # limitations under the License.
14
15 # Game and multimedia framework for Nit
16 module gamnit
17
18 import app
19
20 import display
21 import textures
22 import programs
23
24 import gamnit_android is conditional(android)
25 import gamnit_linux is conditional(linux)
26
27 redef class App
28
29 # Main `GamnitDisplay` initialized by `create_gamnit`
30 var display: nullable GamnitDisplay = null
31
32 # Hook to setup the OpenGL context: compiling shaders, creating VBO, reloading textures, etc.
33 #
34 # The gamnit services redefine this method to prepare optimizations and more.
35 # Clients may also refine this method to prepare custom OpenGL resources.
36 fun create_gamnit
37 do
38 var display = new GamnitDisplay
39 display.setup
40 self.display = display
41
42 # Print the current GL configuration, for debugging
43 print "GL vendor: {glGetString(gl_VENDOR)}"
44 print "GL renderer: {glGetString(gl_RENDERER)}"
45 print "GL version: {glGetString(gl_VERSION)}"
46 print "GLSL version: {glGetString(gl_SHADING_LANGUAGE_VERSION)}"
47 print "GL extensions: {glGetString(gl_EXTENSIONS)}"
48 end
49
50 # Hook for client programs to setup the scene
51 #
52 # Refine this method to build the game world or the main menu,
53 # creating instances of `Sprite` and `Actor` as needed.
54 #
55 # This method is called only once per execution of the program and it should
56 # be considered as the entry point of most game logic.
57 fun create_scene do end
58
59 # Core of the frame logic, executed only when the display is visible
60 #
61 # This method should be redefined by user modules to customize the behavior of the game.
62 protected fun frame_core(display: GamnitDisplay) do end
63
64 # Full frame logic, executed even if the display is not visible
65 #
66 # This method wraps `frame_core` and other services to be executed in the main app loop.
67 #
68 # To customize the behavior on each turn, it is preferable to redefined `frame_core`.
69 # Still, `frame_full` can be redefined with care for more control.
70 protected fun frame_full
71 do
72 var display = display
73 if display != null then frame_core(display)
74
75 feed_events
76 end
77
78 redef fun run
79 do
80 # TODO manage exit condition
81 loop frame_full
82 end
83
84 # Loop on available events and feed them back to the app
85 #
86 # The implementation varies per platform.
87 private fun feed_events do end
88
89 # Hook to receive and respond to `event` triggered by the user or system
90 #
91 # Returns whether or not the event is used or intercepted.
92 # If `true`, the event will not be processed further by the system.
93 # Returns `false` to intercepts events like the back key on mobile devices.
94 #
95 # The instances passed as `event` may be freed (or overwritten),
96 # right after this method returns. They should not be preserved.
97 fun accept_event(event: InputEvent): Bool do return false
98
99 # The window has been resized by the user or system
100 #
101 # The framework handles resizing the viewport automatically.
102 fun on_resize(display: GamnitDisplay) do end
103 end