Monday, April 5, 2010

Beginnings of Components

Last week I made a new post daily outlining the work of the day, showing a screenshot of the progress, and posting a code sample. This past weekend I didn't post anything, but not because I wasn't working hard, but because primarily what I was working on had no real visual presence. A quick look at the change log for Mercurial will show significant increase in code being checked in: see!

Last week I showed how nicely both images and text can be displayed to the screen with relatively little amounts of code, but that code is not very practical from a modularity and simplicity perspective. The goal was never for developers to rely specifically on that functionality but to work as a core to build upon within sgine to provide more powerful abstractions for developers to use in order to develop with simplicity and logically.

This past weekend I spent quite a bit of time working on what I consider to be the fulfillment of that objective (or at least the beginning of) through the use of what I call Components. Components in sgine are sort of a hybrid between what would classically be a Node/Spatial in a 3D scenegraph and a Component / Widget in a standard GUI like Swing. There will be much more coming soon on this topic, but for now I'll leave you with a very short snippet to portray the same as my original example did of the puppies but using the Image component in sgine:

package org.sgine.ui

import org.sgine.core.Resource

import org.sgine.easing.Elastic


import org.sgine.render.Renderer
import org.sgine.render.scene.RenderableScene

import org.sgine.scene.GeneralNodeContainer

object TestImage {
 def main(args: Array[String]): Unit = {
  val r = Renderer.createFrame(1024, 768, "Test RenderScene")
  val scene = new GeneralNodeContainer()
  val component = new Image()
  component.location.z := -1000.0
  component.source := Resource("resource/puppies.jpg")
  scene += component
  r.renderable := RenderableScene(scene)

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