Merge: Gamnit on iOS
[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 import gamnit_ios is conditional(ios)
27 import input_ios is conditional(ios)
28
29 redef class App
30
31 # Main `GamnitDisplay` initialized by `create_gamnit`
32 var display: nullable GamnitDisplay = null
33
34 # Hook to setup the OpenGL context: compiling shaders, creating VBO, reloading textures, etc.
35 #
36 # The gamnit services redefine this method to prepare optimizations and more.
37 # Clients may also refine this method to prepare custom OpenGL resources.
38 fun create_gamnit do end
39
40 # Hook to prepare for recreating the OpenGL context
41 #
42 # Some gamnit services refine this method to reset caches before the
43 # next call to `create_gamnit`.
44 fun recreate_gamnit do end
45
46 # Create and set `self.display`
47 fun create_display
48 do
49 var display = new GamnitDisplay
50 display.setup
51 self.display = display
52
53 # Print the current GL configuration, for debugging
54 print "GL vendor: {glGetString(gl_VENDOR)}"
55 print "GL renderer: {glGetString(gl_RENDERER)}"
56 print "GL version: {glGetString(gl_VERSION)}"
57 print "GLSL version: {glGetString(gl_SHADING_LANGUAGE_VERSION)}"
58 print "GL extensions: {glGetString(gl_EXTENSIONS)}"
59 print "GL max texture size: {glGetIntegerv(gl_MAX_TEXTURE_SIZE, 0)}"
60 end
61
62 # Hook for client programs to setup the scene
63 #
64 # Refine this method to build the game world or the main menu,
65 # creating instances of `Sprite` and `Actor` as needed.
66 #
67 # This method is called only once per execution of the program and it should
68 # be considered as the entry point of most game logic.
69 fun create_scene do end
70
71 # Core of the frame logic, executed only when the display is visible
72 #
73 # This method should be redefined by user modules to customize the behavior of the game.
74 protected fun frame_core(display: GamnitDisplay) do end
75
76 # Full frame logic, executed even if the display is not visible
77 #
78 # This method wraps `frame_core` and other services to be executed in the main app loop.
79 #
80 # To customize the behavior on each turn, it is preferable to redefined `frame_core`.
81 # Still, `frame_full` can be redefined with care for more control.
82 protected fun frame_full
83 do
84 var display = display
85 if display != null then frame_core(display)
86
87 feed_events
88 end
89
90 redef fun run
91 do
92 # TODO manage exit condition
93 loop frame_full
94 end
95
96 # Loop on available events and feed them back to the app
97 #
98 # The implementation varies per platform.
99 private fun feed_events do end
100
101 # Hook to receive and respond to `event` triggered by the user or system
102 #
103 # Returns whether or not the event is used or intercepted.
104 # If `true`, the event will not be processed further by the system.
105 # Returns `false` to intercepts events like the back key on mobile devices.
106 #
107 # The instances passed as `event` may be freed (or overwritten),
108 # right after this method returns. They should not be preserved.
109 fun accept_event(event: InputEvent): Bool do return false
110
111 # The window has been resized by the user or system
112 #
113 # The framework handles resizing the viewport automatically.
114 fun on_resize(display: GamnitDisplay) do end
115 end
116
117 # Portable indirection to `glBindFramebuffer(gl_FRAMEBUFFER, fbo)`
118 #
119 # This is implemented differently on iOS.
120 fun bind_screen_framebuffer(fbo: Int) do glBindFramebuffer(gl_FRAMEBUFFER, fbo)