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  Flat2D - A small wrapper for LWJGL and AWT 2D  (Read 717 times)
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Offline Meanz

Junior Newbie





« Posted 2013-01-19 19:26:03 »

Hey, I recently put together a small library that allows you to switch between AWT and LWJGL rendering.

Why?
I was bored.

What does it do?
Basically it is 4 interfaces that has two implementations, one for AWT and one for LWJGL.
So you can change between AWT and LWJGL without modifying your code.

How do I use it?
Well, there is two different methods of using it.
1. Use my render loop, it is based on dewitters game loop, or atleast that article. (http://www.koonsolo.com/news/dewitters-gameloop/)

You create a RenderLoop object by either using the FlatEngine.create function (It's just a container for the render loop)
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public static FlatEngine.create(RenderLoopCallback rlc, RendererType _renderer, String windowTitle, int width, int height, boolean decorated)

Example:
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FlatEngine fe = FlatEngine.create(this, FlatEngine.RendererType.AWT, "Test", 800, 640, true);


Or you can create it manually
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public RenderLoop(RenderLoopCallback rlc, IFlatRenderer renderer)


The RenderLoopCallback is an interface that allows the game loop to contact your game.
It looks like this
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    /**
     * Called before the rendering loop is started
     */

    public void preload();

    /**
     * Called when a update is requested
     */

    public void update(IFlatInput input);

    /**
     * Called when a frame draw is requested
     *
     * @param graphics
     */

    public void draw(IFlatGraphics graphics);



2. You can use your own rendering loop
And you just have to create a IFlatRenderer  either the AWTRenderer or the LWJGLRenderer

If you want to have a look at the code or even use it, you can find it it at (https://github.com/Meanz/flat2d)


I don't know if anyone would find this useful, so my question to you, is this something interesting, maybe something you want to see expanded?
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