This is a utility kit for cl-sdl2
that provides something similar to
GLUT
. However, it's also geared at being useful for "real"
applications or games.
At the moment, this includes the following functionality:
- A generalized event loop
- Managing multiple windows
- Managing the rendering loop, including GL
- Integrating with binary generation for easy startup/exit
For an example, see examples/sdl2kit.lisp
.
To make a new window, you simply create a subclass of WINDOW
or
GL-WINDOW
, and implement the WINDOW
protocol. You should
primarily specialize on WINDOW
:
window-event WINDOW TYPE TIMESTAMP DATA1 DATA2
: Handle a WM event (see the SDL2 documentation for parameters)mousebutton-event WINDOW STATE TIMESTAMP BUTTON X Y
mousemotion-event WINDOW TIMESTAMP X Y
textinput-event WINDOW TIMESTAMP TEXT
keyboard-event WINDOW STATE TIMESTAMP REPEAT-P KEYSYM
other-event WINDOW EVENT
: Other events not implemented yetrender WINDOW
close-window WINDOW
: Close the window. If you add a method to this, the window will not be closed unless youCALL-NEXT-METHOD
. This may be useful!
NOTE: INITIALIZE-INSTANCE
requires you CALL-NEXT-METHOD
first,
or simply define your method as :AFTER
. (This is due to method ordering being most-specific-first.)
Of these, you should only call RENDER
or CLOSE-WINDOW
from user
code. However, these can be called from any thread safely.
By default, windows do not render continuously, but only when RENDER
is called, or when an expose event is received. You may do the
following to enable idle rendering:
(setf (idle-render WINDOW) t)
You may do this at any time, and also set it to NIL
to disable idle
rendering.
When an unhandled error happens in RENDER
, this could lead to
unpleasant effects: often a long string of errors until the window is
close, or the error is fixed, especially if IDLE-RENDER
is enabled.
However, sdl2kit will automatically disable window rendering if such an error occurs. This will prevent further errors from occurring. To re-enable or check the status of rendering, use the following:
(render-enabled WINDOW)
: Return the status of rendering(setf (render-enabled WINDOW) BOOLEAN)
: Set the state of window rendering
Note that this only prevents rendering; events and other callbacks will still be active. This makes it easy to close a window if desired before fixing the issue.
While you can call (kit.sdl2:start)
and (make-instance 'my-window)
manually, you should define a startup function. This will ease a
number of things:
(define-start-function run-my-game (&key (w 1280) (h 720))
(sdl2:gl-set-attr :context-major-version 3)
(sdl2:gl-set-attr :context-minor-version 3)
(sdl2:gl-set-attr :context-profile-mask 1)
(sdl2:gl-set-attr :stencil-size 8)
(make-instance 'game-window :w w :h h))
This wraps the function in SDL2:IN-MAIN-THREAD
, as well as pre- and
post-initialization.
This is convenient, but it's even more important for making binaries. When you dump a lisp image, this makes sure the initialization and startup of cl-sdl2 and sdl2kit are in the right order.
Typically when you dump a binary, you define a "toplevel function" to be called. It should look something like this:
(save-my-lisp
:toplevel-function
(lambda () (sdl2:make-this-thread-main 'run-my-game)))
This will prevent additional threads from being created (unless your
game makes them itself), and everything should run and exit seamlessly
(but see below). (RUN-MY-GAME)
should also work normally in Sly or
SLIME.
It's worth noting that in some lisp implementations, all SDL and OpenGL
calls must be made from the main thread. The examples/rotating-cube.lisp
can be run as follows:
(ql:quickload :sdl2kit-examples)
(sdl2.kit:define-start-function cube-test (&key (w 800) (h 500))
(sdl2:gl-set-attr :stencil-size 8)
(sdl2:gl-set-attr :context-profile-mask 1)
(sdl2:gl-set-attr :context-major-version 3)
(sdl2:gl-set-attr :context-minor-version 3)
(make-instance 'kit.sdl2.test:cube-window :w w :h h))
(sdl2:make-this-thread-main #'cube-test)
Quitting sdl2kit can by done with (kit.sdl2:quit)
. This also quits
cl-sdl2
, calling (sdl2:quit)
. Normally, you should not need to do
this during development, or if you're running things in Sly or SLIME.
However, if you're making a binary, you probably want your game to
exit! In this case, calling (kit.sdl2:quit)
during CLOSE-WINDOW
or some other event should be sufficient to exit, if you're using a
startup function as above.
Build integration is coming soon, so it's easy to tell whether you're running "as a binary" or not. Currently to do this, you will need to set some flag yourself during the build process, which is also available during normal runs.