X-Git-Url: http://nitlanguage.org diff --git a/lib/gamnit/gamnit.nit b/lib/gamnit/gamnit.nit index 2fa5b8e..c1ecc86 100644 --- a/lib/gamnit/gamnit.nit +++ b/lib/gamnit/gamnit.nit @@ -14,3 +14,107 @@ # 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)