redef class App
- # Main `GamnitDisplay` initialized by `on_create`
+ # Main `GamnitDisplay` initialized by `create_gamnit`
var display: nullable GamnitDisplay = null
- redef fun on_create
+ # 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
- super
-
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.
# 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)