timesynk/engine/sdl
kts 42de0d491c Fixed up potential bugs and warnings revealed by clang. 2014-04-29 13:08:08 -07:00
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font.c Lots of stuff added since last commit. ASCII-based Font system and Element system(similar to tile_editor)s now partially in place. State management now more flushed out, but still likely to be tweaked. Now sports two renderers - software-mode SDL and hardware-accelerated OpenGL mode. At the moment code is not in place to switch between the two renderers in-program (managed by a call to interfaceSetRenderer), but it will be added later with the appropriate freeing of surfaces and textures. A more generalized binary to .c/.h program was added to the new tools subdirectory - it takes a binary file as an argument and creates the appropriate .c/.h files. It also can handle the append flag, -a. 2014-02-22 00:20:44 -08:00
font.h Added rendering code for sprite and fonts, made a pretty bad high precision timer - while being higher precision than SDL_GetTicks, it has a few problems that I must sort out. Also need to make it crossplatform. 2014-02-25 02:45:10 -08:00
interface.c Fixed up potential bugs and warnings revealed by clang. 2014-04-29 13:08:08 -07:00
interface.h Fixed addTablePair bug wherein a new TablePair would overwrite the old rather than add itself to the end of the TablePair linked list. Also moved timer.c/.h from engine/sdl/ to engine/. If compiling on Windows, getPTime and doNanoSleep still require SDL. 2014-03-13 16:13:35 -07:00
r_gl.c Lots of fun abounded with segfaulting. Fixed it eventually - was accessing a state after it had already been freed, thus wreaking havoc in the next state. Maps and Tiles implemented now. Animation is a thing as well, but still a work in progress. It will likely be managed entirely by the Tile's doThink VM function. With modules now (partially loading) and Maps/Tiles figured out, the limited virtual machine will soon take shape. 2014-03-13 03:25:17 -07:00
r_gl.h Lots of fun abounded with segfaulting. Fixed it eventually - was accessing a state after it had already been freed, thus wreaking havoc in the next state. Maps and Tiles implemented now. Animation is a thing as well, but still a work in progress. It will likely be managed entirely by the Tile's doThink VM function. With modules now (partially loading) and Maps/Tiles figured out, the limited virtual machine will soon take shape. 2014-03-13 03:25:17 -07:00
r_soft.c Fixed up potential bugs and warnings revealed by clang. 2014-04-29 13:08:08 -07:00
r_soft.h Lots of fun abounded with segfaulting. Fixed it eventually - was accessing a state after it had already been freed, thus wreaking havoc in the next state. Maps and Tiles implemented now. Animation is a thing as well, but still a work in progress. It will likely be managed entirely by the Tile's doThink VM function. With modules now (partially loading) and Maps/Tiles figured out, the limited virtual machine will soon take shape. 2014-03-13 03:25:17 -07:00
sdl_extra.c Began work on complete client rewrite within the engine/ subdirectory. This new client is written with game states in mind (i.e., main menu, net lobby, game) and a more expandable structure for multiple interfaces. Old code in the main directory will be removed entirely or reintegrated with the new engine. Majority of the code related to Tile(s) will be removed, as their properties are now dynamically loaded from TSD files (as generated by the tile_editor). Tiles will also have a local x and y coordinate for positioning within their currently occupied tile (or something very similar) - this will allow for smooth movement and more precise collision detection (according to quarters of tiles). Much more to come\! 2014-02-14 06:46:11 -08:00
sdl_extra.h Began work on complete client rewrite within the engine/ subdirectory. This new client is written with game states in mind (i.e., main menu, net lobby, game) and a more expandable structure for multiple interfaces. Old code in the main directory will be removed entirely or reintegrated with the new engine. Majority of the code related to Tile(s) will be removed, as their properties are now dynamically loaded from TSD files (as generated by the tile_editor). Tiles will also have a local x and y coordinate for positioning within their currently occupied tile (or something very similar) - this will allow for smooth movement and more precise collision detection (according to quarters of tiles). Much more to come\! 2014-02-14 06:46:11 -08:00
spritesheets.c Lots of fun abounded with segfaulting. Fixed it eventually - was accessing a state after it had already been freed, thus wreaking havoc in the next state. Maps and Tiles implemented now. Animation is a thing as well, but still a work in progress. It will likely be managed entirely by the Tile's doThink VM function. With modules now (partially loading) and Maps/Tiles figured out, the limited virtual machine will soon take shape. 2014-03-13 03:25:17 -07:00
spritesheets.h Lots of stuff added since last commit. ASCII-based Font system and Element system(similar to tile_editor)s now partially in place. State management now more flushed out, but still likely to be tweaked. Now sports two renderers - software-mode SDL and hardware-accelerated OpenGL mode. At the moment code is not in place to switch between the two renderers in-program (managed by a call to interfaceSetRenderer), but it will be added later with the appropriate freeing of surfaces and textures. A more generalized binary to .c/.h program was added to the new tools subdirectory - it takes a binary file as an argument and creates the appropriate .c/.h files. It also can handle the append flag, -a. 2014-02-22 00:20:44 -08:00