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Creating a portable opengl engine for swing and android Java based application

I'm working on a Java based game for desktop using JOGL . But I'm considering porting the core part of game to Android .

Currently I have Swing (UI) related code in 1 project called desktop-game , and that project has a dependency on another project called core-game , which has basic functionality and is, for the most part, portable without any changes.

Most notably however, the OpenGL drawing context GL2 is different on desktop and android ie

desktop = import com.jogamp.opengl.GL2;
android = import android.opengl.GLES20;

Is there any way I could resuse the same core-game as a dependency for a new project, lets say android-game .. which has android specific UI?

Or do I need to create a totally separate project called android-core to be dependency for android-game ?

I'm trying to resuse the same core project for CI based building.

Snippet from core-game which would not work with android-game ..

import com.jogamp.opengl.GL2;

public abstract class Shape{

    public abstract void draw(GL2 gl2, Vec3 position, float angle);
}

You need to make sure that core-game has no references anywhere to GL2 . That might also mean moving the draw method out of shape .

One possible solution is to make a ShapeDrawer class, which doesn't refer to GL2 , which is implemented in desktop-game :

public abstract class ShapeDrawer {
    public abstract void drawRectangle(Rectangle r, Vec3 position, float angle);
    public abstract void drawCircle(Circle c, Vec3 position, float angle);
}

and then use it in the shape classes:

public abstract class Shape{
    public abstract void draw(ShapeDrawer drawer, Vec3 position, float angle);
}

public class Rectangle extends Shape {
    ... other stuff ...
    public void draw(ShapeDrawer drawer, Vec3 position, float angle) {
        drawer.drawRectangle(this, position, angle);
    }
    ... other stuff ...
}

public class Circle extends Shape {
    ... other stuff ...
    public void draw(ShapeDrawer drawer, Vec3 position, float angle) {
        drawer.drawCircle(this, position, angle);
    }
    ... other stuff ...
}

then in desktop-game you could implement ShapeDrawer :

public class GL2ShapeDrawer extends ShapeDrawer {
    private GL2 gl;
    public GL2ShapeDrawer(GL2 gl) {
        this.gl = gl;
    }
    public void drawRectangle(Rectangle r, Vec3 position, float angle) {
        ... drawing code ...
    }
    public void drawCircle(Circle c, Vec3 position, float angle) {
        ... drawing code ...
    }
}

This way, core-game never directly sees a GL2 object. It does mean that you need to get desktop-game to pass the shape drawer to core-game - for example, if you have a GameEngine class, then maybe its constructor should take the ShapeDrawer as an argument. When the desktop launcher creates the GameEngine , it can pass a new GL2ShapeDrawer .

This is only one possible solution. Use it as a starting point (if you want), but don't treat it as gospel.

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