# This file is part of NIT ( http://www.nitlanguage.org ). # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. # Game and multimedia framework for Nit module gamnit import app import display import textures import programs import gamnit_android is conditional(android) import gamnit_linux is conditional(linux) import gamnit_ios is conditional(ios) import input_ios is conditional(ios) redef class App # Main `GamnitDisplay` initialized by `create_gamnit` var display: nullable GamnitDisplay = null # Hook to setup the OpenGL context: compiling shaders, creating VBO, reloading textures, etc. # # The gamnit services redefine this method to prepare optimizations and more. # Clients may also refine this method to prepare custom OpenGL resources. fun create_gamnit do end # Hook to prepare for recreating the OpenGL context # # Some gamnit services refine this method to reset caches before the # next call to `create_gamnit`. fun recreate_gamnit do end # Create and set `self.display` fun create_display do var display = new GamnitDisplay display.setup self.display = display # Print the current GL configuration, for debugging print "GL vendor: {glGetString(gl_VENDOR)}" print "GL renderer: {glGetString(gl_RENDERER)}" print "GL version: {glGetString(gl_VERSION)}" print "GLSL version: {glGetString(gl_SHADING_LANGUAGE_VERSION)}" print "GL extensions: {glGetString(gl_EXTENSIONS)}" print "GL max texture size: {glGetIntegerv(gl_MAX_TEXTURE_SIZE, 0)}" end # Hook for client programs to setup the scene # # Refine this method to build the game world or the main menu, # creating instances of `Sprite` and `Actor` as needed. # # This method is called only once per execution of the program and it should # be considered as the entry point of most game logic. fun create_scene do end # Core of the frame logic, executed only when the display is visible # # This method should be redefined by user modules to customize the behavior of the game. protected fun frame_core(display: GamnitDisplay) do end # Full frame logic, executed even if the display is not visible # # This method wraps `frame_core` and other services to be executed in the main app loop. # # To customize the behavior on each turn, it is preferable to redefined `frame_core`. # Still, `frame_full` can be redefined with care for more control. protected fun frame_full do var display = display if display != null then frame_core(display) feed_events end redef fun run do # TODO manage exit condition loop frame_full end # Loop on available events and feed them back to the app # # The implementation varies per platform. private fun feed_events do end # Hook to receive and respond to `event` triggered by the user or system # # Returns whether or not the event is used or intercepted. # If `true`, the event will not be processed further by the system. # Returns `false` to intercepts events like the back key on mobile devices. # # The instances passed as `event` may be freed (or overwritten), # right after this method returns. They should not be preserved. fun accept_event(event: InputEvent): Bool do return false # The window has been resized by the user or system # # The framework handles resizing the viewport automatically. fun on_resize(display: GamnitDisplay) do end end # Portable indirection to `glBindFramebuffer(gl_FRAMEBUFFER, fbo)` # # This is implemented differently on iOS. fun bind_screen_framebuffer(fbo: Int) do glBindFramebuffer(gl_FRAMEBUFFER, fbo)