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assets
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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 |
jni
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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 |
res
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Initial commit of RtB skeleton. ios, osx, and android build environments exist and successfully compile, presuming a fully functional SDL2 build environment. Documentation on getting such an environment set up will be forthcoming.
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2015-02-04 15:26:15 -08:00 |
src
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Added Android Java JNI functions that set 'app' and 'ext' directories that correspond to the application data directory and the external storage app directory respectively. Shaders now use Assets. Assets no longer exist in a 'data/' directory within an AssetCache directory, but rather as their location relative to the root of the AssetCache directory. fileToMem now exists as a separate function to asset_fileToMem, as the old method does not quite fit the new AssetCache scheme. Windows version needs to be fixed to match this update. Android version needs proper Asset management via the ApkAssetCache class - this involves iterating through files in a JNI acceptable manner.
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2015-03-01 05:45:36 -08:00 |
.gitignore
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Initial commit of RtB skeleton. ios, osx, and android build environments exist and successfully compile, presuming a fully functional SDL2 build environment. Documentation on getting such an environment set up will be forthcoming.
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2015-02-04 15:26:15 -08:00 |
AndroidManifest.xml
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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 |
ant.properties
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Initial commit of RtB skeleton. ios, osx, and android build environments exist and successfully compile, presuming a fully functional SDL2 build environment. Documentation on getting such an environment set up will be forthcoming.
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2015-02-04 15:26:15 -08:00 |
build.properties
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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 |
build.xml
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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 |
default.properties
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Initial commit of RtB skeleton. ios, osx, and android build environments exist and successfully compile, presuming a fully functional SDL2 build environment. Documentation on getting such an environment set up will be forthcoming.
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2015-02-04 15:26:15 -08:00 |
proguard-project.txt
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Initial commit of RtB skeleton. ios, osx, and android build environments exist and successfully compile, presuming a fully functional SDL2 build environment. Documentation on getting such an environment set up will be forthcoming.
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2015-02-04 15:26:15 -08:00 |
project.properties
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Initial commit of RtB skeleton. ios, osx, and android build environments exist and successfully compile, presuming a fully functional SDL2 build environment. Documentation on getting such an environment set up will be forthcoming.
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2015-02-04 15:26:15 -08:00 |