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// Copyright 2017-2018 Matthew D. Michelotti // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. //! Gate is a game development library tailored to 2D pixel-art games. //! //! When creating a game, it is good practice to make a layer, //! specific to one's needs, that separates the //! game logic from the resource management, rendering, audio, and other interfacing //! that is needed for a game. //! "Gate" is the layer that I created for this purpose with my personal game development endeavors, //! and I decided to make it public. //! It should be noted that this library was developed for my own personal needs, //! and is not meant to be a general purpose game development library. //! This manifests itself mostly with the renderer, which is made specifically for 2D pixel art. //! If your game has similar needs or you just want to get something going quickly, //! then this library is for you. //! If you have slightly different needs, then you can still use this code as a reference point. //! //! Users of this crate should create a build script in their project, //! invoking functionality from the sibling crate "gate_build". //! This will generate texture atlases and enums to reference assets. //! See the "gate_build" crate for more details. //! //! # Example usage //! //! For a full example, see <https://github.com/SergiusIW/gate/tree/master/example>. //! //! # Future changes //! //! There are a number of new features I am planning to add to Gate in the future. //! Some of these will involve breaking changes. //! //! * Loading assets on the fly //! * Entering fullscreen mode //! * Support for displaying text //! * Adding XBox controller input //! * Generating enums/handles for user-specific assets, and loading those assets //! * Handling game save data //! * Playing looping music that has a one-time intro, without any hiccups in the music //! (not sure how I'm going to do this, but it's important to me; //! game libraries often seem to overlook this fundamental feature) //! * Probably some new renderer modes with new shaders #[cfg(not(target_arch = "wasm32"))] extern crate sdl2; #[cfg(not(target_arch = "wasm32"))] extern crate gl; extern crate byteorder; pub mod asset_id; pub mod renderer; mod app_info; mod app_context; mod input; mod core; #[cfg(target_arch = "wasm32")] pub use core::{wasm_imports, wasm_exports}; pub use app_context::{AppContext, Audio}; pub use input::KeyCode; pub use app_info::AppInfo; use asset_id::AppAssetId; use renderer::Renderer; const MAX_TIMESTEP: f64 = 1. / 15.; /// Invoke this in a `main` method to run the `App`. /// /// Will panic if this method is called more than once. /// The `AppInfo` is used to specify intiailization parameters for the application. pub fn run<AS: 'static + AppAssetId, AP: 'static + App<AS>>(info: AppInfo, app: AP) { core::run(info, app); } /// Trait that a user can implement to specify application behavior, passed into `gate::run(...)`. pub trait App<A: AppAssetId> { /// Invoked when the application is first started, default behavior is a no-op. fn start(&mut self, _ctx: &mut AppContext<A>) {} /// Advances the app state by a given amount of `seconds` (usually a fraction of a second). fn advance(&mut self, seconds: f64, ctx: &mut AppContext<A>); /// Invoked when a key or mouse button is pressed down. fn key_down(&mut self, key: KeyCode, ctx: &mut AppContext<A>); /// Invoked when a key or mouse button is released, default behavior is a no-op. fn key_up(&mut self, _key: KeyCode, _ctx: &mut AppContext<A>) {} /// Render the app in its current state. fn render(&mut self, renderer: &mut Renderer<A>, ctx: &AppContext<A>); }