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authorDavid Thompson <davet@gnu.org>2018-06-25 04:03:01 -0400
committerDavid Thompson <davet@gnu.org>2018-06-25 04:30:03 -0400
commitab6bea9c601e00cd63d81fa94ec177267e70c2e4 (patch)
tree404a2a4dc5f5f982be48124fb061887adb7346a6
parenta7bc573dd87c2a57031786ff8762d7141f156e24 (diff)
Remove experimental buffer API.
-rw-r--r--Makefile.am1
-rw-r--r--chickadee/buffer.scm240
-rw-r--r--doc/api.texi211
-rw-r--r--examples/buffer.scm33
4 files changed, 15 insertions, 470 deletions
diff --git a/Makefile.am b/Makefile.am
index 80acadb..fac8d7c 100644
--- a/Makefile.am
+++ b/Makefile.am
@@ -60,7 +60,6 @@ SOURCES = \
chickadee/render/blend.scm \
chickadee/render/texture.scm \
chickadee/render/shader.scm \
- chickadee/render/buffer.scm \
chickadee/render/viewport.scm \
chickadee/render/framebuffer.scm \
chickadee/render/shapes.scm \
diff --git a/chickadee/buffer.scm b/chickadee/buffer.scm
deleted file mode 100644
index a7a22fc..0000000
--- a/chickadee/buffer.scm
+++ /dev/null
@@ -1,240 +0,0 @@
-;;; Chickadee Game Toolkit
-;;; Copyright © 2017 David Thompson <davet@gnu.org>
-;;;
-;;; Chickadee is free software: you can redistribute it and/or modify
-;;; it under the terms of the GNU General Public License as published
-;;; by the Free Software Foundation, either version 3 of the License,
-;;; or (at your option) any later version.
-;;;
-;;; Chickadee is distributed in the hope that it will be useful, but
-;;; WITHOUT ANY WARRANTY; without even the implied warranty of
-;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
-;;; General Public License for more details.
-;;;
-;;; You should have received a copy of the GNU General Public License
-;;; along with this program. If not, see
-;;; <http://www.gnu.org/licenses/>.
-
-(define-module (chickadee buffer)
- #:use-module (chickadee)
- #:use-module (chickadee scripting)
- #:use-module (oop goops)
- #:export (<buffer>
- started?
- start
- stop
- pause
- resume
- update
- before-draw
- draw
- after-draw
- abort
- key-press
- key-release
- text-input
- mouse-press
- mouse-move
- controller-add
- controller-remove
- controller-press
- controller-release
- controller-move
- current-buffer
- push-buffer!
- pop-buffer!
- replace-buffer!
- use-buffers!))
-
-(define-class <buffer> ()
- (started? #:init-value #f #:accessor buffer-started?)
- (agenda #:init-thunk make-agenda #:getter buffer-agenda))
-
-(define-method (start (buffer <buffer>))
- #t)
-
-(define-method (stop (buffer <buffer>))
- #t)
-
-(define-method (pause (buffer <buffer>))
- #t)
-
-(define-method (resume (buffer <buffer>))
- #t)
-
-(define-method (update (buffer <buffer>) dt)
- #t)
-
-(define-method (abort (buffer <buffer>))
- (abort-game))
-
-(define-method (before-draw (buffer <buffer>))
- #t)
-
-(define-method (draw (buffer <buffer>) alpha)
- #t)
-
-(define-method (after-draw (buffer <buffer>))
- #t)
-
-(define-method (key-press (buffer <buffer>) key scancode modifiers repeat?)
- #t)
-
-(define-method (key-release (buffer <buffer>) key scancode modifiers)
- #t)
-
-(define-method (text-input (buffer <buffer>) text)
- #t)
-
-(define-method (mouse-press (buffer <buffer>) button clicks x y)
- #t)
-
-(define-method (mouse-release (buffer <buffer>) button x y)
- #t)
-
-(define-method (mouse-move (buffer <buffer>) x y x-rel y-rel buttons)
- #t)
-
-(define-method (controller-add (buffer <buffer>) controller)
- #t)
-
-(define-method (controller-remove (buffer <buffer>) controller)
- #t)
-
-(define-method (controller-press (buffer <buffer>) controller button)
- #t)
-
-(define-method (controller-release (buffer <buffer>) controller button)
- #t)
-
-(define-method (controller-move (buffer <buffer>) controller axis value)
- #t)
-
-
-;;;
-;;; Buffer management
-;;;
-
-(define *buffers* '())
-
-(define (current-buffer)
- "Return the current buffer."
- (and (not (null? *buffers*))
- (car *buffers*)))
-
-(define-syntax-rule (with-buffer buffer body ...)
- (with-agenda (buffer-agenda buffer)
- body ...))
-
-(define-syntax-rule (with-current-buffer name body ...)
- (let ((name (current-buffer)))
- (with-buffer name
- body ...)))
-
-(define* (switch-buffers old new #:optional replace?)
- (when (is-a? old <buffer>)
- (with-buffer old
- (if replace?
- (stop old)
- (pause old))))
- (with-buffer new
- (if (buffer-started? new)
- (resume new)
- (begin
- (start new)
- (set! (buffer-started? new) #t)))))
-
-(define (push-buffer! buffer)
- "Pause the current buffer and switch to BUFFER."
- (let ((old (current-buffer)))
- (set! *buffers* (cons buffer *buffers*))
- (switch-buffers old buffer)))
-
-(define (pop-buffer!)
- "Stop the current buffer and switch back to the previously active
-buffer, or terminate the game loop if the buffer stack is empty."
- (let ((old (current-buffer)))
- (set! *buffers* (cdr *buffers*))
- (if (null? *buffers*)
- (begin
- (stop old)
- (abort-game))
- (switch-buffers old (current-buffer) #t))))
-
-(define (replace-buffer! buffer)
- "Stop the current buffer and switch to BUFFER."
- (let ((old (current-buffer)))
- (set! *buffers* (cons buffer (cdr *buffers*)))
- (switch-buffers old buffer #t)))
-
-(define (use-buffers! initial-buffer)
- "Install buffers into the game engine and set the current buffer to
-INITIAL-BUFFER."
- (add-hook! load-hook
- (lambda ()
- (push-buffer! initial-buffer)))
- (add-hook! update-hook
- (lambda (dt)
- (with-current-buffer buffer
- (update-agenda 1)
- (update buffer dt))))
- (add-hook! before-draw-hook
- (lambda ()
- (with-current-buffer buffer
- (before-draw buffer))))
- (add-hook! after-draw-hook
- (lambda ()
- (with-current-buffer buffer
- (after-draw buffer))))
- (add-hook! draw-hook
- (lambda (alpha)
- (with-current-buffer buffer
- (draw buffer alpha))))
- (add-hook! quit-hook
- (lambda ()
- (with-current-buffer buffer
- (abort buffer))))
- (add-hook! key-press-hook
- (lambda (key scancode modifiers repeat?)
- (with-current-buffer buffer
- (key-press buffer key scancode modifiers repeat?))))
- (add-hook! key-release-hook
- (lambda (key scancode modifiers)
- (with-current-buffer buffer
- (key-release buffer key scancode modifiers))))
- (add-hook! text-input-hook
- (lambda (text)
- (with-current-buffer buffer
- (text-input buffer text))))
- (add-hook! mouse-press-hook
- (lambda (button clicks x y)
- (with-current-buffer buffer
- (mouse-press buffer button clicks x y))))
- (add-hook! mouse-release-hook
- (lambda (button x y)
- (with-current-buffer buffer
- (mouse-release buffer button x y))))
- (add-hook! mouse-move-hook
- (lambda (x y x-rel y-rel buttons)
- (with-current-buffer buffer
- (mouse-move buffer x y x-rel y-rel buttons))))
- (add-hook! controller-add-hook
- (lambda (controller)
- (with-current-buffer buffer
- (controller-add buffer controller))))
- (add-hook! controller-remove-hook
- (lambda (controller)
- (with-current-buffer buffer
- (controller-remove buffer controller))))
- (add-hook! controller-press-hook
- (lambda (controller button)
- (with-current-buffer buffer
- (controller-press buffer controller button))))
- (add-hook! controller-release-hook
- (lambda (controller button)
- (with-current-buffer buffer
- (controller-release buffer controller button))))
- (add-hook! controller-move-hook
- (lambda (controller axis value)
- (with-current-buffer buffer
- (controller-move buffer controller axis value)))))
diff --git a/doc/api.texi b/doc/api.texi
index 694a236..5b02d60 100644
--- a/doc/api.texi
+++ b/doc/api.texi
@@ -4,7 +4,6 @@
* Math:: Linear algebra and more.
* Graphics:: Eye candy.
* Audio:: Sound effects and music.
-* Buffers:: Splitting games into logical components.
* Scripting:: Bringing the game world to life.
@end menu
@@ -595,62 +594,58 @@ While @code{gpu-apply} will draw every vertex in @var{vertex-array},
@end deffn
@deffn {Procedure} current-viewport
-Return the currently bound viewport. @xref{Viewports} for more
-details about using viewports.
+Return the currently bound viewport (@pxref{Viewports}).
@end deffn
@deffn {Procedure} current-framebuffer
-Return the currently bound framebuffer. @xref{Framebuffers} for more
-details about using framebuffers.
+Return the currently bound framebuffer (@pxref{Framebuffers}).
@end deffn
@deffn {Procedure} current-blend-mode
-Return the currently bound blend mode. @xref{Blending and Depth
-Testing} for more details about using blend modes.
+Return the currently bound blend mode (@pxref{Blending and Depth
+Testing}).
@end deffn
@deffn {Procedure} current-depth-test
-Return @code{#t} if depth testing is currently enabled.
-@xref{Blending and Depth Testing} for more details about using the
-depth test.
+Return @code{#t} if depth testing is currently enabled (@pxref{Blending and Depth Testing}).
@end deffn
@deffn {Procedure} current-texture
-Return the currently bound texture. @xref{Textures} for more details
-about using textures.
+Return the currently bound texture (@pxref{Textures}).
@end deffn
@deffn {Procedure} current-projection
-Return the currently bound projection matrix. @xref{Matrices} for
-more details about matrices.
+Return the currently bound projection matrix (@pxref{Matrices}).
@end deffn
@deffn {Syntax} with-viewport @var{viewport} @var{body} ...
-Evaluate @var{body} with the current viewport bound to @var{viewport}.
+Evaluate @var{body} with the current viewport bound to @var{viewport} (@pxref{Viewports}).
@end deffn
@deffn {Syntax} with-framebuffer @var{framebuffer} @var{body} ...
Evaluate @var{body} with the current framebuffer bound to
-@var{framebuffer}.
+@var{framebuffer} (@pxref{Framebuffers}).
@end deffn
@deffn {Syntax} with-blend-mode @var{blend-mode} @var{body} ...
Evaluate @var{body} with the current blend mode bound to
-@var{blend-mode}.
+@var{blend-mode} (@pxref{Blending and Depth Testing}).
@end deffn
@deffn {Syntax} with-depth-test @var{depth-test?} @var{body} ...
Evaluate @var{body} with the depth-test disabled if @var{depth-test?}
-is @code{#f}, or enabled otherwise.
+is @code{#f}, or enabled otherwise (@pxref{Blending and Depth
+Testing}).
@end deffn
@deffn {Syntax} with-texture @var{texture} @var{body} ...
-Evaluate @var{body} with the current texture bound to @var{texture}.
+Evaluate @var{body} with the current texture bound to @var{texture}
+(@pxref{Textures}).
@end deffn
@deffn {Syntax} with-projection @var{projection} @var{body} ...
Evaluate @var{body} with the current projection matrix bound to
-@var{projection}.
+@var{projection} (@pxref{Matrices}).
@end deffn
@node Textures
@@ -1031,182 +1026,6 @@ Return @code{#t} if music is currently playing.
Return @code{#t} if music is currently paused.
@end deffn
-@node Buffers
-@section Buffers
-
-Games are big state machines and they can get complex quickly, thus we
-need tools to manage that complexity. One useful technique is to
-separate the many ``screens'' of a game (such as the main menu, player
-select screen, high score table, game over screen, etc.) from each
-other, so that it is possible to program the logic for one section of
-the game independent of another. In Chickadee, these ``screens'' are
-called ``buffers''. In other game engines this same construct may be
-called a ``scene'' or ``room''.
-
-A buffer knows how to update its state, render, handle input events,
-etc. Only one buffer is ever active at a time, and the current buffer
-can be changed with procedures like @code{push-buffer},
-@code{replace-buffer}, and @code{pop-buffer}.
-
-Buffers are implemented using Guile's object oriented programming
-system (@pxref{GOOPS,,, guile, GNU Guile Reference Manual}). Each
-type of buffer is represented as a subclass of the @code{<buffer>}
-class. Once a new buffer class has been created, there are many
-methods that can be specialized for that class.
-
-To install buffer support and set the initial buffer, call the
-@code{use-buffers!} procedure.
-
-Let's take a look at a simple example to see how it all comes
-together:
-
-@example
-(use-modules (chickadee)
- (chickadee buffer)
- (chickadee math vector)
- (chickadee render sprite)
- (chickadee render texture)
- (oop goops))
-
-;; Define a new buffer type.
-(define-class <splash-screen> (<buffer>)
- (chickadee #:accessor chickadee #:init-value #f))
-
-;; Define the logic for when the buffer is first activated.
-(define-method (start (splash <splash-screen>))
- (set! (chickadee splash) (load-image "images/chickadee.png")))
-
-;; Define how the buffer should be rendered.
-(define-method (draw (splash <splash-screen>) alpha)
- (draw-sprite (chickadee splash) (vec2 256.0 176.0)))
-
-;; Hook into the game engine and make the splash screen the initial buffer.
-(use-buffers! (make <splash-screen>))
-
-;; Start the game!
-(run-game)
-@end example
-
-@deffn {Class} <buffer>
-The parent class for all buffers.
-@end deffn
-
-@deffn {Method} started? @var{buffer}
-Return @code{#t} if @var{buffer} has been activated by the game engine.
-@end deffn
-
-@deffn {Method} start @var{buffer}
-Called when @var{buffer} becomes the current buffer for the first time.
-@end deffn
-
-@deffn {Method} stop @var{buffer}
-Called when @var{buffer} is no longer in use.
-@end deffn
-
-@deffn {Method} pause @var{buffer}
-Called when @var{buffer} is no longer the current buffer but still in
-use.
-@end deffn
-
-@deffn {Method} resume @var{buffer}
-Called when @var{buffer} becomes the current buffer after having been
-suspended.
-@end deffn
-
-The following methods are simply wrappers around the hooks described
-in @xref{Kernel}, so see that section for more detail about the
-arguments to these methods. The engine calls these methods with the
-current buffer as the first argument.
-
-@deffn {Method} update @var{buffer} @var{dt}
-Advance the simulation running in @var{buffer} by @var{dt} units of
-time.
-@end deffn
-
-@deffn {Method} abort @var{buffer}
-Called when the user tries to close the game window.
-@end deffn
-
-@deffn {Method} before-draw @var{buffer}
-Called before @var{buffer} is rendered.
-@end deffn
-
-@deffn {Method} after-draw @var{buffer}
-Called after @var{buffer} is rendered.
-@end deffn
-
-@deffn {Method} draw @var{buffer} @var{alpha}
-Render @var{buffer}.
-@end deffn
-
-@deffn {Method} key-press @var{buffer} @var{key} @var{scancode} @var{modifiers} @var{repeat?}
-Handle key press event.
-@end deffn
-
-@deffn {Method} key-release @var{buffer} @var{key} @var{scancode} @var{modifiers}
-Handle key release event.
-@end deffn
-
-@deffn {Method} text-input @var{buffer} @var{text}
-Handle text input event.
-@end deffn
-
-@deffn {Method} mouse-press @var{buffer} @var{button} @var{clicks} @var{x} @var{y}
-Handle mouse press event.
-@end deffn
-
-@deffn {Method} mouse-release @var{buffer} @var{button} @var{x} @var{y}
-Handle mouse release event.
-@end deffn
-
-@deffn {Method} mouse-move @var{buffer} @var{x} @var{y} @var{x-rel} @var{y-rel} @var{buttons}
-Handle mouse move event.
-@end deffn
-
-@deffn {Method} controller-add @var{buffer} @var{controller}
-Handle controller add event.
-@end deffn
-
-@deffn {Method} controller-remove @var{buffer} @var{controller}
-Handle controller remove event.
-@end deffn
-
-@deffn {Method} controller-press @var{buffer} @var{controller} @var{button}
-Handle controller press event.
-@end deffn
-
-@deffn {Method} controller-release @var{buffer} @var{controller} @var{button}
-Handle controller release event.
-@end deffn
-
-@deffn {Method} controller-move @var{buffer} @var{controller} @var{axis} @var{value}
-Handle controller move event.
-@end deffn
-
-The following procedures are used to manage the buffer stack:
-
-@deffn {Procedure} use-buffers! @var{initial-buffer}
-Install buffers into the game engine and set the current buffer to
-@var{initial-buffer}.
-@end deffn
-
-@deffn {Procedure} push-buffer! @var{buffer}
-Pause the current buffer and switch to @var{buffer}.
-@end deffn
-
-@deffn {Procedure} pop-buffer!
-Stop the current buffer and switch back to the previously active
-buffer, or terminate the game loop if the buffer stack is empty.
-@end deffn
-
-@deffn {Procedure} replace-buffer! @var{buffer}
-Stop the current buffer and switch to @var{buffer}
-@end deffn
-
-@deffn {Procedure} current-buffer
-Return the current buffer.
-@end deffn
-
@node Scripting
@section Scripting
diff --git a/examples/buffer.scm b/examples/buffer.scm
deleted file mode 100644
index 4712ea4..0000000
--- a/examples/buffer.scm
+++ /dev/null
@@ -1,33 +0,0 @@
-(use-modules (chickadee)
- (chickadee buffer)
- (chickadee math vector)
- (chickadee render font)
- (chickadee render sprite)
- (chickadee render texture)
- (chickadee scripting)
- (oop goops))
-
-(define-class <splash-screen> (<buffer>)
- (chickadee #:accessor chickadee #:init-value #f))
-
-(define-method (start (splash <splash-screen>))
- (set! (chickadee splash) (load-image "images/chickadee.png"))
- (after 120 (replace-buffer! (make <main-menu>))))
-
-(define-method (draw (splash <splash-screen>) alpha)
- (draw-sprite (chickadee splash) (vec2 256.0 176.0)))
-
-(define-class <main-menu> (<buffer>)
- (font #:accessor menu-font #:init-value #f))
-
-(define-method (start (menu <main-menu>))
- (set! (menu-font menu) (load-font "fonts/good_neighbors_starling.xml")))
-
-(define-method (draw (menu <main-menu>) alpha)
- (draw-text (menu-font menu) "press any key to exit" (vec2 200.0 240.0)))
-
-(define-method (key-press (menu <main-menu>) key scancode modifiers repeat?)
- (pop-buffer!))
-
-(use-buffers! (make <splash-screen>))
-(run-game)