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author | David Thompson <dthompson2@worcester.edu> | 2015-01-19 11:06:07 -0500 |
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committer | David Thompson <dthompson2@worcester.edu> | 2015-01-19 11:06:07 -0500 |
commit | bab704c766d0d754f3af24790f4338442f3fd98f (patch) | |
tree | 70c57f0486f9a972396f5319797d6d925b6f40d3 /doc/api | |
parent | 68a25ce2a403891f18985b9dd39d8ff8e24993f1 (diff) |
doc: Document window and game loop modules.
* doc/api/init.texi: Add docs!
Diffstat (limited to 'doc/api')
-rw-r--r-- | doc/api/init.texi | 107 |
1 files changed, 107 insertions, 0 deletions
diff --git a/doc/api/init.texi b/doc/api/init.texi index 0d46dae..8312c5e 100644 --- a/doc/api/init.texi +++ b/doc/api/init.texi @@ -9,5 +9,112 @@ @node Window Creation @subsection Window Creation +@example +(use-modules (sly window)) +@end example + +Sly uses the windowing features of SDL 1.2 under the hood, which +currently restricts Sly applications to using only a single window. + +The window data structure: + +@deffn {Scheme Procedure} make-window [@var{#:title}] [@var{#:resolution}] [@var{#:fullscreen?}] +Create a new window object. @code{title} is a string to display in +the window's title bar. @code{resolution} is a 2D vector that +specifies the dimensions of the window in pixels. @code{fullscreen?} +is a boolean that toggles fullscreen mode. +@end deffn + +@deffn {Scheme Procedure} window? @var{obj} +Return @code{#t} if @code{obj} is a window. +@end deffn + +@deffn {Scheme Procedure} window-title @var{window} +Return the title of @code{window}. +@end deffn + +@deffn {Scheme Procedure} window-resolution @var{window} +Return the resolution of @code{window}. +@end deffn + +@deffn {Scheme Procedure} window-fullscreen? @var{window} +Return @code{#t} if @code{window} is set to fullscreen mode. +@end deffn + +The following signals hold the state of the current window: + +@defvr {Scheme Signal} window-width +The width of the current window. +@end defvr + +@defvr {Scheme Signal} window-height +The height of the current window. +@end defvr + +@defvr {Scheme Signal} window-size +The size of the current window as a 2D vector. +@end defvr + +In addition to signals, the following hooks are triggered upon certain +changes to window state: + +@defvr {Scheme Variable} window-resize-hook +This hook is run when the current window is resized. Procedures added +to this hook should accept two arguments: Numbers @code{width} and +@code{height}, the new dimensions of the window in pixels. +@end defvr + +@defvr {Scheme Variable} window-close-hook +This hook is run when the close button is clicked. Note that this +event is simply a request from the user to close the window, it does +not mean that the window has actually been closed. Procedures added +to this hook should accept no arguments. +@end defvr + +The following procedures are used to open/close windows: + +@deffn {Scheme Procedure} open-window [@var{window}] +Open the game window using the settings in @code{window}. +@end deffn + +@deffn {Scheme Procedure} close-window +Close the currently open window. +@end deffn + +@deffn {Scheme Syntax} with-window @var{window} @var{body} @dots{} +Evaluate @code{body} in the context of @code{window}. @code{window} +is opened before evaluating @code{body}, and closed afterwards. +@end deffn + @node The Game Loop @subsection The Game Loop + +@defvr {Scheme Variable} draw-hook +This hook is run every time the game loop wants to render. Procedures +added to this hook should accept two arguments: @code{dt}, the time in +seconds since the last render call; and @code{alpha}, a number in the +range [0,1] that indicates how far in between two discrete updates of +the game state the loop is in. The @code{alpha} value is important +for smoothing animated values to avoid the ``temporal aliasing'' +effect that causes choppy looking animations. +@end defvr + +@defvr {Scheme Variable} after-game-loop-error-hook +This hook is run every time the game loop catches an error. +Procedures added to this hook should accept no arguments. +@end defvr + +@deffn {Scheme Procedure} start-game-loop [@var{#:frame-rate}] [@var{#:tick-rate}] [@var{#:max-ticks-per-frame}] +Start the game loop. @code{frame-rate} specifies the optimal number +of frames to draw per second. @code{tick-rate} specifies the optimal +game logic updates per second. Both @code{frame-rate} and +@code{tick-rate} are 60 by default. @code{max-ticks-per-frame} is the +maximum number of times the game loop will update game state in a +single frame. When this upper bound is reached due to poor +performance, the game will start to slow down instead of becoming +completely unresponsive and possibly crashing. +@end deffn + +@deffn {Scheme Procedure} stop-game-loop +Abort the game loop. +@end deffn |