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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