kts
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f05725438d
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Implemented some of the GUI subsystem. Events are first passed through the GUI (should limit this to only particular events) before being sent to the top-most state. Later on, the GUI will be capable of locking the sending of particular events, such as motion or mousemove, if an element is currently focused/held. Basic GuiElement added. Each GuiElement may have children, each of which may have children in turn. The Gui will send getHit requests to the top-most/parent GuiElement, after which that GuiElement will send getHit requests down to its children and their children if need be. If a match is found, a pointer to that element is returned, otherwise NULL. More to be added, but hopefully the GUI system is robust enough - it tries to somewhat decouple from the state, in that elements do not have to have their lower level hit detection processed. There may be some oddities in the design that have yet to be discovered due to there being no visual front end (and the creation of RenderObjects for said visuals).
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2015-03-03 03:24:07 -08:00 |
kts
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a567769fcf
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Core now uses a state stack. States may be pushed on the stack with Core::pushState(State*) and popped off with Core::popState(). Pushing a state will trigger the old state's onCede(), push the state onto the stack, then call the new state's onInit(if DID_INIT is not set) then onRise(). Popping a state will trigger the top state's onCede and the previous state(if it exists)'s onRise. Core::doProcess now has a delta tickrate accumulator that ensures the world is processed at Core::tick_rate. Rendering is not capped to this tickrate, as doRender is called outside of the Event handling and state processing. Finally, functionality that was in Core for testing is now in TestState - it pushed onto the stack during Core::initSystem
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2015-03-02 19:58:35 -08:00 |
kts
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0142296949
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Added State class and MenuState subclass. Notes added for GUI and STATES in root. iOS, OS X, android, and Linux build environments now use include directories for src/ and src/states. This is to prevent excessive clutter in the src/ directory - although some might say that point was passed long ago.
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2015-03-02 01:18:01 -08:00 |
kts
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e1d908ae3e
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Added basic AssetManager class skeleton. This will be the governing class for the loading of files and ensuring data remains the same between clients via checksum comparisons.
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2015-02-27 19:49:24 -08:00 |
kts
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b19f0bb727
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Updated Linux build, forgot to set v_flags to opengl/resizable. Core now calls updateProjection for each camera and setView for each camera's RenderView on window resize. This functionality will be moved elsewhere, as we do not necessarily want to resize the view or the camera to the entire window.
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2015-02-24 17:11:52 -08:00 |
kts
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a0eeec21b2
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Much added. Basic asset access functions using fopen() techniques. Currently the system attempts to load from the CWD on most platforms, but on Android it attempts to load from the assets archive. Once updated, it will likely attempt to load from at least 3 locations before falling back to the built-in application assets (external device, user directory, application data directory). Creation/Loading of RtB is now managed by a Core class. This class is, to some extent, a service locator combined with larger engine functionality. A global instance of the class is provided as 'core'. It is responsible for updating the yet-to-be-added States, the base rendering, and the management of assets and much more.
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2015-02-24 16:55:11 -08:00 |