@menu * Kernel:: The fundamental components. * Input:: Keyboard, mouse, and controller input. * Math:: Linear algebra and more. * Graphics:: Eye candy. * Audio:: Sound effects and music. @end menu @node Kernel @section Kernel At the very core of Chickadee, in the @code{(chickadee)} module, lies an event loop. This loop, or ``kernel'', is responsible for creating and managing the game window, dispatching input events, ensuring that the game is updated at the desired interval, and rendering graphics. The kernel implements what is known as a ``fixed timestep'' game loop, meaning that the game simulation will be advanced by a fixed interval of time and will never vary from frame to frame, unlike some other styles of game loops. The appropriately named @code{run-game} and @code{abort-game} procedures are the entry and exit points to the Chickadee kernel. On its own, the kernel does not do very much at all. In order to actually respond to input events, update game state, or draw something to the game window, a hacker with a penchant for game development must latch onto extension points built into the kernel, called ``hooks'', and specify what action ought to be taken for any given event. For example, the @code{key-press-hook} can be used to respond to the @code{a} key being pressed by swinging the player's mighty sword. There are many hooks available, so read on to learn about all of them. For information about using Guile's hook API, see @xref{Hooks,,, guile, GNU Guile Reference Manual}. @deffn {Scheme Procedure} run-game [#:window-title "Chickadee!"] [#:window-width 640] [#:window-height 480] [#:window-fullscreen? #f] [#:update-hz 60] Start the event loop. This procedure will not return until @code{abort-game} is called. The @code{update-hook} will be run @var{update-hz} times per second. A new graphical window will be opened with @var{window-width} x @var{window-height} as its dimensions, @var{window-title} as its title, and in fullscreen mode if @var{window-fullscreen?} is @code{#t}. @end deffn @deffn {Scheme Procedure} abort-game Stop the currently running Chickadee event loop. @end deffn @deffn {Scheme Procedure} time Return the current game time in milliseconds. @end deffn @defvr {Scheme Variable} load-hook A hook that is run once when the event loop boots, before any other hook is run. This hook is run with zero arguments. @example (add-hook! load-hook (lambda () (display "hello!\n"))) @end example @end defvr @defvr {Scheme Variable} update-hook A hook that is run every time the game simulation should be advanced. This hook is run with a single argument @var{dt}, the fixed timestep that was configured when the event loop was started, in milliseconds. @example (add-hook! update-hook (lambda (dt) (display "tick!\n"))) @end example @end defvr @defvr {Scheme Variable} before-draw-hook A hook that is run before a frame is rendered. This hook is run with zero arguments. @example (add-hook! before-draw-hook (lambda () (display "about to draw!\n"))) @end example @end defvr @defvr {Scheme Variable} after-draw-hook A hook that is run after a frame is rendered. This hook is run with zero arguments. @example (add-hook! after-draw-hook (lambda () (display "done drawing!\n"))) @end example Combined with @code{before-draw-hook}, one can perform a frames per second calculation to monitor game performance and stability. @end defvr @defvr {Scheme Variable} draw-hook A hook that is run each time a frame should be rendered. This hook is run with a single argument @var{alpha}, a value in the range [0, 1] which represents how much time has past since the last game state update relative to the upcoming game state update, as a percentage. Because the game state is updated independent of rendering, it is often the case that rendering is occuring between two updates. If the game is rendered as it was during the last update, a strange side-effect will occur that makes animation appear rough or ``choppy''. To counter this, the @var{alpha} value can be used to perfrom a linear interpolation of a moving object between its current position and its previous position. This odd trick has the pleasing result of making the animation look smooth again, but requires keeping track of previous state. @c TODO: Add example of linear interpolation @example (add-hook! draw-hook (lambda (alpha) (display "<(._.<) \n"))) @end example @end defvr @defvr {Scheme Variable} quit-hook A hook that is run when the user clicks the close button on the game window. This hook is run with zero arguments. @example (add-hook! quit-hook (lambda () (display "bye!\n"))) @end example @end defvr @defvr {Scheme Variable} key-press-hook A hook that is run when a key is pressed on the keyboard. This hook is run with four arguments: @enumerate @item @var{key}: The symbolic name of the ``virtual'' key that was pressed. For example: @code{backspace}. It's called a virtual key because the operating system may map a physical keyboard key to another key entirely, such as how the author binds the ``caps lock'' key to mean ``control''. @item @var{scancode}: The symbolic name of the physical key that was pressed. @item @var{modifiers}: A list of the symbolic names of modifier keys that were being held down when the key was pressed. Possible values include @code{ctrl}, @code{alt}, and @code{shift}. @item @var{repeat?}: @code{#t} if this is a repeated press of the same key. @end enumerate @example (add-hook! key-press-hook (lambda (key scancode modifiers repeat?) (display "pressed key: ") (display key) (newline))) @end example @end defvr @defvr {Scheme Variable} key-release-hook A hook that is run when a key is released on the keyboard. This hook is run with three arguments: @enumerate @item @var{key}: The symbolic name of the ``virtual'' key that was released. @item @var{scancode}: The symbolic name of the physical key that was released. @item @var{modifiers}: A list of the symbolic names of modifier keys that were being held down when the key was released. @end enumerate @end defvr @defvr {Scheme Variable} text-input-hook A hook that is run when printable text is typed on the keyboard. This hook is run with a single argument, @var{text}, a string containing the text that was entered. @end defvr @defvr {Scheme Variable} mouse-press-hook A hook that is run when a mouse button is pressed. This hook is run with four arguments: @enumerate @item @var{button}: The symbolic name of the button that was pressed, such as @code{left}, @code{middle}, or @code{right}. @item @var{clicks}: The number of times the button has been clicked in a row. @item @var{x}: The x coordinate of the mouse cursor. @item @var{y}: The y coordinate of the mouse cursor. @end enumerate @end defvr @defvr {Scheme Variable} mouse-release-hook A hook that is run when a mouse button is released. This hook is run with three arguments: @enumerate @item @var{button}: The symbolic name of the button that was released. @item @var{x}: The x coordinate of the mouse cursor. @item @var{y}: The y coordinate of the mouse cursor. @end enumerate @end defvr @defvr {Scheme Variable} mouse-move-hook A hook that is run when the mouse is moved. This hook is run with five arguments: @enumerate @item @var{x}: The x coordinate of the mouse cursor. @item @var{y}: The y coordinate of the mouse cursor. @item @var{dx}: The amount the mouse has moved along the x axis since the last mouse move event. @item @var{dy}: The amount the mouse has moved along the y axis since the last mouse move event. @item @var{buttons}: A list of the buttons that were pressed down when the mouse was moved. @end enumerate @end defvr @defvr {Scheme Variable} controller-add-hook A hook that is run when a game controller is connected. This hook is run with a single argument, @var{controller}, the controller that was connected. @end defvr @defvr {Scheme Variable} controller-remove-hook A hook that is run when a game controller is disconnected. This hook is run with a single argument, @var{controller}, the controller that was disconnected. @end defvr @defvr {Scheme Variable} controller-press-hook A hook that is run when a button on a game controller is pressed. This hook is run with two arguments: @enumerate @item @var{controller}: The controller that triggered the event. @item @var{button}: The symbolic name of the button that was pressed. Possible buttons are: @itemize @item @code{a} @item @code{b} @item @code{x} @item @code{y} @item @code{back} @item @code{guide} @item @code{start} @item @code{left-stick} @item @code{right-stick} @item @code{left-shoulder} @item @code{right-shoulder} @item @code{dpad-up} @item @code{dpad-down} @item @code{dpad-left} @item @code{dpad-right} @end itemize @end enumerate @end defvr @defvr {Scheme Variable} controller-release-hook A hook that is run when a button on a game controller is released. This hook is run with two arguments: @enumerate @item @var{controller}: The controller that triggered the event. @item @var{button}: The symbolic name of the button that was released. @end enumerate @end defvr @defvr {Scheme Variable} controller-move-hook A hook that is run when an analog stick or trigger on a game controller is moved. This hook is run with three arguments @enumerate @item @var{controller}: The controller that triggered the event. @item @var{axis}: The symbolic name of the axis that was moved. Possible values are: @itemize @item @code{left-x} @item @code{left-y} @item @code{right-x} @item @code{right-y} @item @code{trigger-left} @item @code{trigger-right} @end itemize @end enumerate @end defvr @node Input @section Input @node Math @section Math Chickadee contains data types and procedures for performing the most common computations in video game simulations such as linear algebra with vectors and matrices and axis-aligned bounding box collision detection. @menu * Vectors:: Euclidean vectors. * Matrices:: Transformation matrices. * Rectangles:: Axis-aligned bounding boxes. @end menu @node Vectors @subsection Vectors @node Matrices @subsection Matrices @node Rectangles @subsection Rectangles @node Graphics @section Graphics Chickadee aims to make hardware-accelerated graphics rendering as simple and efficient as possible by providing high-level APIs that interact with the low-level OpenGL API under the hood. Anyone that has worked with OpenGL directly knows that it has a steep learning curve and a lot of effort is needed to render even a single triangle. The Chickadee rendering engine attempts to make it easy to do common tasks like rendering a sprite while also providing all of the building blocks to implement additional rendering techniques. @menu * Rendering Engine:: Rendering state management. * Sprites:: Draw 2D images. * Lines and Shapes:: Draw line segments and polygons. * Textures:: 2D images. * Blending and Depth Testing:: Control how pixels are combined. * Vertex Arrays:: Create 2D/3D models. * Shaders:: Create custom GPU programs. * Framebuffers:: Render to texture. * Viewports:: Restrict rendering to @end menu @node Rendering Engine @subsection Rendering Engine Chickadee defines rendering using a metaphor familiar to Scheme programmers: procedure application. A shader (@pxref{Shaders}) is like a procedure for the GPU to apply. Shaders are passed arguments: A vertex array containing the geometry to render (@pxref{Vertex Arrays}) and zero or more keyword arguments that the shader understands. Similar to how Scheme has @code{apply} for calling procedures, Chickadee provides @code{gpu-apply} for calling shaders. Additionally, there is some dynamic state that effects how @code{gpu-apply} will behave. Things like the current viewport, framebuffer, and blend mode are stored as dynamic state because it would be tedious to have to have to specify them each time @code{gpu-apply} is called. The following procedures and syntax can be found in the @code{(chickadee render)} module. @deffn {Scheme Syntax} gpu-apply @var{shader} @var{vertex-array} [#:uniform-key @var{uniform-value} ...] @deffnx {Scheme Syntax} gpu-apply* @var{shader} @var{vertex-array} @var{count} [#:uniform-key @var{uniform-value} ...] Render @var{vertex-array} using @var{shader} with the uniform values specified in the following keyword arguments. While @code{gpu-apply} will draw every vertex in @var{vertex-array}, @code{gpu-apply*} will only draw @var{count} vertices. @end deffn @deffn {Scheme Procedure} current-viewport Return the currently bound viewport. @xref{Viewports} for more details about using viewports. @end deffn @deffn {Scheme Procedure} current-framebuffer Return the currently bound framebuffer. @xref{Framebuffers} for more details about using framebuffers. @end deffn @deffn {Scheme Procedure} current-blend-mode Return the currently bound blend mode. @xref{Blending and Depth Testing} for more details about using blend modes. @end deffn @deffn {Scheme 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. @end deffn @deffn {Scheme Procedure} current-texture Return the currently bound texture. @xref{Textures} for more details about using textures. @end deffn @deffn {Scheme Procedure} current-projection Return the currently bound projection matrix. @xref{Matrices} for more details about matrices. @end deffn @deffn {Scheme Syntax} with-viewport @var{viewport} @var{body} ... Evaluate @var{body} with the current viewport bound to @var{viewport}. @end deffn @deffn {Scheme Syntax} with-framebuffer @var{framebuffer} @var{body} ... Evaluate @var{body} with the current framebuffer bound to @var{framebuffer}. @end deffn @deffn {Scheme Syntax} with-blend-mode @var{blend-mode} @var{body} ... Evaluate @var{body} with the current blend mode bound to @var{blend-mode}. @end deffn @deffn {Scheme 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. @end deffn @deffn {Scheme Syntax} with-texture @var{texture} @var{body} ... Evaluate @var{body} with the current texture bound to @var{texture}. @end deffn @deffn {Scheme Syntax} with-projection @var{projection} @var{body} ... Evaluate @var{body} with the current projection matrix bound to @var{projection}. @end deffn @node Sprites @subsection Sprites @node Lines and Shapes @subsection Lines and Shapes @node Textures @subsection Textures @deffn {Scheme Procedure} load-image @var{file} [#:min-filter nearest] [#:mag-filter nearest] [#:wrap-s repeat] [#:wrap-t repeat] Load the image data from @var{file} and return a new texture object. @var{min-filter} and @var{mag-filter} describe the method that should be used for minification and magnification when rendering, respectively. Possible values are @code{nearest} and @code{linear}. @var{wrap-s} and @var{wrap-t} describe how to interpret texture coordinates that are greater than @code{1.0}. Possible values are @code{repeat}, @code{clamp}, @code{clamp-to-border}, and @code{clamp-to-edge}. @end deffn @node Blending and Depth Testing @subsection Blending and Depth Testing @node Vertex Arrays @subsection Vertex Arrays @node Shaders @subsection Shaders Shaders are programs for the GPU to evaluate. They are written in the OpenGL Shading Language, or GLSL. Chickadee does not currently provide a Scheme-like domain specific language for writing shaders. Since shaders must be written in GLSL and not Scheme, they are considered an advanced feature. @node Framebuffers @subsection Framebuffers @node Viewports @subsection Viewports @node Audio @section Audio There is no audio support yet. Stay tuned!