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nathan.sweet [Tue, 16 Nov 2010 11:21:48 +0000 (11:21 +0000)]
[removed] Unnecessary synchronize blocks in touch handlers.
badlogicgames [Tue, 16 Nov 2010 10:58:48 +0000 (10:58 +0000)]
[fixed] if InputProcessor sets Input.setInputProcessor(null) in one of the InputProcessor methods we get a nullpointer exception. Thanks Lefthand!
badlogicgames [Tue, 16 Nov 2010 10:53:48 +0000 (10:53 +0000)]
[applied] patch from issue 63, adds actor swapping support. Thanks a bunch Lefthand!
nathan.sweet [Tue, 16 Nov 2010 03:00:59 +0000 (03:00 +0000)]
[removed] Unnecessary synchronize blocks in touch handlers.
[changed] SpriteBatch handles to int, simplified the class, added javadocs.
badlogicgames [Mon, 15 Nov 2010 21:36:01 +0000 (21:36 +0000)]
[fixed] warning in Application.
badlogicgames [Mon, 15 Nov 2010 21:34:22 +0000 (21:34 +0000)]
WARNING!!! Input and InputProcessor HAVE CHANGED! No more Input.processEvents(). You have to register an InputProcessor via Input.setInputProcessor(processor)! It will be called before each Application.render() call!#
[fixed] changing API back to input listener concept. You can only register one listener at a time. Use InputMultiplexer if you want to have more. See documentation of Input and InputProcessor for more info or check out the tests in tests/gdx-tests/
christoph.widulle [Mon, 15 Nov 2010 19:49:56 +0000 (19:49 +0000)]
[removed] removed empty folders
badlogicgames [Mon, 15 Nov 2010 18:11:03 +0000 (18:11 +0000)]
[fixed] LwjglGL11.glBufferData would not reseve memory for vbos in case data was null.
badlogicgames [Mon, 15 Nov 2010 11:44:54 +0000 (11:44 +0000)]
[fixed] Group.toChildCoordinates, issue 62. Thanks lefthand
badlogicgames [Mon, 15 Nov 2010 10:49:27 +0000 (10:49 +0000)]
[reverted] changes in onresume behaviour.
badlogicgames [Mon, 15 Nov 2010 10:35:33 +0000 (10:35 +0000)]
[experimental] resume in AndroidGraphics.surfaceCreated(). Let's see how that sucker works out.
badlogicgames [Mon, 15 Nov 2010 10:27:30 +0000 (10:27 +0000)]
[added] MyFirstTriangle test.
nathan.sweet [Mon, 15 Nov 2010 08:47:48 +0000 (08:47 +0000)]
nathan.sweet [Mon, 15 Nov 2010 04:29:14 +0000 (04:29 +0000)]
[fixed] Getting num vertices/indices that I fucked up.
[fixed] Flipping ByteBuffers and FloatBuffers so getting num vertices/indices works before setVertices/etc.
[fixed] SpriteCache using wrong VBO offset.
badlogicgames [Mon, 15 Nov 2010 03:39:15 +0000 (03:39 +0000)]
[fixed] all glutils buffer objects now set byteBuffer.limit to buffer.limit if external client messed with FloatBuffer/ShortBuffer. should also take position into account.
[fixed] reset byteBuffer position in VA after rendering is done
nathan.sweet [Mon, 15 Nov 2010 03:03:13 +0000 (03:03 +0000)]
[fixed] SpriteCache to not use autobind. Messes up the test tho!
badlogicgames [Mon, 15 Nov 2010 02:51:38 +0000 (02:51 +0000)]
[added] lockless thread queue. Thanks lefthand!
nathan.sweet [Mon, 15 Nov 2010 02:34:26 +0000 (02:34 +0000)]
[changed] SpriteCacheTest, made slightly more interesting.
[fixed] ParticleEmitterTest, was broken from particle file format change (s to ms).
nathan.sweet [Mon, 15 Nov 2010 02:11:13 +0000 (02:11 +0000)]
[changed] Very slightly more efficient SpriteBatch.
[added] Sprite#getVertices.
[changed] Mesh to use VBOs for static and VAs for dynamic.
[fixed] VertexBufferObject to return correct vertex count before vertices are set.
[added] SpriteCache which uses a VBO mesh to cache static geometry.
badlogicgames [Mon, 15 Nov 2010 01:11:14 +0000 (01:11 +0000)]
[added] Graphics.getPpiX()/getPpiY()/getPpcX()/getPpcY(). Returns pixels per inch/centimeters for each axis.
[fixed] Group.toChildCoordinates() had a sever bug in one of the branches. Thanks Jason!
[added] PixelsPerInch test.
christoph.widulle [Sun, 14 Nov 2010 22:34:03 +0000 (22:34 +0000)]
[changed] minor changes. making classes and member variables public/protected instead of package private. suitable to be extended now.
christoph.widulle [Sun, 14 Nov 2010 21:36:57 +0000 (21:36 +0000)]
[changed] added final when usefull
christoph.widulle [Sun, 14 Nov 2010 21:35:15 +0000 (21:35 +0000)]
[added] added other contructor options
christoph.widulle [Sun, 14 Nov 2010 19:48:29 +0000 (19:48 +0000)]
[changed] made AndroidFiles suitable to be inherited
badlogicgames [Sun, 14 Nov 2010 18:51:55 +0000 (18:51 +0000)]
[changed] VBOVATEst to also test indexed geometry. It
badlogicgames [Sun, 14 Nov 2010 18:50:55 +0000 (18:50 +0000)]
[added] IndexBufferObjectSubData, same as VertexBufferObjectSubData
badlogicgames [Sun, 14 Nov 2010 15:49:10 +0000 (15:49 +0000)]
[added] VBOVATest, testing static and dynamic VBOs/VAs.
badlogicgames [Sun, 14 Nov 2010 15:44:07 +0000 (15:44 +0000)]
[added] VertexBufferObjectSubData class that uses glBufferSubData instead of glBufferData. Works faster on the Droid.
badlogicgames [Sun, 14 Nov 2010 11:34:23 +0000 (11:34 +0000)]
[fixed?] AndroidGraphics.drawFrame() had a synch on the Gdx.input instance. I have no idea why that was in there as Input.processEvents() contains such a synch internally. Might be a cause for the hangs while a game runs as that is the only place where we synch with the UI thread. Pause/Resume/Destroy are a different story.
nathan.sweet [Sun, 14 Nov 2010 11:03:45 +0000 (11:03 +0000)]
[changed] Minor stuff.
badlogicgames [Sun, 14 Nov 2010 10:56:41 +0000 (10:56 +0000)]
[fixed] setVertices bound the VA. wtf?
badlogicgames [Sun, 14 Nov 2010 10:45:26 +0000 (10:45 +0000)]
[fixed] issue 61. Thanks lefthand
badlogicgames [Sun, 14 Nov 2010 00:02:56 +0000 (00:02 +0000)]
[fixed] nasty foreach in AndroidInput. Thanks lefthand
nathan.sweet [Sat, 13 Nov 2010 22:47:17 +0000 (22:47 +0000)]
[fixed] Reloading TextureData on Android.
nathan.sweet [Sat, 13 Nov 2010 22:34:38 +0000 (22:34 +0000)]
[fixed] All warnings. No more checking in warnings or you'll get a severe talking to!
[added] TextureData, for loading custom image data for managed textures.
nathan.sweet [Sat, 13 Nov 2010 21:26:35 +0000 (21:26 +0000)]
[added] OpenAL native to LWJGL.
[removed] newTexture method that takes a ByteBuffer. It's all going away anyway.
nathan.sweet [Sat, 13 Nov 2010 21:00:14 +0000 (21:00 +0000)]
[fixed] Canvas sizing too small.
badlogicgames [Sat, 13 Nov 2010 12:40:32 +0000 (12:40 +0000)]
[applied] patch from issue 59 to LwjglMusic
[added] loading of openal to lwjgl backend
[changed] natives now get extracted to tmp directory.
badlogicgames [Sat, 13 Nov 2010 12:37:42 +0000 (12:37 +0000)]
[applied] patch from issue 59. will merge with LwjglMusic
christoph.widulle [Sat, 13 Nov 2010 01:40:34 +0000 (01:40 +0000)]
[changed] leading "/" in resourcePath is optional now
badlogicgames [Fri, 12 Nov 2010 10:59:45 +0000 (10:59 +0000)]
[changed] BitmapFontTest uses origin upper left corner coordinate system...
badlogicgames [Wed, 10 Nov 2010 12:26:30 +0000 (12:26 +0000)]
[added] shotgun.wav, fuck you subclipse...
badlogicgames [Wed, 10 Nov 2010 12:25:28 +0000 (12:25 +0000)]
[fixed] SoundPool.play(volume) on Android. Updated normalized shotgun.wav in all projects
christoph.widulle [Tue, 9 Nov 2010 21:06:21 +0000 (21:06 +0000)]
[changed] Mesh in SpriteBatch changed from privat -> protected
badlogicgames [Tue, 9 Nov 2010 20:38:53 +0000 (20:38 +0000)]
[fixed] catching Throwables now in XXXAudio on desktop. You never know...
badlogicgames [Tue, 9 Nov 2010 20:36:15 +0000 (20:36 +0000)]
[fixed] issue 54 (sort off). Checking for null pointers in XXXAudio.dispose() now. Will happen if no audio device is installed. XXXMusic will still crap out though. Just catch the GdxRuntimeException.
badlogicgames [Tue, 9 Nov 2010 02:52:57 +0000 (02:52 +0000)]
[fixed] bug in AndroidInput. added wrong keycode to keys map. Total fuck up o_O
badlogicgames [Tue, 9 Nov 2010 02:51:27 +0000 (02:51 +0000)]
[changed] rtm projects classpath points to gdx and gdx-backend-xxx for testing
badlogicgames [Tue, 9 Nov 2010 01:34:10 +0000 (01:34 +0000)]
[added] support for all gl mipmap filters to TextureFilter.
badlogicgames [Tue, 9 Nov 2010 00:37:45 +0000 (00:37 +0000)]
[removed] layout xml file.
badlogicgames [Mon, 8 Nov 2010 10:20:23 +0000 (10:20 +0000)]
[fixed] added stubs for new Graphics.newTexture() method. NAAATTEEEE! :p
nathan.sweet [Sun, 7 Nov 2010 21:50:40 +0000 (21:50 +0000)]
[fixed] Hiero clipping glyphs if a glyph is larger than the page size.
nathan.sweet [Sun, 7 Nov 2010 21:46:36 +0000 (21:46 +0000)]
[fixed] Hiero not getting bounds right for native rendering.
nathan.sweet [Sun, 7 Nov 2010 21:32:08 +0000 (21:32 +0000)]
[fixed] LwjglCanvas being resized too small.
[fixed] Hiero native glyph cache having many blanks.
badlogicgames [Sun, 7 Nov 2010 16:41:04 +0000 (16:41 +0000)]
[changed] build script now builds javadoc
badlogicgames [Sun, 7 Nov 2010 16:22:19 +0000 (16:22 +0000)]
badlogicgames [Sun, 7 Nov 2010 16:21:46 +0000 (16:21 +0000)]
badlogicgames [Sun, 7 Nov 2010 16:19:31 +0000 (16:19 +0000)]
badlogicgames [Sun, 7 Nov 2010 16:19:13 +0000 (16:19 +0000)]
badlogicgames [Sun, 7 Nov 2010 16:18:09 +0000 (16:18 +0000)]
badlogicgames [Sun, 7 Nov 2010 16:16:09 +0000 (16:16 +0000)]
[updated] android natives in tests
badlogicgames [Sun, 7 Nov 2010 16:10:36 +0000 (16:10 +0000)]
[added] more jars to rtm
badlogicgames [Sun, 7 Nov 2010 16:03:38 +0000 (16:03 +0000)]
[updtaed] demo libs
badlogicgames [Sun, 7 Nov 2010 15:53:41 +0000 (15:53 +0000)]
[fixed] closing </code> tag in Application.
badlogicgames [Sun, 7 Nov 2010 15:36:11 +0000 (15:36 +0000)]
badlogicgames [Sun, 7 Nov 2010 15:35:53 +0000 (15:35 +0000)]
badlogicgames [Sun, 7 Nov 2010 15:10:43 +0000 (15:10 +0000)]
[fixed] gdx is now warning free :)
[todo] finish documentation of scene2D package. Will do that next week. release imminent.
badlogicgames [Sun, 7 Nov 2010 15:09:18 +0000 (15:09 +0000)]
[changed] exposing setAutoBind() now. Could come in handy for rendering the same mesh multiple times. Will brake on Hero if you modify the vertices/indices due to a driver bug though.
badlogicgames [Sun, 7 Nov 2010 15:08:34 +0000 (15:08 +0000)]
[fixed] warnings in scene2d package, added javadoc to the root interfaces and classes. Fuck this, i'm tired.
badlogicgames [Sun, 7 Nov 2010 14:12:58 +0000 (14:12 +0000)]
[fixed] complete graphics package. all done. MD5 classes will be reworked soon and aren't officially supported yet. Consulting with Dave from redforge
badlogicgames [Sun, 7 Nov 2010 14:11:29 +0000 (14:11 +0000)]
[fixed] graphics.glutils package javadoc
badlogicgames [Sun, 7 Nov 2010 14:08:11 +0000 (14:08 +0000)]
[fixed] javadoc of graphics root package
badlogicgames [Sun, 7 Nov 2010 13:45:56 +0000 (13:45 +0000)]
[fixed] utils package javadoc
badlogicgames [Sun, 7 Nov 2010 13:44:35 +0000 (13:44 +0000)]
[fixed] physics package
badlogicgames [Sun, 7 Nov 2010 13:39:49 +0000 (13:39 +0000)]
[fixed] math package javadoc
badlogicgames [Sun, 7 Nov 2010 13:35:50 +0000 (13:35 +0000)]
[fixed] javadoc of files package
badlogicgames [Sun, 7 Nov 2010 13:34:58 +0000 (13:34 +0000)]
[fixed] javadoc in audio package.
badlogicgames [Sun, 7 Nov 2010 13:17:40 +0000 (13:17 +0000)]
[Fixed] javadoc of all top level interfaces and classes. Application has warnings as i reference JoglApplication/LwjglApplication and AndroidApplication. I think that's ok though.
badlogicgames [Sun, 7 Nov 2010 02:54:02 +0000 (02:54 +0000)]
[added] gdx2d Android.mk. doesn't add anything to the binaries of course...
badlogicgames [Sun, 7 Nov 2010 02:41:43 +0000 (02:41 +0000)]
[removed] Sprite2.x crap
[added] sean barett tiny image and ttf i/o libs. maybe someday i can use that
badlogicgames [Sat, 6 Nov 2010 12:44:08 +0000 (12:44 +0000)]
[fixed] Nate's bugs...
badlogicgames [Sat, 6 Nov 2010 01:59:58 +0000 (01:59 +0000)]
[ignored] bin/gen
badlogicgames [Fri, 5 Nov 2010 22:48:35 +0000 (22:48 +0000)]
[fixed] issue 55
badlogicgames [Fri, 5 Nov 2010 22:36:48 +0000 (22:36 +0000)]
[added] JoglAnimator, stolen and modified from Jogl Animator so that Animator.stop actually blocks until the rendering thread has died...
[fixed] JoglAudio and LwjglAudio, never closed their threads. Not a problem normally but it is in the test starter apps.
badlogicgames [Fri, 5 Nov 2010 22:29:10 +0000 (22:29 +0000)]
[added] JoglAnimator, stolen and modified from Jogl Animator so that Animator.stop actually blocks until the rendering thread has died...
[fixed] JoglAudio and LwjglAudio, never closed their threads. Not a problem normally but it is in the test starter apps.
badlogicgames [Fri, 5 Nov 2010 21:06:59 +0000 (21:06 +0000)]
[Changed] loading of awt
[Changed] JoglApplication.initialize()
badlogicgames [Fri, 5 Nov 2010 21:05:03 +0000 (21:05 +0000)]
[changed] Animator doesn't run as fast as possible anymore
badlogicgames [Fri, 5 Nov 2010 18:18:04 +0000 (18:18 +0000)]
[fixed] fucking CDT doesn't pick up env vars in include settings anymore it seems. Fixed via misc settings.
badlogicgames [Fri, 5 Nov 2010 16:11:43 +0000 (16:11 +0000)]
[fixed] nightly build file to include linux 64-bit natives.
badlogicgames [Fri, 5 Nov 2010 16:11:09 +0000 (16:11 +0000)]
badlogicgames [Fri, 5 Nov 2010 16:00:42 +0000 (16:00 +0000)]
badlogicgames [Fri, 5 Nov 2010 16:00:17 +0000 (16:00 +0000)]
[fixed] null pointer exception due to font not being initialized (cause i have yet to add a bitmapfont to this bitch...
badlogicgames [Fri, 5 Nov 2010 15:55:53 +0000 (15:55 +0000)]
[fixed] everything gets loaded in the EDT now, swing sucks, jogl sucks everything sucks. The reason the tests worked but the demos didn't is that the test first opens a freaking swing jframe which will load jawt.so and mjawt.so magically.
badlogicgames [Fri, 5 Nov 2010 15:10:17 +0000 (15:10 +0000)]
[removed] bullshit in gdx/linux64
badlogicgames [Fri, 5 Nov 2010 15:09:59 +0000 (15:09 +0000)]
badlogicgames [Fri, 5 Nov 2010 15:09:42 +0000 (15:09 +0000)]
[removed] bullshit in gdx/linux64
badlogicgames [Fri, 5 Nov 2010 15:09:03 +0000 (15:09 +0000)]
[added] 64-bit linux binary.
badlogicgames [Fri, 5 Nov 2010 15:04:09 +0000 (15:04 +0000)]
ya, this sucks. fixing
badlogicgames [Fri, 5 Nov 2010 15:03:09 +0000 (15:03 +0000)]
[added] Linux64 configuration, outputs libgdx-64.so
[changed] Version now loads either 32-bit or 64-bit libgdx.so/libgdx-64.so depending on the arch string. Throws exception if 64-bit VM is used on Windows. No MacOS X support yet.
badlogicgames [Fri, 5 Nov 2010 13:29:35 +0000 (13:29 +0000)]
[removed] gdx-invaders applet. will add that back in once we get our JoglApplet and LwjglApplet classes going