Updating readme to explain better and reflect newer changes, and moving classes for clarity in prep for moving. more changes will follow.

This commit is contained in:
underscorediscovery
2013-11-25 22:35:17 -03:30
parent b4bc627a22
commit 5f258a833f
4 changed files with 31 additions and 12 deletions

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@@ -1,11 +1,30 @@
#lime - Light Media Engine #lime - Light Media Engine
A lightweight pure OpenGL wrapper for [NME](http://github.com/haxenme/NME) and the nme build tools. A lightweight OpenGL framework for [haxe](http://haxe.org).
A good starting point for building OpenGL applications across Mac, Windows, Linux, Blackberry, HTML5(WebGL), Android, iOS. A starting point for building OpenGL applications across Mac, Windows, Linux, Blackberry, HTML5(WebGL), Android, iOS and more.
#What it does
lime exposes the following
- OpenGL
- Audio
- Input
- Windowing
- Useful native features
By setting up a bootstrap for your application, lime will handle all the low level events and call into your main class (this can be overridden) for you.
#How it works #How it works
NME is a cross platform library, with a build tool, for building applications across many platforms. Frameworks like [OpenFL](http://github.com/openfl) leverage NME to implement a cross platform Flash API to great effect. lime is a cross platform haxe library powered by [hxtools](http://github.com/openfl/hxtools), for building opengl across many platforms.
lime exposes the OpenGL layer across the platforms that support it, for developers to build new frameworks on top of. Frameworks like [OpenFL](http://github.com/openfl) leverage lime to implement a cross platform Flash API.
#Things to note
- lime is low level. It does the bare minimum to give you access to the metal - without making it difficult.
- lime works by default by bootstrapping your application main class into the framework.
- lime will call functions into your class, for mouse, keys, gamepad and other system or windowing events (resizing, for example).
- lime exposes an API to talk to the windowing, audio and other API's across platforms.

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@@ -46,7 +46,7 @@ class InputHandler {
char : _event.char, char : _event.char,
value : _event.value, value : _event.value,
flags : _event.flags, flags : _event.flags,
key : lime.utils.Keys.toKeyValue(_event.value) key : lime.helpers.Keys.toKeyValue(_event.value)
}); });
} }
@@ -67,7 +67,7 @@ class InputHandler {
char : _event.char, char : _event.char,
value : _event.value, value : _event.value,
flags : _event.flags, flags : _event.flags,
key : lime.utils.Keys.toKeyValue(_event.value), key : lime.helpers.Keys.toKeyValue(_event.value),
ctrl_down : (_event.flags & efCtrlDown > 0), ctrl_down : (_event.flags & efCtrlDown > 0),
alt_down : (_event.flags & efAltDown > 0), alt_down : (_event.flags & efAltDown > 0),
shift_down : (_event.flags & efShiftDown > 0), shift_down : (_event.flags & efShiftDown > 0),
@@ -86,7 +86,7 @@ class InputHandler {
char : _event.char, char : _event.char,
value : _event.value, value : _event.value,
flags : _event.flags, flags : _event.flags,
key : lime.utils.Keys.toKeyValue(_event.value), key : lime.helpers.Keys.toKeyValue(_event.value),
ctrl_down : (_event.flags & efCtrlDown > 0), ctrl_down : (_event.flags & efCtrlDown > 0),
alt_down : (_event.flags & efAltDown > 0), alt_down : (_event.flags & efAltDown > 0),
shift_down : (_event.flags & efShiftDown > 0), shift_down : (_event.flags & efShiftDown > 0),
@@ -104,7 +104,7 @@ class InputHandler {
char : _event.char, char : _event.char,
value : _event.value, value : _event.value,
flags : _event.flags, flags : _event.flags,
key : lime.utils.Keys.toKeyValue(_event.value), key : lime.helpers.Keys.toKeyValue(_event.value),
ctrl_down : (_event.flags & efCtrlDown > 0), ctrl_down : (_event.flags & efCtrlDown > 0),
alt_down : (_event.flags & efAltDown > 0), alt_down : (_event.flags & efAltDown > 0),
shift_down : (_event.flags & efShiftDown > 0), shift_down : (_event.flags & efShiftDown > 0),
@@ -123,7 +123,7 @@ class InputHandler {
char : _event.char, char : _event.char,
value : _event.value, value : _event.value,
flags : _event.flags, flags : _event.flags,
key : lime.utils.Keys.toKeyValue(_event.value), key : lime.helpers.Keys.toKeyValue(_event.value),
ctrl_down : (_event.flags & efCtrlDown > 0), ctrl_down : (_event.flags & efCtrlDown > 0),
alt_down : (_event.flags & efAltDown > 0), alt_down : (_event.flags & efAltDown > 0),
shift_down : (_event.flags & efShiftDown > 0), shift_down : (_event.flags & efShiftDown > 0),
@@ -582,7 +582,7 @@ typedef KeyEvent = {
var char : Int; var char : Int;
var value : Int; var value : Int;
var flags : Int; var flags : Int;
var key : lime.utils.Keys.KeyValue; var key : lime.helpers.Keys.KeyValue;
var shift_down : Bool; var shift_down : Bool;
var ctrl_down : Bool; var ctrl_down : Bool;
var alt_down : Bool; var alt_down : Bool;

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@@ -1,4 +1,4 @@
package lime.utils; package lime.helpers;
class Gamepad { class Gamepad {

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@@ -1,4 +1,4 @@
package lime.utils; package lime.helpers;
enum KeyValue { enum KeyValue {
unknown; unknown;