1 # This file is part of NIT ( http://www.nitlanguage.org ).
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
7 # http://www.apache.org/licenses/LICENSE-2.0
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.
15 # Game and multimedia framework for Nit
24 import gamnit_android
is conditional
(android
)
25 import gamnit_linux
is conditional
(linux
)
29 # Main `GamnitDisplay` initialized by `create_gamnit`
30 var display
: nullable GamnitDisplay = null
32 # Hook to setup the OpenGL context: compiling shaders, creating VBO, reloading textures, etc.
34 # The gamnit services redefine this method to prepare optimizations and more.
35 # Clients may also refine this method to prepare custom OpenGL resources.
38 var display
= new GamnitDisplay
40 self.display
= display
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 print
"GL max texture size: {glGetIntegerv(gl_MAX_TEXTURE_SIZE, 0)}"
51 # Hook for client programs to setup the scene
53 # Refine this method to build the game world or the main menu,
54 # creating instances of `Sprite` and `Actor` as needed.
56 # This method is called only once per execution of the program and it should
57 # be considered as the entry point of most game logic.
58 fun create_scene
do end
60 # Core of the frame logic, executed only when the display is visible
62 # This method should be redefined by user modules to customize the behavior of the game.
63 protected fun frame_core
(display
: GamnitDisplay) do end
65 # Full frame logic, executed even if the display is not visible
67 # This method wraps `frame_core` and other services to be executed in the main app loop.
69 # To customize the behavior on each turn, it is preferable to redefined `frame_core`.
70 # Still, `frame_full` can be redefined with care for more control.
71 protected fun frame_full
74 if display
!= null then frame_core
(display
)
81 # TODO manage exit condition
85 # Loop on available events and feed them back to the app
87 # The implementation varies per platform.
88 private fun feed_events
do end
90 # Hook to receive and respond to `event` triggered by the user or system
92 # Returns whether or not the event is used or intercepted.
93 # If `true`, the event will not be processed further by the system.
94 # Returns `false` to intercepts events like the back key on mobile devices.
96 # The instances passed as `event` may be freed (or overwritten),
97 # right after this method returns. They should not be preserved.
98 fun accept_event
(event
: InputEvent): Bool do return false
100 # The window has been resized by the user or system
102 # The framework handles resizing the viewport automatically.
103 fun on_resize
(display
: GamnitDisplay) do end
106 # Portable indirection to `glBindFramebuffer(gl_FRAMEBUFFER, fbo)`
108 # This is implemented differently on iOS.
109 fun bind_screen_framebuffer
(fbo
: Int) do glBindFramebuffer
(gl_FRAMEBUFFER
, fbo
)