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 `on_create`
+ # Main `GamnitDisplay` initialized by `create_gamnit`
var display: nullable GamnitDisplay = null
- redef fun on_create
- do
- super
+ # 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 do end
+ protected fun frame_core(display: GamnitDisplay) do end
# Full frame logic, executed even if the display is not visible
#
protected fun frame_full
do
var display = display
- if display != null then frame_core
+ if display != null then frame_core(display)
feed_events
end
#
# 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)