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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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updated TODO. Gui system is as abominable as ever. Need to rework it so offset_x/offset_y contain the absolute x/y(maybe just rename to that) as created during doUpdate(). Added GuiButton/GuiList elements. The former is a basic button that (at the moment) relies on a textured image - will later have a text texture generated with SDL2_ttf. There now exists a SysInfo class, of which the global instance, sysinfo, is provided. This provides the app, user, and external data directories (still needs to be fully implemented). It also provides screen density DPI, xdpi, and ydpi, at least for Android. RenderObjects may now be shown/hidden.
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2015-03-05 17:11:11 -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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updated TODO. Gui system is as abominable as ever. Need to rework it so offset_x/offset_y contain the absolute x/y(maybe just rename to that) as created during doUpdate(). Added GuiButton/GuiList elements. The former is a basic button that (at the moment) relies on a textured image - will later have a text texture generated with SDL2_ttf. There now exists a SysInfo class, of which the global instance, sysinfo, is provided. This provides the app, user, and external data directories (still needs to be fully implemented). It also provides screen density DPI, xdpi, and ydpi, at least for Android. RenderObjects may now be shown/hidden.
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2015-03-05 17:11:11 -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 |