c7c1ff68fd
Platform/Win32: remove Win32MsgBuffer
2020-02-01 16:43:10 +01:00
3c209ba01b
Platform/Win32/Win32Mouse: skip Win32MsgBuffer and handle event directly in handleMessage()
2020-02-01 15:50:09 +01:00
2e9701a15b
Platform/Win32/Win32Keyboard: implement isKeyDown() using GetAsyncKeyState() and remove m_bufState and m_focus.
2020-02-01 15:50:08 +01:00
390be8f740
Platform/Win32/Win32Keyboard: skip Win32MsgBuffer and handle event directly in handleMessage()
2020-02-01 15:50:06 +01:00
10198484e7
System/SystemEvent: Merge with Input/InputEvent into just Event.
2020-02-01 15:49:59 +01:00
ffb97d2b3a
source/Platform/Win32/Win32Display.cpp: No need to include Spectre/System/SystemEvent.h
2020-02-01 15:49:56 +01:00
24c3f14c8c
include/Spectre/Input/InputEvent.h: Move Key::Type to Keyboard class
2020-02-01 15:49:53 +01:00
762d26f368
include/Spectre/Input/InputEvent.h: Move MouseButton::Type to Mouse class.
2020-02-01 15:49:52 +01:00
f526b598e2
source/Platform/PlatformApplication.h: remove update(). platform event queue is handled in MessageQueue class.
2020-02-01 15:49:49 +01:00
da76c4b4d1
Adding Win32EventQueue
2020-02-01 15:49:42 +01:00
2a111a237d
Move OpenGL headers from API to implementation.
...
We don't want to expose any OpenGL functions to client code. Because if we do, there is a chance we break client code if we switch implementation (Direct3D).
2020-01-03 20:30:08 +01:00
4df668e68f
Minor formating fixes.
2019-12-29 22:26:05 +01:00
6f53b0c069
source/Platform/Win32/Win32Display.cpp: in setSize() add cast to silence compiler warnings.
2019-12-29 22:16:54 +01:00
9835082b67
source/Platform/Win32/Win32GLContext.cpp: minor fixes to log strings.
2019-12-24 20:29:13 +01:00
a39069cdb9
GL/WGL: Upgrade to glad2
2019-12-24 20:29:16 +01:00
3b27db9435
include/Spectre/System/Log.h: implement a static "Log" class instead of just a function.
2019-11-10 14:56:56 +01:00
e10daeaaa6
Move everything from global namespace to "sp" namespace
...
When writing the X11 (linux) implementation there was a problem with X11 defining a "Display" type and we also have a Display class in the engine.
So to fix that problem and minimize the risk for running into other name conflicts. We move everything from global namespace.
2019-09-30 19:10:17 +02:00
a1804cd3df
source/Platform/Win32/Win32GLContext.cpp: use GLAD
2018-05-14 16:27:18 +02:00
e2195c1d49
Adding GLAD files.
2018-05-14 12:01:33 +02:00
9e1f6271cd
source/Platform/Win32/Win32GLContext.cpp: forcing 3.2 Core context.
2018-02-28 11:58:41 +01:00
2da2601149
GLContext: Remove bpp parameter from create()
...
Hardcode to 32 bits for now.
2016-02-17 13:28:32 +01:00
edfc5298e1
Initial commit
2016-01-10 09:26:43 +01:00