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badlogicgames [Fri, 21 Jan 2011 20:33:23 +0000 (20:33 +0000)]
[removed] one item of the todo list :p
badlogicgames [Fri, 21 Jan 2011 19:50:47 +0000 (19:50 +0000)]
[changed] GdxNativesLoader uses CRC32 to calculate natives directory in tmp folder. Falls back to version, won't be used in that case though. Yay...
nathan.sweet [Fri, 21 Jan 2011 09:04:00 +0000 (09:04 +0000)]
Better exception handling for an error extracting natives from classpath.
nathan.sweet [Fri, 21 Jan 2011 03:37:34 +0000 (03:37 +0000)]
Refactored native loading. You may hate it.
badlogicgames [Wed, 19 Jan 2011 11:26:29 +0000 (11:26 +0000)]
[updated] binaries
badlogicgames [Wed, 19 Jan 2011 11:19:40 +0000 (11:19 +0000)]
[fixed] JoglNativesLoader. NAAAAAATTTEEE!!!!11!!1One :p If we ever update the lwjgl binaries to the latest version we need to fix this again. Stupid lwjgl will bork out on 32-bit VMs if you preload the shared lib. I hate lwjgl.
badlogicgames [Tue, 18 Jan 2011 12:59:50 +0000 (12:59 +0000)]
[fixed] project dependencies for helloworld and invaders
badlogicgames [Tue, 18 Jan 2011 12:57:54 +0000 (12:57 +0000)]
[updated] demos one more time
badlogicgames [Tue, 18 Jan 2011 12:43:25 +0000 (12:43 +0000)]
[fixed] missing AL.destroy() in OpenALAudio.dispose()
badlogicgames [Tue, 18 Jan 2011 12:39:27 +0000 (12:39 +0000)]
[ignored] tiled-preprocessor/bin
badlogicgames [Tue, 18 Jan 2011 12:36:59 +0000 (12:36 +0000)]
[fixed] some eclipse project dependencies
badlogicgames [Tue, 18 Jan 2011 12:36:18 +0000 (12:36 +0000)]
[fixed] build.xml now also builds natives again
[updated] jars and shared libs in demo projects
badlogicgames [Tue, 18 Jan 2011 12:22:52 +0000 (12:22 +0000)]
[updated] natives
[changed] build-scripts just a tiny little bit
badlogicgames [Tue, 18 Jan 2011 11:57:43 +0000 (11:57 +0000)]
[fixed] dependecy of gdx-awesomium-tests to gdx-natives
nathan.sweet [Tue, 18 Jan 2011 09:44:51 +0000 (09:44 +0000)]
[updated] Build script to handle gdx-openal.
nathan.sweet [Tue, 18 Jan 2011 09:36:50 +0000 (09:36 +0000)]
backend->backends part duex, svn wins
nathan.sweet [Tue, 18 Jan 2011 09:35:38 +0000 (09:35 +0000)]
backend->backends
nathan.sweet [Tue, 18 Jan 2011 09:32:05 +0000 (09:32 +0000)]
[renamed] baglogic -> badlogic. I'm an idiot.
badlogicgames [Tue, 18 Jan 2011 09:00:21 +0000 (09:00 +0000)]
[fixed] JoglInput.isTouched() returned bogus values.
nathan.sweet [Tue, 18 Jan 2011 08:35:04 +0000 (08:35 +0000)]
JOGL backend now uses gdx-openal. This means the JOGL beackend requires LWJGL for OpenAL.
nathan.sweet [Tue, 18 Jan 2011 07:56:02 +0000 (07:56 +0000)]
LWJGL backend now uses gdx-openal.
badlogicgames [Mon, 17 Jan 2011 06:10:43 +0000 (06:10 +0000)]
[fixed] Vector3.crs() was bollocks. THanks niuzb
nathan.sweet [Mon, 17 Jan 2011 03:12:55 +0000 (03:12 +0000)]
[changed] README to reflect the gdx-xxx-backend-natives.jar files.
nathan.sweet [Mon, 17 Jan 2011 03:01:00 +0000 (03:01 +0000)]
[renamed] jogl-natives.jar to gdx-backend-jogl-natives.jar. Same for LWJGL.
dfraska [Mon, 17 Jan 2011 00:00:15 +0000 (00:00 +0000)]
[fixed] TileSets with margins and spacing
[fixed] getRow and getCol in TiledMapRenderer made public
badlogicgames [Sun, 16 Jan 2011 20:15:44 +0000 (20:15 +0000)]
[changed] minor changes in jogl test starters.
badlogicgames [Sun, 16 Jan 2011 20:15:15 +0000 (20:15 +0000)]
[changed] SpritePerformanceTest2 a little
badlogicgames [Sun, 16 Jan 2011 20:14:24 +0000 (20:14 +0000)]
new natives from hudson...
badlogicgames [Sun, 16 Jan 2011 20:08:22 +0000 (20:08 +0000)]
[removed] glViewport call in SpriteBatcher. We should even remove more state changes imo.
nathan.sweet [Sun, 16 Jan 2011 14:54:10 +0000 (14:54 +0000)]
nathan.sweet [Sun, 16 Jan 2011 14:48:00 +0000 (14:48 +0000)]
[renamed] gdx/natives to gdx/libs because of course the NDK puts libs in libs. I'm a bit slow sometimes!
nathan.sweet [Sun, 16 Jan 2011 14:29:04 +0000 (14:29 +0000)]
[added] JOGL and LWJGL native JARs to dist.
[added] Missing linux natives.
nathan.sweet [Sun, 16 Jan 2011 14:15:43 +0000 (14:15 +0000)]
Finished my awesome build system re-org. Did my best to put things in order. If you hate it, revert.
* Moved gdx-natives.jar to gdx/natives. Backends that need it reference it from there.
* Fixed gdx-openal, was missing jorbis.jar.
* Consolidated gdx/libs and gdx/natives.
nathan.sweet [Sun, 16 Jan 2011 13:26:29 +0000 (13:26 +0000)]
[renamed] gdx-openal/lib to libs.
nathan.sweet [Sun, 16 Jan 2011 09:17:27 +0000 (09:17 +0000)]
Remove backend natives from backend JARs.
nathan.sweet [Sun, 16 Jan 2011 00:37:58 +0000 (00:37 +0000)]
Build system and dependency juggling:
* Moved build.xml from the "gdx" project to root, overwritting old build.xml.
* Changed dist dir zip file name to: libgdx-${version}.zip
* Default version is hardcoded at 0.81. Changed Hudson to pass: -Dversion=nightly
* Introduced "package" target that does jars and collects files for the dist dir. This allows me to run "ant compile package" to rebuild libgdx without rebuilding natives.
* Changes dist to depend on "compile,compile-natives,package,docs".
* At this point, Hudson build should be identical to what it was before, but with the flexibility I wanted for my build and with half as many build scripts.
* Deleted the "dependencies" project and gave each backend a libs dir with the libs that project needs to build. A couple duplicate JARs are worth the simplicity. Eclipse projects and build files updated. Build files might be simplified by just pulling all JARs in libs, but I can't be bothered.
* Moved the "windows", "mac", etc dirs under the "gdx" project to "gdx/natives/windows", etc. It's maybe a little wierd to check these in when gdx-natives.jar is probably enough?
* Changed the location of gdx-natives.jar to "gdx/libs". Updated build files and Eclipse projects. gdx project depends on this JAR, all projects depending on gdx automatically get it.
Hope this works on Hudson... :p
nathan.sweet [Sun, 16 Jan 2011 00:02:43 +0000 (00:02 +0000)]
Playing with build stuff.
davedx@gmail.com [Fri, 14 Jan 2011 13:16:34 +0000 (13:16 +0000)]
[added] internal caching of Keyframed Animations. This cannot currently be disabled as I don't see a use-case for not wanting caching, but if there is demand it could be done.
[changed] brought class field names into line with libgdx :)
badlogicgames [Fri, 14 Jan 2011 04:46:13 +0000 (04:46 +0000)]
[added] SpritePerformanceTest2
dfraska [Thu, 13 Jan 2011 23:54:08 +0000 (23:54 +0000)]
[fixed] TiledMapRenderer Javadoc to more obviously show that the map should be run through TiledMapPacker
nathan.sweet [Thu, 13 Jan 2011 16:11:06 +0000 (16:11 +0000)]
[changed] GdxNativesLoader, commented out error message.
[changed] Array, smoked object reference so objects can be garbage collected (oh I'm good).
[fixed] gdx-twl mouse buttons.
badlogicgames [Wed, 12 Jan 2011 23:29:20 +0000 (23:29 +0000)]
[added] compass/orientation support to Input. See Input.getAzimuth()/getPitch()/getRoll() and supportsCompass.
[changed] all tests are now fixed to landscape mode.
dfraska [Wed, 12 Jan 2011 17:55:29 +0000 (17:55 +0000)]
[updated] Javadoc for TiledMapRenderer
badlogicgames [Wed, 12 Jan 2011 02:54:03 +0000 (02:54 +0000)]
[changed] rearranged test order for fun and profit!
badlogicgames [Wed, 12 Jan 2011 02:46:32 +0000 (02:46 +0000)]
[added] Input.vibrate() for patterns and Input.cancelVibrate() to cancel any vibration.
[added] VibrateTest
badlogicgames [Wed, 12 Jan 2011 02:07:57 +0000 (02:07 +0000)]
[changed] InputProcessor.touchDown() and touchUp() are now also receiving the button that was pressed on the desktop, which is encoded as one of the Input.Buttons constants. On Android this will always be Buttons.LEFT
[changed] Added InputProcessor.touchMoved(). This will only be called on the desktop in case the mouse was moved over the window without any mouse button being down
[changed] Added InputProcessor.scrolled(). This will only be called on the desktop in case the mouse wheel was rotated. Reports 1 for a rotation towards you, -1 otherwise.
[changed] Modified InputAdapter and InputMultiplexer according to the changes in the InputProcessor interface.
[changed] Added Input.vibrate() and Input.supportsVibrator(). The former will take the duration to vibrate in milliseconds, the later tells you whether a vibrator is available.
[changed] Added Input.isButtonPressed(). Use this to determine wheter a specific button is pressed on the desktop. On Android the only valid button is Buttons.LEFT.
[changed] Added Input.justTouched(). This will return true if the screen was touched/mouse button was pressed between the current and the last frame. Also works for multi-touch/multiple mouse button presses. It's a short cut if all you want to know is whether there was a new touch down event. Use the InputProcessor interface for more info, e.g. pointer or button.
[todo] fix up angle backend input processing.
dfraska [Wed, 12 Jan 2011 01:56:39 +0000 (01:56 +0000)]
[fixed] Invalid classpath entry
dfraska [Wed, 12 Jan 2011 01:55:41 +0000 (01:55 +0000)]
[added] Tiled Preprocessor
dfraska [Wed, 12 Jan 2011 01:54:33 +0000 (01:54 +0000)]
[added] Tiled Preprocessor
dfraska [Wed, 12 Jan 2011 01:52:24 +0000 (01:52 +0000)]
[added] Tiled Map loader, renderer, and test project
nathan.sweet [Wed, 12 Jan 2011 01:08:14 +0000 (01:08 +0000)]
[changed] Utils collections, added shuffle. Fixed insert, for reals.
badlogicgames [Tue, 11 Jan 2011 15:52:44 +0000 (15:52 +0000)]
[changed] made all math package classes serializable. Some are still missing a serialversionuid. will fix taht as soon as eclipse stops fucking up...
badlogicgames [Tue, 11 Jan 2011 15:33:36 +0000 (15:33 +0000)]
[added] clear() method to Group and Stage so remove all groups and actors from a stage/group. Thanks Thomas!
nathan.sweet [Mon, 10 Jan 2011 22:59:08 +0000 (22:59 +0000)]
[fixed] Javadoc.
nathan.sweet [Mon, 10 Jan 2011 22:58:38 +0000 (22:58 +0000)]
[added] More constructors for utils arrays and reverse().
nathan.sweet [Mon, 10 Jan 2011 21:50:29 +0000 (21:50 +0000)]
[changed] SpriteCache, added precision modified to shader.
[changed] SpriteBatch, formatted shader source.
[changed] Sprite, made vertices index constants public.
[changed] ImmediateModeRenderer, added constructor that takes max vertices. Smoked unnecessary booleans.
badlogicgames [Mon, 10 Jan 2011 19:32:13 +0000 (19:32 +0000)]
[added] ShaderMultitextureTest
badlogicgames [Mon, 10 Jan 2011 18:42:59 +0000 (18:42 +0000)]
[added] SplineTest
badlogicgames [Mon, 10 Jan 2011 18:42:39 +0000 (18:42 +0000)]
[added] CatmulRomSpline.getPoints() that takes pre-allocated array of Vector3s. Should do the same for tangents and normals.
nathan.sweet [Mon, 10 Jan 2011 02:00:30 +0000 (02:00 +0000)]
[changed] BitmapFont and a few other classes to use nearest rather than linear when a texture is not specified.
[added] allowCompletion to ParticleEmitter to allow the emitter to be restarted with continuous respected.
christoph.widulle [Sun, 9 Jan 2011 22:09:49 +0000 (22:09 +0000)]
[added] license info
badlogicgames [Sun, 9 Jan 2011 00:59:46 +0000 (00:59 +0000)]
[fixed] rgba4444 blending
badlogicgames [Sun, 9 Jan 2011 00:55:08 +0000 (00:55 +0000)]
[fixed] bug in vbo va test. seems like binding a VertexArray with an empty direct bytebuffer is a no-go.
badlogicgames [Sun, 9 Jan 2011 00:30:30 +0000 (00:30 +0000)]
[added] Mesh.getVertices()/getIndices() method. The later will blow up if you don't have any indices in the Mesh.
nathan.sweet [Sat, 8 Jan 2011 22:44:06 +0000 (22:44 +0000)]
[changed] Hiero to output spacing and padding (though never read).
nathan.sweet [Sat, 8 Jan 2011 22:26:00 +0000 (22:26 +0000)]
[changed] ShadowEffect for negative values.
nathan.sweet [Sat, 8 Jan 2011 11:02:46 +0000 (11:02 +0000)]
[fixed] TexturePacker incremental packing.
nathan.sweet [Sat, 8 Jan 2011 10:08:38 +0000 (10:08 +0000)]
[changed] TexturePacker to ignore files that have not changed.
nathan.sweet [Sat, 8 Jan 2011 06:04:03 +0000 (06:04 +0000)]
[added] Hiero4 for safe keeping, my WIP based on TWL's font renderer. Can render with FreeType, but doesn't have effects yet.
badlogicgames [Sat, 8 Jan 2011 05:22:16 +0000 (05:22 +0000)]
[fixed] binaries in SVN. We should eventually get rid of those as everything is encapsulated in gdx-natives.jar now anyways...
badlogicgames [Sat, 8 Jan 2011 05:08:13 +0000 (05:08 +0000)]
updated mac natives to include new gdx2d stuff
badlogicgames [Sat, 8 Jan 2011 05:02:46 +0000 (05:02 +0000)]
[changed] gdx2d nearly fully implemented. Todo: fix rgba4444 blending bug, improve blending by swizzling (see commented core in set_pixel_RGBA8888), add blitters. We are faster than Skia at the moment even with blending enabled :D
nathan.sweet [Sat, 8 Jan 2011 04:53:06 +0000 (04:53 +0000)]
Renamed gdx-audio to gdx-openal.
nathan.sweet [Sat, 8 Jan 2011 04:52:33 +0000 (04:52 +0000)]
Renamed gdx-audio to gdx-openal.
nathan.sweet [Sat, 8 Jan 2011 04:50:38 +0000 (04:50 +0000)]
Renamed gdx-audio to gdx-openal.
nathan.sweet [Sat, 8 Jan 2011 04:48:12 +0000 (04:48 +0000)]
Renamed gdx-audio to gdx-openal.
nathan.sweet [Sat, 8 Jan 2011 04:43:58 +0000 (04:43 +0000)]
[added] Modified version of the JLayer MP3 decoder. Stripped everything but the decoder. Fixed some NPEs. Added methods isStereo, getSampleRate.
[added] MP3 music and sound support to gdx-audio.
[added] Simple test class.
nathan.sweet [Sat, 8 Jan 2011 04:12:35 +0000 (04:12 +0000)]
[changed] TextureAtlas(FileHandle) constructor to take pack file, not image dir.
christoph.widulle [Sat, 8 Jan 2011 02:20:31 +0000 (02:20 +0000)]
[fixed] typos
christoph.widulle [Sat, 8 Jan 2011 02:19:51 +0000 (02:19 +0000)]
[added] ResolutionStrategy
christoph.widulle [Sat, 8 Jan 2011 02:19:10 +0000 (02:19 +0000)]
[added] ResolutionStrategy javadocs
badlogicgames [Sat, 8 Jan 2011 01:44:16 +0000 (01:44 +0000)]
[added] build-win32home.xml, don't touch this, it's my testing gear!
nathan.sweet [Fri, 7 Jan 2011 22:25:16 +0000 (22:25 +0000)]
[changed] Pool to have a more sane API.
davedx@gmail.com [Fri, 7 Jan 2011 11:18:44 +0000 (11:18 +0000)]
[Changed] Allowed meshes to be hidden. This also allows KeyframedModels to specify which of their meshes should be drawn. This is useful for models with 'optional' attachments like helmets, backpacks, etc.
[Changed] Added blending options to material. Probably should be improved.
[Changed] Changed parameter names in TextureDict to match Gdx.Texture.
badlogicgames [Fri, 7 Jan 2011 06:15:02 +0000 (06:15 +0000)]
changes to the mac natives
badlogicgames [Fri, 7 Jan 2011 06:10:06 +0000 (06:10 +0000)]
[added] Group.addActorAt/addActorBefore/addActorAfter
badlogicgames [Fri, 7 Jan 2011 06:02:13 +0000 (06:02 +0000)]
[changed] Action.setCompletionListener() returns a reference to the Action itself.
badlogicgames [Fri, 7 Jan 2011 06:00:19 +0000 (06:00 +0000)]
[fixed] Parallel and Sequence to properly call the completion listeners on sub Actions.
badlogicgames [Fri, 7 Jan 2011 05:47:39 +0000 (05:47 +0000)]
[added] OnActionCompletedListener and Action.setCompletionListener(). The listener will be invoked when the Action is completed.
badlogicgames [Fri, 7 Jan 2011 05:28:58 +0000 (05:28 +0000)]
[fixed] all shader code in the tests to use #ifdef GL_ES for the precision modifier. It's been about time...
badlogicgames [Fri, 7 Jan 2011 05:15:43 +0000 (05:15 +0000)]
[fixed] issue 79, precision modifiers in SpriteBatch shader. silly me...
badlogicgames [Fri, 7 Jan 2011 04:55:56 +0000 (04:55 +0000)]
[another fix]
badlogicgames [Fri, 7 Jan 2011 04:53:54 +0000 (04:53 +0000)]
[changed] universal binary for macosx
badlogicgames [Thu, 6 Jan 2011 17:14:38 +0000 (17:14 +0000)]
[updated] binaries for macosx
badlogicgames [Thu, 6 Jan 2011 16:47:24 +0000 (16:47 +0000)]
files for mac build
badlogicgames [Thu, 6 Jan 2011 16:11:43 +0000 (16:11 +0000)]
[fixed] malloc.h not included in some files due to MacOS being silly.
badlogicgames [Wed, 5 Jan 2011 16:55:54 +0000 (16:55 +0000)]
[updated] binaries in gdx/
badlogicgames [Wed, 5 Jan 2011 16:52:55 +0000 (16:52 +0000)]
[updated] todo
badlogicgames [Wed, 5 Jan 2011 16:35:18 +0000 (16:35 +0000)]
[added] dependency to gdx-natives in gdx-tests-jogl.
badlogicgames [Wed, 5 Jan 2011 16:26:55 +0000 (16:26 +0000)]
[moved] rtm and rtm-android project to returntomarchfeld