Graphics Library for D
Ola Fosheim Grøstad" <ola.fosheim.grostad+dlang at gmail.com>
Ola Fosheim Grøstad" <ola.fosheim.grostad+dlang at gmail.com>
Mon Jan 6 13:58:00 PST 2014
On Monday, 6 January 2014 at 21:14:16 UTC, Ross Hays wrote:
> That's basically what I have been doing as well. I have a
> platform.window object that basically just wraps some SDL into
> a nice interface using properties, but I only allow the one
> object accessed with platform.window rather than allowing users
> to create more windows (platform.window (game.platform.window
> technically) is just created when a game is created.
Yes, and you don't really need all that many properties or event
listeners for a basic canvas window: width, height, onResize,
onClose, onPreRedraw, onRedraw (realtime), fullscreen…?
If the filerequester/menubar is optional then it should work out
for most platforms too with some opportunities for code sharing
between them:
iOS: runtime in Objective-C++
Android NDK: runtime in C++
http://developer.android.com/tools/sdk/ndk/index.html
Windows Phone 8 Native Code: runtime in C++
http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj681687(v=vs.105).aspx
Chrome/Pepper Native Client/webGL: runtime in C++
https://developers.google.com/native-client/dev/
> I really do need to clean that code up and maybe just release
> it all...
:-)
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