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-rw-r--r--doc/api.texi211
1 files changed, 15 insertions, 196 deletions
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