RtB/src
kts da53685587 Font class now can change its point-size on the fly - this obviously changes the 'state' of the Font, so subsequent draws will reflect the changes. This will likely not be a problem, as Text input will likely handle this by specifying size and color changes whenever a render operation is needed. Font also now holds the SDL_RWops object so that the font can be closed and re-opened at different sizes. Also added some minor comments in GUI. 2015-03-09 16:40:10 -07:00
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gui Added basic code for creating and handling GUI events - at the moment just (SDL_USEREVENT + 10) using the SDL_USEREVENT union struct. Maybe define a custom struct that is equal in size to SDL_Event (and has type in the same position) and cast when needed? It'd make it a bit easier/nicer than using data1/data2. Cleaned up GuiElement and added margin functionality. 2015-03-07 22:56:27 -08:00
states Added basic code for creating and handling GUI events - at the moment just (SDL_USEREVENT + 10) using the SDL_USEREVENT union struct. Maybe define a custom struct that is equal in size to SDL_Event (and has type in the same position) and cast when needed? It'd make it a bit easier/nicer than using data1/data2. Cleaned up GuiElement and added margin functionality. 2015-03-07 22:56:27 -08:00
Asset.cpp AssetManager/AssetCache system now mostly in place. AssetCache(s) create/read from a .CACHE file in the target directory. This file is human-readable and is the index for the cache. Each line contains the file's path, its checksum, and the filesize. This file is updated when the filesize of the file changes. Currently new files are found and added on start - to be added is a refresh function. Also to be added is an update via modification time - this will require a new entry in the cache index file. A single-line version heading should also be added. 2015-03-01 02:17:12 -08:00
Asset.hpp Added much dodgy code. Fixed bug in Android wherein if AAsset directory did not exist, a close directory call was still made (thereby exploding everything). Added bad mojo for getting user paths for OS X and Linux (USER/Library/Application Support/RtB on OS X and HOME/.RtB/ on Linux). GLSL shaders now reside in their own directories for different versions (e.g., 'data/shaders/100/default_vs.glsl'). Core now supplies getTexture and getMesh functions - these do not yet account for additions to the Asset Caches or similar, as if they successfully load once, they'll forever reference that same object. Added lots of bad stuff to the GUI, including indecision. I want GUI elements to render to a special context so that you can easily have scrolled content (or, perhaps in the future, an embedded browser for embedding HTML content). At the moment it is unused, but a RenderView is created for each GuiElement created. Ideally this RenderView FBO would only be updated whenever a change occurs to the GuiElement, so as to not consume too much. Gui rendering does exist now, although it's prone to change. RenderViews can now be created with a predefined FBO - this sets the STATIC_FBO flag which indicates not to create nor destroy any framebuffers. Additionally, Core now provides a RenderView for the default window fbo, v_fbo. Something is also distinctly screwed up with the RenderCamera/matrix/etc. - I believe an incorrect transformation is happening at some point, as the face culling seems to be reversed. 2015-03-05 03:13:25 -08:00
AssetCache.cpp Added Program HashTable to core. Some delete/remove functionality added to various Render* classes. Gui/GuiList somewhat works. GUI is now specified in terms of (0,0) being at the top-left of the screen. Need to recode so GuiElement contains majority of the needed functionality for updating (and that even GuiList(s) contain proper positioning and sizing. Embedding elements in elements will be much easier and more functional if it's abstracted to the base class rather than a specific subclass. 2015-03-06 21:39:07 -08:00
AssetCache.hpp ApkAssetCache now fully works. Unlike AssetCache, it does not build a cache by traversing the directory hierarchy - this is due to limits of how the Android assets archive works -, but rather adds to the cache on get/load requests. This is more inefficient, but it shouldn't be much of a consideration. Fixed preprocessor conditionals around loops to stop vi from exploding. Some minor code cleanup to remove warnings. 2015-03-01 16:46:13 -08:00
AssetManager.cpp Updated Linux makefile. added <errno.h>, <sys/stat.h>, and <dirent.h> to AssetCache.cpp. Asset system works on Linux now. I also did A Bad Thing and replaced MAX_PATH with 1024. Also, VS allows for some majorly bad template code to be accepted. 2015-03-01 02:44:28 -08:00
AssetManager.hpp Added much dodgy code. Fixed bug in Android wherein if AAsset directory did not exist, a close directory call was still made (thereby exploding everything). Added bad mojo for getting user paths for OS X and Linux (USER/Library/Application Support/RtB on OS X and HOME/.RtB/ on Linux). GLSL shaders now reside in their own directories for different versions (e.g., 'data/shaders/100/default_vs.glsl'). Core now supplies getTexture and getMesh functions - these do not yet account for additions to the Asset Caches or similar, as if they successfully load once, they'll forever reference that same object. Added lots of bad stuff to the GUI, including indecision. I want GUI elements to render to a special context so that you can easily have scrolled content (or, perhaps in the future, an embedded browser for embedding HTML content). At the moment it is unused, but a RenderView is created for each GuiElement created. Ideally this RenderView FBO would only be updated whenever a change occurs to the GuiElement, so as to not consume too much. Gui rendering does exist now, although it's prone to change. RenderViews can now be created with a predefined FBO - this sets the STATIC_FBO flag which indicates not to create nor destroy any framebuffers. Additionally, Core now provides a RenderView for the default window fbo, v_fbo. Something is also distinctly screwed up with the RenderCamera/matrix/etc. - I believe an incorrect transformation is happening at some point, as the face culling seems to be reversed. 2015-03-05 03:13:25 -08:00
Core.cpp Added Program HashTable to core. Some delete/remove functionality added to various Render* classes. Gui/GuiList somewhat works. GUI is now specified in terms of (0,0) being at the top-left of the screen. Need to recode so GuiElement contains majority of the needed functionality for updating (and that even GuiList(s) contain proper positioning and sizing. Embedding elements in elements will be much easier and more functional if it's abstracted to the base class rather than a specific subclass. 2015-03-06 21:39:07 -08:00
Core.hpp Added Program HashTable to core. Some delete/remove functionality added to various Render* classes. Gui/GuiList somewhat works. GUI is now specified in terms of (0,0) being at the top-left of the screen. Need to recode so GuiElement contains majority of the needed functionality for updating (and that even GuiList(s) contain proper positioning and sizing. Embedding elements in elements will be much easier and more functional if it's abstracted to the base class rather than a specific subclass. 2015-03-06 21:39:07 -08:00
Font.cpp Font class now can change its point-size on the fly - this obviously changes the 'state' of the Font, so subsequent draws will reflect the changes. This will likely not be a problem, as Text input will likely handle this by specifying size and color changes whenever a render operation is needed. Font also now holds the SDL_RWops object so that the font can be closed and re-opened at different sizes. Also added some minor comments in GUI. 2015-03-09 16:40:10 -07:00
Font.hpp Font class now can change its point-size on the fly - this obviously changes the 'state' of the Font, so subsequent draws will reflect the changes. This will likely not be a problem, as Text input will likely handle this by specifying size and color changes whenever a render operation is needed. Font also now holds the SDL_RWops object so that the font can be closed and re-opened at different sizes. Also added some minor comments in GUI. 2015-03-09 16:40:10 -07:00
Gui.cpp Added basic code for creating and handling GUI events - at the moment just (SDL_USEREVENT + 10) using the SDL_USEREVENT union struct. Maybe define a custom struct that is equal in size to SDL_Event (and has type in the same position) and cast when needed? It'd make it a bit easier/nicer than using data1/data2. Cleaned up GuiElement and added margin functionality. 2015-03-07 22:56:27 -08:00
Gui.hpp Added basic code for creating and handling GUI events - at the moment just (SDL_USEREVENT + 10) using the SDL_USEREVENT union struct. Maybe define a custom struct that is equal in size to SDL_Event (and has type in the same position) and cast when needed? It'd make it a bit easier/nicer than using data1/data2. Cleaned up GuiElement and added margin functionality. 2015-03-07 22:56:27 -08:00
HashTable.hpp Added much dodgy code. Fixed bug in Android wherein if AAsset directory did not exist, a close directory call was still made (thereby exploding everything). Added bad mojo for getting user paths for OS X and Linux (USER/Library/Application Support/RtB on OS X and HOME/.RtB/ on Linux). GLSL shaders now reside in their own directories for different versions (e.g., 'data/shaders/100/default_vs.glsl'). Core now supplies getTexture and getMesh functions - these do not yet account for additions to the Asset Caches or similar, as if they successfully load once, they'll forever reference that same object. Added lots of bad stuff to the GUI, including indecision. I want GUI elements to render to a special context so that you can easily have scrolled content (or, perhaps in the future, an embedded browser for embedding HTML content). At the moment it is unused, but a RenderView is created for each GuiElement created. Ideally this RenderView FBO would only be updated whenever a change occurs to the GuiElement, so as to not consume too much. Gui rendering does exist now, although it's prone to change. RenderViews can now be created with a predefined FBO - this sets the STATIC_FBO flag which indicates not to create nor destroy any framebuffers. Additionally, Core now provides a RenderView for the default window fbo, v_fbo. Something is also distinctly screwed up with the RenderCamera/matrix/etc. - I believe an incorrect transformation is happening at some point, as the face culling seems to be reversed. 2015-03-05 03:13:25 -08:00
Log.cpp ApkAssetCache now fully works. Unlike AssetCache, it does not build a cache by traversing the directory hierarchy - this is due to limits of how the Android assets archive works -, but rather adds to the cache on get/load requests. This is more inefficient, but it shouldn't be much of a consideration. Fixed preprocessor conditionals around loops to stop vi from exploding. Some minor code cleanup to remove warnings. 2015-03-01 16:46:13 -08:00
Log.hpp Updated OSX, iOS, and Android for SDL2_ttf. 2015-03-06 14:13:11 -08:00
Mat4.cpp Imported Mat4 class from CC. 2015-02-10 05:34:58 -08:00
Mat4.hpp Imported Mat4 class from CC. 2015-02-10 05:34:58 -08:00
Mesh.cpp SDL2_image is now used. OMesh::loadObj now ensures that UVs and normals are created equal to the # of vertices - this is not exactly right, as it simply zeros values that don't exist, but it's better than nothing. Vertex indexing should be implemented using GL_DRAW_ELEMENTS, but for now we'll deal. Default cube now generates proper normals and uvs attached to triangular faces. GLSL vertex shaders now flip the outputted fragment UV (1.0 - uv.t). The Texture class has been created which is responsible for turning some image format data into an OpenGL texture. It handles things similarly to Mesh, in that it first loads the data then has to be 'built'. 2015-03-04 00:59:46 -08:00
Mesh.hpp AssetManager/AssetCache system now mostly in place. AssetCache(s) create/read from a .CACHE file in the target directory. This file is human-readable and is the index for the cache. Each line contains the file's path, its checksum, and the filesize. This file is updated when the filesize of the file changes. Currently new files are found and added on start - to be added is a refresh function. Also to be added is an update via modification time - this will require a new entry in the cache index file. A single-line version heading should also be added. 2015-03-01 02:17:12 -08:00
Program.cpp Added Program HashTable to core. Some delete/remove functionality added to various Render* classes. Gui/GuiList somewhat works. GUI is now specified in terms of (0,0) being at the top-left of the screen. Need to recode so GuiElement contains majority of the needed functionality for updating (and that even GuiList(s) contain proper positioning and sizing. Embedding elements in elements will be much easier and more functional if it's abstracted to the base class rather than a specific subclass. 2015-03-06 21:39:07 -08:00
Program.hpp AssetManager/AssetCache system now mostly in place. AssetCache(s) create/read from a .CACHE file in the target directory. This file is human-readable and is the index for the cache. Each line contains the file's path, its checksum, and the filesize. This file is updated when the filesize of the file changes. Currently new files are found and added on start - to be added is a refresh function. Also to be added is an update via modification time - this will require a new entry in the cache index file. A single-line version heading should also be added. 2015-03-01 02:17:12 -08:00
Quat.cpp Added test chest model and basic model rendering shader. Mesh now builds normals buffer along with uv and vp. Added Quaternion class, currently used for RenderObject's rotation matrix generation - needs to be added to RenderCamera. RenderScene now accomplishes what its name implies - the rendering of a scene. Some logic needs to be moved into Program from RenderScene's doRender function. 2015-02-23 02:49:52 -08:00
Quat.hpp Added test chest model and basic model rendering shader. Mesh now builds normals buffer along with uv and vp. Added Quaternion class, currently used for RenderObject's rotation matrix generation - needs to be added to RenderCamera. RenderScene now accomplishes what its name implies - the rendering of a scene. Some logic needs to be moved into Program from RenderScene's doRender function. 2015-02-23 02:49:52 -08:00
RenderCamera.cpp Added much dodgy code. Fixed bug in Android wherein if AAsset directory did not exist, a close directory call was still made (thereby exploding everything). Added bad mojo for getting user paths for OS X and Linux (USER/Library/Application Support/RtB on OS X and HOME/.RtB/ on Linux). GLSL shaders now reside in their own directories for different versions (e.g., 'data/shaders/100/default_vs.glsl'). Core now supplies getTexture and getMesh functions - these do not yet account for additions to the Asset Caches or similar, as if they successfully load once, they'll forever reference that same object. Added lots of bad stuff to the GUI, including indecision. I want GUI elements to render to a special context so that you can easily have scrolled content (or, perhaps in the future, an embedded browser for embedding HTML content). At the moment it is unused, but a RenderView is created for each GuiElement created. Ideally this RenderView FBO would only be updated whenever a change occurs to the GuiElement, so as to not consume too much. Gui rendering does exist now, although it's prone to change. RenderViews can now be created with a predefined FBO - this sets the STATIC_FBO flag which indicates not to create nor destroy any framebuffers. Additionally, Core now provides a RenderView for the default window fbo, v_fbo. Something is also distinctly screwed up with the RenderCamera/matrix/etc. - I believe an incorrect transformation is happening at some point, as the face culling seems to be reversed. 2015-03-05 03:13:25 -08:00
RenderCamera.hpp Added much dodgy code. Fixed bug in Android wherein if AAsset directory did not exist, a close directory call was still made (thereby exploding everything). Added bad mojo for getting user paths for OS X and Linux (USER/Library/Application Support/RtB on OS X and HOME/.RtB/ on Linux). GLSL shaders now reside in their own directories for different versions (e.g., 'data/shaders/100/default_vs.glsl'). Core now supplies getTexture and getMesh functions - these do not yet account for additions to the Asset Caches or similar, as if they successfully load once, they'll forever reference that same object. Added lots of bad stuff to the GUI, including indecision. I want GUI elements to render to a special context so that you can easily have scrolled content (or, perhaps in the future, an embedded browser for embedding HTML content). At the moment it is unused, but a RenderView is created for each GuiElement created. Ideally this RenderView FBO would only be updated whenever a change occurs to the GuiElement, so as to not consume too much. Gui rendering does exist now, although it's prone to change. RenderViews can now be created with a predefined FBO - this sets the STATIC_FBO flag which indicates not to create nor destroy any framebuffers. Additionally, Core now provides a RenderView for the default window fbo, v_fbo. Something is also distinctly screwed up with the RenderCamera/matrix/etc. - I believe an incorrect transformation is happening at some point, as the face culling seems to be reversed. 2015-03-05 03:13:25 -08:00
RenderObject.cpp 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. 2015-03-05 17:11:11 -08:00
RenderObject.hpp 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. 2015-03-05 17:11:11 -08:00
RenderScene.cpp Added Program HashTable to core. Some delete/remove functionality added to various Render* classes. Gui/GuiList somewhat works. GUI is now specified in terms of (0,0) being at the top-left of the screen. Need to recode so GuiElement contains majority of the needed functionality for updating (and that even GuiList(s) contain proper positioning and sizing. Embedding elements in elements will be much easier and more functional if it's abstracted to the base class rather than a specific subclass. 2015-03-06 21:39:07 -08:00
RenderScene.hpp Added Program HashTable to core. Some delete/remove functionality added to various Render* classes. Gui/GuiList somewhat works. GUI is now specified in terms of (0,0) being at the top-left of the screen. Need to recode so GuiElement contains majority of the needed functionality for updating (and that even GuiList(s) contain proper positioning and sizing. Embedding elements in elements will be much easier and more functional if it's abstracted to the base class rather than a specific subclass. 2015-03-06 21:39:07 -08:00
RenderSet.cpp Added Program HashTable to core. Some delete/remove functionality added to various Render* classes. Gui/GuiList somewhat works. GUI is now specified in terms of (0,0) being at the top-left of the screen. Need to recode so GuiElement contains majority of the needed functionality for updating (and that even GuiList(s) contain proper positioning and sizing. Embedding elements in elements will be much easier and more functional if it's abstracted to the base class rather than a specific subclass. 2015-03-06 21:39:07 -08:00
RenderSet.hpp Added Program HashTable to core. Some delete/remove functionality added to various Render* classes. Gui/GuiList somewhat works. GUI is now specified in terms of (0,0) being at the top-left of the screen. Need to recode so GuiElement contains majority of the needed functionality for updating (and that even GuiList(s) contain proper positioning and sizing. Embedding elements in elements will be much easier and more functional if it's abstracted to the base class rather than a specific subclass. 2015-03-06 21:39:07 -08:00
RenderView.cpp 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. 2015-03-05 17:11:11 -08:00
RenderView.hpp 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. 2015-03-05 17:11:11 -08:00
State.hpp 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 2015-03-02 19:58:35 -08:00
SysInfo.cpp Updated OSX, iOS, and Android for SDL2_ttf. 2015-03-06 14:13:11 -08:00
SysInfo.hpp 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. 2015-03-05 17:11:11 -08:00
Texture.cpp SDL_ttf now required. Added basic Font class and default TTF font (Amaranth). 2015-03-06 05:53:09 -08:00
Texture.hpp SDL_ttf now required. Added basic Font class and default TTF font (Amaranth). 2015-03-06 05:53:09 -08:00
Vec.cpp Updated VS and added Vec2/Vec3/Vec3 classes from CC project. Also added RenderObject skeleton. 2015-02-10 04:50:31 -08:00
Vec.hpp Updated VS and added Vec2/Vec3/Vec3 classes from CC project. Also added RenderObject skeleton. 2015-02-10 04:50:31 -08:00
checksum.cpp 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. 2015-02-27 19:49:24 -08:00
checksum.hpp Updated VS project. Added a _WIN32 ifdef and typedefs for uint32_t and uint8_t due to Windows not including inttypes.h. 2015-02-24 17:18:40 -08:00
common.hpp 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. 2015-03-05 17:11:11 -08:00
fio.cpp Updated OSX, iOS, and Android for SDL2_ttf. 2015-03-06 14:13:11 -08:00
fio.hpp 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. 2015-03-05 17:11:11 -08:00
main.cpp SDL2_image is now used. OMesh::loadObj now ensures that UVs and normals are created equal to the # of vertices - this is not exactly right, as it simply zeros values that don't exist, but it's better than nothing. Vertex indexing should be implemented using GL_DRAW_ELEMENTS, but for now we'll deal. Default cube now generates proper normals and uvs attached to triangular faces. GLSL vertex shaders now flip the outputted fragment UV (1.0 - uv.t). The Texture class has been created which is responsible for turning some image format data into an OpenGL texture. It handles things similarly to Mesh, in that it first loads the data then has to be 'built'. 2015-03-04 00:59:46 -08:00