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Author SHA1 Message Date
cd32d0b7c2
Adding System/EventListener 2020-02-01 15:50:01 +01:00
10198484e7
System/SystemEvent: Merge with Input/InputEvent into just Event. 2020-02-01 15:49:59 +01:00
858e721451
source/Platform/PlatformEventQueue.h: need to forward declare sp::SysEvent 2020-02-01 15:49:57 +01:00
ffb97d2b3a
source/Platform/Win32/Win32Display.cpp: No need to include Spectre/System/SystemEvent.h 2020-02-01 15:49:56 +01:00
4d54968f83
Display/Display: No need to include System/SystemEvent. 2020-02-01 15:49:55 +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
801ab1033f
source/Game.cpp: in processEvents() no need to call platform->update() anymore. (messages are pumped in MessageQueue) 2020-02-01 15:49:48 +01:00
fb58490bfe
System/MessageQueue: Use PlatformEventQueue 2020-02-01 15:49:46 +01:00
e6718e7ef1
Adding source/Platform/PlatformEventQueue.h 2020-02-01 15:49:45 +01:00
da76c4b4d1
Adding Win32EventQueue 2020-02-01 15:49:42 +01:00
3477b72371
source/Input/InputModule.cpp: should not call m_platform->update() in update(). 2020-02-01 15:49:39 +01:00
9e581ef859
source/Graphics/ImageLoader.h: remove unimplemented methods. 2020-01-19 22:01:26 +01:00
8a3b5a17d8
Graphics/ImageLoader: move decode() to loadFromMemory() 2020-01-19 22:00:56 +01:00
1a218532c0
source/System/File.cpp: move path stuff to Path.cpp 2020-01-10 00:45:11 +01:00
093149e72c
FontEngine/FreeType: move libWrapper to its own compile unit. 2020-01-06 00:38:06 +01:00
f72178ffd0
FontEngine: remove hinting (exists in FontDescripion class) and let child classes handle it. 2020-01-06 00:25:01 +01:00
6e14209aae
Font: add FontDescription class. 2020-01-06 00:18:07 +01:00
2dd1187ff2
Font: move Glyph to it's own header. 2020-01-05 23:40:25 +01:00
5c4eea4ae1
Font: rename Driver stuff to Engine and move subdirectory 2020-01-05 23:31:45 +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
a6bfa15044
System/MessageQueue: postEvent() should not accept a reference. 2019-12-29 20:45:40 +01:00
f67f89715a
Adding bam build system. 2019-12-29 20:45:43 +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
6b8c766702 source/Input/InputListener.cpp: "Inputlistener" should be "InputListener" 2019-06-01 18:49:24 +02:00
179b5c93a0 source/GraphicsOpenGL.cpp: in getVersion() use std::string for 'prof' variable (gcc throws warnings about char pointer) 2019-06-01 18:06:38 +02:00
87a59ef21f source/Graphics/Shader.cpp: minor fix. 2019-05-31 20:19:00 +02:00
f3a3a6aa4d source/Graphics: do not prefix standard c functions with "std::", also include the right files. 2019-05-31 20:14:47 +02:00
482ce62023
source/Math/Math.cpp: removed comment. 2019-04-29 10:56:14 +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
ebd598b2b0 Fixing a bunch of compiler warnings. 2018-05-12 19:31:34 +02:00
ede60da544 source/Graphics/Font/FreeTypeDriver.cpp: get rid of some compiler warnings by proper casting. 2018-05-12 19:25:57 +02:00
9e1f6271cd source/Platform/Win32/Win32GLContext.cpp: forcing 3.2 Core context. 2018-02-28 11:58:41 +01:00
03e692cd50 source/GraphicsOpenGL.cpp: implement getVersion() 2018-02-28 11:22:19 +01:00
93f869acc6 BatchRenderer2D: OpenGL Core profile requires the use of VAO, so implement that. 2018-02-28 00:42:09 +01:00
babd741fa4 source/Graphics/Transformable.cpp: scale() should invalidate the transform. 2018-02-27 21:25:32 +01:00
e0f9ffc75f GraphicsOpenGL.cpp: in init() call swapBuffers() to fill the screen with black as early as possible (right now there are some issue with WinAPI that displays a white rectangle). 2017-02-28 14:33:06 +01:00
ab9a7e576c BatchRenderer2D.cpp: use ICamera::getProjectionViewMatrix() 2016-06-27 15:50:36 +02:00
8686151215 ICamera: Adding getProjectionViewMatrix() 2016-06-27 15:48:47 +02:00
6db9d81f45 BatchRenderer2D.cpp: Remove unnused variable. 2016-06-27 15:48:09 +02:00
5a48f0d8ca source/Graphics/BatchRenderer2D.cpp: Sort by Z-order. 2016-06-26 17:16:04 +02:00
8ce53c41cb Renderable2D: Adding Z order variable. 2016-06-26 17:15:49 +02:00
84ffd0189e Renderer2D: reverse the relationship between Renderer2D and Renderable.
Pass Renderer2D to Renderable and have each subclass of Renderable decide what the Renderer should do (like drawText(), drawRect() etc).

This makes the Renderable more flexible. right now, each renderable has a texture, vertices and indices. but what if some renderables does not use textures? or more than one? What if some renderables are just a group of other renderables? (Scene Graph's).

If we instead just make Renderables implement render(Renderer2D& r) interface. we can make each renderable pass the data it holds to the renderer without a hard defined interface.
2016-06-18 13:26:08 +02:00