timesynk/engine/sdl
kts 452bdf4a1d Cleaned up code in data.c and organized it. Current and future code will be formatted in adherence to the current draft of KCS. Also added datatype-specific writing and reading functions for TablePair values. This reduces the chance of unexpected behaviors when one datatype is interpreted as another. 2014-03-03 12:11:19 -08:00
..
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 Cleaned up code in data.c and organized it. Current and future code will be formatted in adherence to the current draft of KCS. Also added datatype-specific writing and reading functions for TablePair values. This reduces the chance of unexpected behaviors when one datatype is interpreted as another. 2014-03-03 12:11:19 -08:00
interface.h Fixed elements rendering twice in state_menu. Added a moving background to state_menu for movement testing. 2014-02-26 18:43:05 -08:00
r_gl.c More stuff added - how nondescript. In particular, data.c/.h now includes a function for loading in a .tsc, or timesynk configuration file, into a Table. This adheres to the information regarding the timesynk Configuration Syntax on the wiki. This feature has been implemented in the engine, as video width, height, and other similar options are loaded from the settings.tsc file relative to the engine. Also added a modules directory with a basic skeleton for the Xibalba module. 2014-03-02 22:10:49 -08:00
r_gl.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
r_soft.c Fixed PTime on OS X. OpenGL performance still terrible on OS X. 2014-02-26 16:36:12 -08:00
r_soft.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
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 Fixed the high precision timer and renamed it to PTime. It seems a bit silly to use nanoseconds for game tickrate, as many systems only have microsecond precision at best - but why not. Still have to add support for higher-than-millisecond precision on Windows - will likely run with microsecond, but more research is needed. 2014-02-26 14:22:02 -08:00
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
timer.c Fixed PTime on OS X. OpenGL performance still terrible on OS X. 2014-02-26 16:36:12 -08:00
timer.h Fixed the high precision timer and renamed it to PTime. It seems a bit silly to use nanoseconds for game tickrate, as many systems only have microsecond precision at best - but why not. Still have to add support for higher-than-millisecond precision on Windows - will likely run with microsecond, but more research is needed. 2014-02-26 14:22:02 -08:00