OSDN Git Service
ariel.coppes@gmail.com [Mon, 20 Feb 2012 18:42:14 +0000 (18:42 +0000)]
Added passwordCharacter field to TextField by default with the value of the TextField.BULLET constant, and a setPasswordCharacter(char) to be able to configure the desired password character for the TextField. Added a TextField with passwordMode enabled in the UITest to show how it works
nathan.sweet [Mon, 20 Feb 2012 16:57:15 +0000 (16:57 +0000)]
ResolutionFileResolver, added public choose method.
sterwill@tinfig.com [Mon, 20 Feb 2012 04:23:29 +0000 (04:23 +0000)]
Delete one more local ref when releasing pooled objects.
sterwill@tinfig.com [Mon, 20 Feb 2012 00:40:24 +0000 (00:40 +0000)]
Fixed SWIG director bugs on Android by upgrading to SWIG SVN (~2.0.5) and carefully deleting local references in native code.
sterwill@tinfig.com [Sat, 18 Feb 2012 22:57:06 +0000 (22:57 +0000)]
Built gdx-bullet natives for Android. Now builds with -fno-rtti (NDK default) which required some post-generation hacks to the SWIG code.
sterwill@tinfig.com [Sat, 18 Feb 2012 17:37:09 +0000 (17:37 +0000)]
BulletBuild no longer runs tests after building. Added comments to BulleTest class. Also checking in linux64 native library (was already in the container jar).
badlogicgames [Sat, 18 Feb 2012 16:02:35 +0000 (16:02 +0000)]
badlogicgames [Sat, 18 Feb 2012 16:01:03 +0000 (16:01 +0000)]
badlogicgames [Sat, 18 Feb 2012 15:56:56 +0000 (15:56 +0000)]
badlogicgames [Sat, 18 Feb 2012 15:56:41 +0000 (15:56 +0000)]
badlogicgames [Sat, 18 Feb 2012 15:54:16 +0000 (15:54 +0000)]
[added] gdx-image, wraps libjpeg and libpng. WIP.
sterwill@tinfig.com [Sat, 18 Feb 2012 15:32:20 +0000 (15:32 +0000)]
Initial checkin of gdx-bullet implementation using SWIG. gdx Vector3, Matrix3, and
Quaternion types are plumbed down through JNI for convenience.
Re-generate the wrappers with gdx-bullet/jni/swig/build.xml, then build the
gdx-bullet extension as usual (gdx-bullet/src/com/badlogic/gdx/physics/bullet/BulletBuild).
Only 64-bit Linux library is currently pre-built.
badlogicgames [Fri, 17 Feb 2012 23:33:21 +0000 (23:33 +0000)]
[fixed] issue 694, option to not draw inactive bodies.
nathan.sweet [Fri, 17 Feb 2012 17:33:56 +0000 (17:33 +0000)]
OggInputStream, fixed crash (index == -1).
badlogicgames [Fri, 17 Feb 2012 14:33:23 +0000 (14:33 +0000)]
[fixed] issue 712, additions to Input.
badlogicgames [Fri, 17 Feb 2012 14:25:47 +0000 (14:25 +0000)]
[fixed] issue 715, GLSurfaceViewCupcake seems to have a race condition in requestRender. Not the best solution, but should do for now.
badlogicgames [Thu, 16 Feb 2012 10:01:43 +0000 (10:01 +0000)]
[added] non-continuous rendering to Jogl backend. Now for the fun part...
badlogicgames [Thu, 16 Feb 2012 09:25:55 +0000 (09:25 +0000)]
[added] render when dirty (aka non-continuous) rendering. Set it via Graphics#setContinuousRendering(), request a new frame via Graphics#requestRendering(). Currently a NOP in Lwjgl and Jogl backend. Will add that some time later today. It's going to be a pain in the butt...
pause/resume/resize will be called as before, followed by a potential render call. rendering will also be automatically in case there were new input events from the touch screen or keyboard and if a runnable was posted via Gdx.app.postRunnable().
badlogicgames [Wed, 15 Feb 2012 16:25:19 +0000 (16:25 +0000)]
[updated] natives
badlogicgames [Wed, 15 Feb 2012 16:12:29 +0000 (16:12 +0000)]
[one more try]
badlogicgames [Wed, 15 Feb 2012 16:06:46 +0000 (16:06 +0000)]
ugh, sys/types.h conflicting.
badlogicgames [Wed, 15 Feb 2012 15:51:50 +0000 (15:51 +0000)]
[updated] stb image to 1.33
[added] Texture#getNumManagedTextures(), returns the number of currently managed textures.
badlogicgames [Wed, 15 Feb 2012 04:50:35 +0000 (04:50 +0000)]
[fixed] allocations in AndroidApplication, wtf.
badlogicgames [Wed, 15 Feb 2012 02:51:54 +0000 (02:51 +0000)]
[fixed] issue 704, GlSurfaceViewCupcake used a static semaphore to safeguard against concurrent EGL access by multiple activities. That seemed to have a negative performance impact. Replaced with a monitor/synchronized block. According to bug reporter that's faster for his test case, semantics are the same.
badlogicgames [Wed, 15 Feb 2012 02:47:46 +0000 (02:47 +0000)]
[fixed] LwjglInput#getTextInput didn't post the result on the rendering thread
[fixed] issue 705, forgot to commit the changes to the other Mesh constructors, VertexArray needs IndexArray instead of IndexBufferObject.
[fixed] CameraGroupStrategy enables/disables depth testing
[added] Plane has a new setter
[changed] Pixmap will throw a runtime exception in case pixels are accessed when the Pixmap is already disposed.
nathan.sweet [Mon, 13 Feb 2012 16:45:23 +0000 (16:45 +0000)]
JsonWriter, fixed outputing quoted name/value containing a quote.
nathan.sweet [Mon, 13 Feb 2012 13:12:10 +0000 (13:12 +0000)]
Fixed build.
nathan.sweet [Mon, 13 Feb 2012 12:57:22 +0000 (12:57 +0000)]
Added JOGL to gdx-tools.
nathan.sweet [Mon, 13 Feb 2012 00:02:31 +0000 (00:02 +0000)]
email.nex.software@gmail.com [Fri, 10 Feb 2012 04:25:00 +0000 (04:25 +0000)]
[fixed] Group.touchMoved(...) to skip nonvisible children
badlogicgames [Fri, 10 Feb 2012 00:08:03 +0000 (00:08 +0000)]
[fixed] ShaderProgram#setVertexAttribuet taking a Buffer didn't cope well with missing attributes...
badlogicgames [Thu, 9 Feb 2012 13:09:23 +0000 (13:09 +0000)]
[added] new FileHandle#writeBytes method that takes offsets...
[added] check in Pixmap#dispose() to detect double disposing
badlogicgames [Thu, 9 Feb 2012 13:07:07 +0000 (13:07 +0000)]
[fixed] bug in mesh.
nathan.sweet [Wed, 8 Feb 2012 18:24:08 +0000 (18:24 +0000)]
Layout, added setFillParent(). Much easier to have a widget fill the screen, as is needed for almost any Table-based layout.
Skin, added newTintedPatch/Region convenience methods.
Slider, no longer fires listener when value is changed programatically.
Table, add(String) convenience method to add a label.
Window, fixed title bar when modal.
nathan.sweet [Tue, 7 Feb 2012 17:47:54 +0000 (17:47 +0000)]
FlickScrollPane, fixed NPE when widget is null.
badlogicgames [Tue, 7 Feb 2012 15:44:15 +0000 (15:44 +0000)]
[fixed] bug in decoder
badlogicgames [Tue, 7 Feb 2012 15:42:23 +0000 (15:42 +0000)]
[fixed] issue 692 bug in decoder#readAllSamples
badlogicgames [Tue, 7 Feb 2012 01:44:54 +0000 (01:44 +0000)]
[fixed] IndexBufferObject was a bit of a douchebag, added IndexArray, to be used with VertexArray. This means indices aren't stored on the GPU when one uses a VertexArray (e.g. SpriteBatch/DecalBatch), but that shouldn't be an issue.
badlogicgames [Tue, 7 Feb 2012 00:24:50 +0000 (00:24 +0000)]
[fixed] issue 695, fragment shader in FrameBufferTest was broken.
badlogicgames [Tue, 7 Feb 2012 00:16:49 +0000 (00:16 +0000)]
[added] lwjgl20#glVertexAttribPointer taking buffer. Caveat: will only take a ByteBuffer and not allow GL_FIXED as a type. Shouldn't hurt anyone.
[fixed] Mesh doesn't force VBO for GLES 2.0 anymore.
[fixed] VertexData has bind/unbind taking ShaderProgram
[fixed] VertexArray implements additional VertexData methods with ShaderProgram
badlogicgames [Mon, 6 Feb 2012 23:23:38 +0000 (23:23 +0000)]
[fixed] EGL context preservation works with GLES 1.0 as well now (provided you run on SDK level +11).
badlogicgames [Mon, 6 Feb 2012 22:59:11 +0000 (22:59 +0000)]
[changed] if you run with GLES 2.0 and the device the app's running on has SDK level >= 11, the EGL context will be preserved :D super mega fun.
badlogicgames [Mon, 6 Feb 2012 21:52:55 +0000 (21:52 +0000)]
[fixed] posting runnables that post runnables via Gdx.app.postRunnable() works now on all backends.
[added] new Pixmap#drawPixmap method that eases the pain a little
[added] TextureAtlas#getTextures(), for manual cleanup.
nathan.sweet [Thu, 2 Feb 2012 16:46:41 +0000 (16:46 +0000)]
ScrollPane and FlickScrollPane, moved computations into layout(). This allows them to be scrolled to the bottom by modifying the scrolled contents, calling validate(), then setScrollX/Y.
badlogicgames [Thu, 2 Feb 2012 14:27:28 +0000 (14:27 +0000)]
[fixed] issue 690, AudioTrack#setVolume. No stereo support due to OpenALs lack of that concept. WOuld have to position stuff in 3D, that's a tad bit meh.
badlogicgames [Wed, 1 Feb 2012 22:07:57 +0000 (22:07 +0000)]
badlogicgames [Wed, 1 Feb 2012 20:17:50 +0000 (20:17 +0000)]
badlogicgames [Wed, 1 Feb 2012 20:17:22 +0000 (20:17 +0000)]
[added] SoftKeyboardTest
badlogicgames [Wed, 1 Feb 2012 20:15:30 +0000 (20:15 +0000)]
[ignored] bin
[added] jni
badlogicgames [Wed, 1 Feb 2012 20:14:33 +0000 (20:14 +0000)]
[added] ozcollide extension skeleton.
nathan.sweet [Wed, 1 Feb 2012 10:09:59 +0000 (10:09 +0000)]
FileHandle, added read(int) for convenience of reading a buffered input stream.
GestureDetector, fixed pinch zoom. Oops.
nathan.sweet [Fri, 27 Jan 2012 02:05:48 +0000 (02:05 +0000)]
ImmediateModeRenderer20, changed how shaders are handled. Simpler, allows same shader to be reused for multiple ImmediateModeRenderer20s.
badlogicgames [Wed, 25 Jan 2012 21:08:48 +0000 (21:08 +0000)]
[updated] todo
nathan.sweet [Wed, 25 Jan 2012 19:49:16 +0000 (19:49 +0000)]
LwjglPreferences, put back in .prefs dir.
badlogicgames [Wed, 25 Jan 2012 15:06:25 +0000 (15:06 +0000)]
[updated] StageTest, pivot of sprites is in center.
badlogicgames [Wed, 25 Jan 2012 14:38:53 +0000 (14:38 +0000)]
[added] ExternalMusicTest for issue 675
badlogicgames [Wed, 25 Jan 2012 14:28:25 +0000 (14:28 +0000)]
[fixed] issue 676, incorrect allocation of byte buffer in ETC1Data.
nathan.sweet [Wed, 25 Jan 2012 10:48:50 +0000 (10:48 +0000)]
LwjglPreferences, made usable outside of libgdx app.
nathan.sweet [Mon, 23 Jan 2012 17:05:18 +0000 (17:05 +0000)]
TexturePacker, added quiet boolean.
nathan.sweet [Fri, 20 Jan 2012 13:44:34 +0000 (13:44 +0000)]
badlogicgames [Fri, 20 Jan 2012 11:48:02 +0000 (11:48 +0000)]
[changed] BufferUtils uses Array for tracking.
badlogicgames [Fri, 20 Jan 2012 11:35:10 +0000 (11:35 +0000)]
[fixed] BufferUtilsTest
badlogicgames [Fri, 20 Jan 2012 11:34:36 +0000 (11:34 +0000)]
[fixed] UnsafeBuffers everywhere. TRacking in BufferUtils should help boiling down where native memory goes missing. Use unsafe buffers from now on as Android is a silly little bunny that counts direct ByteBuffers against your Java heap.
badlogicgames [Thu, 19 Jan 2012 00:26:42 +0000 (00:26 +0000)]
[fixed] AndroidAudio would bork out if you load sounds/music from external files.
badlogicgames [Thu, 19 Jan 2012 00:15:42 +0000 (00:15 +0000)]
[fixed] WavDecoder had a bozo, didn't handle uneven reads properly.
badlogicgames [Wed, 18 Jan 2012 15:10:07 +0000 (15:10 +0000)]
second try, NewDirectBytEBuffer returns big endian all the f'ing time...
badlogicgames [Wed, 18 Jan 2012 15:00:40 +0000 (15:00 +0000)]
aaand reverted again :)
badlogicgames [Wed, 18 Jan 2012 14:50:22 +0000 (14:50 +0000)]
[fixed] everything uses disposable byte buffers now.
badlogicgames [Wed, 18 Jan 2012 14:38:17 +0000 (14:38 +0000)]
[fixed] all direct buffer allocations go through BufferUtils now.
badlogicgames [Tue, 17 Jan 2012 13:17:40 +0000 (13:17 +0000)]
[fixed] issue 514, destroyBody was fluxored.
nathan.sweet [Tue, 17 Jan 2012 13:00:17 +0000 (13:00 +0000)]
Cleaned up Mario's warnings.
Json, better errors.
FileHandle, better guessing of buffer size for readString.
badlogicgames [Mon, 16 Jan 2012 14:22:48 +0000 (14:22 +0000)]
[ignored gwt-unitCache
badlogicgames [Sun, 15 Jan 2012 22:34:47 +0000 (22:34 +0000)]
[added] Decoder#readAllSamples()
badlogicgames [Sat, 14 Jan 2012 14:13:04 +0000 (14:13 +0000)]
[changed] addition to ApplicationType
badlogicgames [Sat, 14 Jan 2012 02:28:40 +0000 (02:28 +0000)]
[fixed] new ios setup working, on to creating the backend...
badlogicgames [Sat, 14 Jan 2012 02:20:30 +0000 (02:20 +0000)]
[removed] IOSGL20
badlogicgames [Sat, 14 Jan 2012 02:19:43 +0000 (02:19 +0000)]
[changed] backend produces static library. need to link app with -all_load, sucks donkeyballs really...
badlogicgames [Sat, 14 Jan 2012 02:09:41 +0000 (02:09 +0000)]
[fixed] gdx2d.c needed static inlines
badlogicgames [Sat, 14 Jan 2012 00:42:50 +0000 (00:42 +0000)]
[removed] iosgl2
badlogicgames [Sat, 14 Jan 2012 00:12:24 +0000 (00:12 +0000)]
[ignored] git
badlogicgames [Sat, 14 Jan 2012 00:03:41 +0000 (00:03 +0000)]
[removed] old xcode project
badlogicgames [Fri, 13 Jan 2012 14:18:24 +0000 (14:18 +0000)]
[changed] Box2DTest, simpler ChainShape.
badlogicgames [Fri, 13 Jan 2012 14:16:34 +0000 (14:16 +0000)]
[fixed] issue 662, ChainShape passed wrong #vertices to native code.
badlogicgames [Fri, 13 Jan 2012 13:29:07 +0000 (13:29 +0000)]
[updated] natives for stb truetype
badlogicgames [Fri, 13 Jan 2012 10:23:32 +0000 (10:23 +0000)]
[fixed] mac natives
badlogicgames [Fri, 13 Jan 2012 10:16:49 +0000 (10:16 +0000)]
[changed stbtt build packs natives as well for testing.
badlogicgames [Fri, 13 Jan 2012 10:12:21 +0000 (10:12 +0000)]
[fixed StbTrueType had %jnigen-cleanup% at wrong places.
badlogicgames [Fri, 13 Jan 2012 09:57:09 +0000 (09:57 +0000)]
[changed] GWT backend, just a tiny bit...
badlogicgames [Fri, 13 Jan 2012 09:56:19 +0000 (09:56 +0000)]
[fixed] NativeCodeGenerator ignores GWT inline code now.
badlogicgames [Fri, 13 Jan 2012 09:53:11 +0000 (09:53 +0000)]
[fixed] StbTrueType had jni clean-up code in it. Ugh :p
badlogicgames [Fri, 13 Jan 2012 00:25:00 +0000 (00:25 +0000)]
[added] SortedSpriteTest, shows how to do simple sprite sorting...
badlogicgames [Fri, 13 Jan 2012 00:10:13 +0000 (00:10 +0000)]
[fixed] modified FileHandle so i don't have to go crazy with Avian additions.
badlogicgames [Thu, 12 Jan 2012 23:56:14 +0000 (23:56 +0000)]
[changed] direct buffers work on ios, hurray...
badlogicgames [Thu, 12 Jan 2012 22:44:49 +0000 (22:44 +0000)]
[deleted] original avian branch
nathan.sweet [Thu, 12 Jan 2012 15:12:47 +0000 (15:12 +0000)]
SpriteBatch, only dispose shader if the default shader is used.
badlogicgames [Thu, 12 Jan 2012 01:28:05 +0000 (01:28 +0000)]
[fixed] why the hell did SpriteBatch have a javax import???
badlogicgames [Wed, 11 Jan 2012 13:13:53 +0000 (13:13 +0000)]
[fixed] Matrix4 for GWT backend, native methods.
badlogicgames [Wed, 11 Jan 2012 13:10:15 +0000 (13:10 +0000)]
[added] tokamak wrapping... WIP
badlogicgames [Wed, 11 Jan 2012 13:07:33 +0000 (13:07 +0000)]
nathan.sweet [Wed, 11 Jan 2012 13:06:43 +0000 (13:06 +0000)]
Group, fixed clearing a group.