This PR contains the work done to update the library and the attached example project to use the Swift 6.4 computer as a minimum supported version and also, to use the latest features introduced in it. Reviewed-on: #1 Co-authored-by: Javier Cicchelli <javier@rock-n-code.com>
1.9 KiB
1.9 KiB
Getting Started
Bootstrap the bindings from your game's entry point and drive a frame loop.
Overview
The firmware calls a game's single C entry point, eventHandler, with a
PlaydateAPI* and an event code. Export it with @c, call
Playdate/initialize(with:) on the first event, and install an update
callback:
import CPlaydate
import PlaydateKit
@c(eventHandler)
func eventHandler(
pointer: UnsafeMutableRawPointer,
event: PDSystemEvent,
argument: UInt32
) -> Int32 {
if case .initialize = SystemEvent(event: event, argument: argument) {
Playdate.initialize(with: pointer) // must happen before anything else
Game.shared.start()
}
return 0
}
final class Game {
nonisolated(unsafe) static let shared = Game()
func start() {
Display.refreshRate = 50
System.setUpdateCallback {
self.update()
return true // true = redraw the display this frame
}
}
func update() {
let (_, pushed, _) = System.buttonState
if pushed.contains(.a) {
System.log("A pressed")
}
Graphics.clear(color: .white)
Graphics.drawText("Hello, Playdate", x: 8, y: 8)
System.drawFPS()
}
}
Conventions to know
- Initialization. Calling a wrapper before
Playdate/initialize(with:)crashes. - Errors. Typed throws:
PlaydateErrorin general,Network/NetErrorfor network I/O. - Ownership. A wrapper that creates a C object frees it on
deinit; keep the wrapper referenced while you use it. Objects vended by the OS are not freed by their wrapper; keep the owner alive instead. - Buffers. Audio callbacks, I/O, the framebuffer, and bitmap pixels use
Span/MutableSpan, valid only for the duration of the call. - Threading. The Playdate runtime is single-threaded, except audio callbacks. Do not call the API from other threads.