Sam Hocevar
0f5913edce
base: deprecate lol::array.
Unfortunately, easymesh code still relies heavily on its specifics, so I’m
letting it live as lol::easy_array for the near future. But it’s going away.
5 jaren geleden
Sam Hocevar
65abcac37b
Use std::tuple for our custom dynamic arrays.
This is the first step to getting rid of lol::array in favour of std::vector.
5 jaren geleden
Sam Hocevar
cf02d4b0d0
gpu: rename a few methods.
5 jaren geleden
Sam Hocevar
c49bce2b8b
tutorial: add a few missing “override” qualifiers.
5 jaren geleden
Sam Hocevar
634e96fa37
tutorial: refresh some tutorial programs to use the init/release entity mechanism.
6 jaren geleden
Sam Hocevar
beeded3d85
render: simplify Renderer code
The scene now owns its renderer, so there is no need to keep a list
of existing renderers and to call Renderer::Get().
6 jaren geleden
Sam Hocevar
1d8083af86
engine: get rid of the Dict class (WIP).
This was not a very smart class. We replace it with a bidirectional map.
6 jaren geleden
Sam Hocevar
6dd7a0cb39
Another lowercase switching frenzy, because why not.
6 jaren geleden
Sam Hocevar
845d3878ff
Fix compilation of sprite sample.
7 jaren geleden
Sam Hocevar
6a35a64dd5
sys: make a few functions lowercase.
8 jaren geleden
Sam Hocevar
3eb7db5e4d
tileset: rename AddTile() to define_tile().
This is to avoid confusion with Scene::AddTile().
9 jaren geleden
Sam Hocevar
441a20af99
misc: fix copyright information here and there.
9 jaren geleden
Sam Hocevar
03c17fcae4
base: clean up and refactor containers.
The containers no longer force the user to use the ptrdiff_t type for
size information. For convenience, size() now always returns an int,
and the size_s() method offers a way to handle arrays with more than
2 billion elements. Internally, we still use ptrdiff_t, though.
Since so much code had to be changed, I took the opportunity to get
rid of capitalised accessors for classes that are lowercase.
9 jaren geleden
Benjamin ‘Touky’ Huet
2170b89b11
MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others.
9 jaren geleden
Benjamin ‘Touky’ Huet
a7d6e0190e
Scene stuff is back to non-static logic with a few tricks
Scene rendering logic is now better
9 jaren geleden
Benjamin ‘Touky’ Huet
cfcff9acc3
MultiScene: Phase 1: g_scene removal and conversion to Scene::
9 jaren geleden
Benjamin ‘Touky’ Huet
f67da65818
First pass of EasyMesh split & refactor
Big FAT pass on windows-warning. It is better now.
10 jaren geleden
Sam Hocevar
d72cb24bc0
build: move sample and tutorial files around.
10 jaren geleden
Sam Hocevar
cd988786b9
build: reorganise includes so that we can use precompiled headers later.
10 jaren geleden
Sam Hocevar
ad9a388e80
misc: remove 100% of the "using namespace std;" madness.
10 jaren geleden
Sam Hocevar
12aaff89e3
base: huge refactor in vector.h; GCC compilation times down by 50%.
10 jaren geleden
Sam Hocevar
fe665f85b4
base: strip core.h from its contents and put it in public/private headers.
10 jaren geleden
Sam Hocevar
398ee1b4d5
base: use lol::array in most places.
10 jaren geleden
Sam Hocevar
da6b3d5cd0
scenegraph: Entity::TickDraw() now provides a reference to the current
scene so that g_scene can be deprecated later.
10 jaren geleden
Sam Hocevar
32143b8bb4
scene: allow to rotate sprites around the Z axis.
10 jaren geleden
Sam Hocevar
6a8118cb18
build: put tutorials and lol.js in a new "demos" directory.
11 jaren geleden
Sam Hocevar
ad8144f0e8
scene: use a global g_scene object instead of Scene::GetDefault().
11 jaren geleden
Sam Hocevar
274a732e3c
gpu: move SetClearColor and SetClearDepth to the Renderer and RenderContext
classes instead of Video.
11 jaren geleden
Sam Hocevar
8f9aee4ee5
tutorial: small sprite tutorial.
12 jaren geleden