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
#
# 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
+ 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
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
# 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)