OpenGL World is like world, but the rendering functions are in a GL context.
|(require (planet jaymccarthy/gl-world))|
( world/c init #:height height #:width width #:on-tick on-tick #:tick-rate tick-rate #:on-key on-key #:draw-init draw-init #:on-draw on-draw #:stop-when stop-when #:stop-timer stop-timer) → void world/c : contract? init : world/c height : (integer-in 0 10000) width : (integer-in 0 10000) on-tick : (world/c . -> . world/c) tick-rate : (integer-in 0 1000000000) on-key : (world/c (is-a?/c key-event%) . -> . world/c) draw-init : (-> void) on-draw : (world/c . -> . void) stop-when : (world/c . -> . boolean?) stop-timer : (world/c . -> . boolean?)
Creates a width x height window with an OpenGL canvas and calls draw-init in its context to initialize it. Next on-draw is called in the GL context with init to show the render the first scene. init becomes the current world.
starts a timer that rings every tick-rate milliseconds (when stop-timer returns false) and calls on-tick with the current world and expects a new world. When there is user input in the canvas, calls on-key with the key-event% and expects a new world. In either of these cases, if the returned world is not equal? to the current world then it becomes the current world and on-draw is called to redisplay the scene.
These events occur until stop-when returns #t on the current world.