Commit Graph

509 Commits

Author SHA1 Message Date
Jonas Kulla fe557bca1d Implement "show_cursor" attribute in Graphics module
If false (the default), the system cursor is hidden
inside the game window.
2013-09-24 22:56:25 +02:00
Jonas Kulla a9454fdf9c Fix nullpointer deref 2013-09-24 22:42:10 +02:00
Jonas Kulla 4f08382c69 Replace 'tiles.bufferCount' with function 2013-09-24 20:11:55 +02:00
Jonas Kulla 41e1187063 Just realized the word 'Row' makes no sense whatsoever 2013-09-24 20:06:11 +02:00
Jonas Kulla a327d4c324 Fix valgrind warning (value might be uninitialized) 2013-09-24 19:56:36 +02:00
Jonas Kulla 10ec55e39b Implement a new tileset atlas layout to allow for bigger tilesets
The atlas packing algorithm has been reworked to pack autotiles
and tileset very efficiently into a texture, splitting the tileset
in multiple ways and eliminating the previous duplication of image
data in the atlas across "frames". Animation, which these frames
were designed for, is now done via duplicated buffer frames,
ie. each animation frame has its own VBO and IBO data. This was
not done to save on VRAM (hardly less memory is used), but to
make place for the new atlas layout.
Thanks to this new layout, even with a max texture size of 2048,
one can use tilesets with up to 15000 height. Of course, such
a tileset couldn't be stored in a regular Bitmap to begin with,
which is why I also introduced a hack called "mega surfaces":
software surfaces stored in RAM and wrapped inside a Bitmap,
whose sole purpose is to be passed to a Tilemap as tilesets.

Various other minor changes and fixes are included.
2013-09-24 19:35:38 +02:00
Jonas Kulla b85988d194 Fix typo 2013-09-23 11:18:20 +02:00
Jonas Kulla da4e0fbed0 Implement smooth scaling 2013-09-23 11:00:50 +02:00
Jonas Kulla f00136c489 Implement fixed aspect ratio 2013-09-23 10:39:16 +02:00
Jonas Kulla 7a6c05bba0 Implement animated flash tiles in Tilemap
Flash tiles start with an alpha of 60, which ramps up to 120
in 16 frames and 4 steps, then ramps down again over the same period.
2013-09-23 08:27:28 +02:00
Jonas Kulla 9e63fb6b64 Remove the remaining bits of deprecated GL usage
The drawing is now completely shader based, which makes away
with all usage of the depracted matrix stack. This also allows
us to do things like simple translations and texture coordinate
translation directly instead of doing everything indirectly
through matrices.

Fixed vertex attributes ('vertexPointer()' etc) are also
replaced with user defined attribute arrays.
2013-09-23 07:50:22 +02:00
Jonas Kulla abce6c94b0 Properly emit valueChanged in Rect setters 2013-09-23 00:03:43 +02:00
Jonas Kulla 660cb9e05a Always set rqTermAck to true after binding returns 2013-09-23 00:02:28 +02:00
Jonas Kulla f4f0748d68 Cosmetic changes 2013-09-21 14:45:27 +02:00
Jonas Kulla 4aed9ef1a7 Add Vec2 conversion method to 'Vec2i' 2013-09-10 04:25:58 +02:00
Jonas Kulla d1bfc1e50c Properly free RWops associated with Font objects 2013-09-10 04:19:45 +02:00
Jonas Kulla 6f711184ac Spacing 2013-09-09 21:32:34 +02:00
Jonas Kulla 39233a036b Rename constant 2013-09-09 21:23:56 +02:00
Jonas Kulla a66b15bd08 Pack REQUEST event codes into enum 2013-09-09 21:22:31 +02:00
Jonas Kulla 4620901002 Forgot some EXT functions 2013-09-07 02:42:56 +02:00
Jonas Kulla 051c939f8d Free SDL surface if 'TexPool::request' throws 2013-09-06 15:52:45 +02:00
Jonas Kulla 6c7d751dbd Remove 'Default' FBO binding (only allow 'Read' and 'Draw')
Also make code more verbose by removing default mode
parameter value to 'FBO::bind'
2013-09-06 14:56:30 +02:00
Jonas Kulla abc927c91d Use EXT version of gl functions 2013-09-06 14:37:28 +02:00
Jonas Kulla ef6bacf201 Only require EXT framebuffer extensions 2013-09-06 14:21:35 +02:00
Jonas Kulla a9f400e64a Undef utility macro in header 2013-09-06 13:14:34 +02:00
Jonas Kulla 3bd9df1191 Move draw order sorting into SceneElement 2013-09-06 13:10:41 +02:00
Jonas Kulla 5ca513fcec Document gl-util types 2013-09-06 12:33:33 +02:00
Jonas Kulla b151a22f6e Rename 'Tex' to 'TEX' for consistency 2013-09-06 12:26:41 +02:00
Jonas Kulla ba3b904f34 Thanks to the ID abstraction, we can use proper overloading now! 2013-09-06 12:22:55 +02:00
Jonas Kulla 55596e9da9 Rename 'RB'(renderbuffer) to 'RBO'(renderbuffer object) 2013-09-06 12:16:24 +02:00
Jonas Kulla a21423ca1c Move GL state initialization into GLState 2013-09-04 21:05:47 +02:00
Jonas Kulla f89cd2d207 Provide general purpose Quad in GlobalState 2013-09-04 19:07:28 +02:00
Jonas Kulla efa55ce6c2 Raise exception on invalid bitmap sizes
A difference to RMXP is that negative height values
will result in exceptions too.
Also change Bitmap constructors to not allocate Private
struct before potential exceptions.
2013-09-04 18:14:29 +02:00
Jonas Kulla 6a85699e11 Properly destroy fade thread 2013-09-04 17:53:12 +02:00
Jonas Kulla abd59be30d Properly delete[] arrays 2013-09-04 17:52:03 +02:00
Jonas Kulla 689a31580c Beautify constant 2013-09-04 17:03:00 +02:00
Jonas Kulla 1401578f92 Add bounds check to setter 2013-09-04 17:01:51 +02:00
Jonas Kulla 4a945f8d6c Null PhysFS handle after closing 2013-09-04 13:32:11 +02:00
Jonas Kulla 0253b6ed2b Use C99 integer types instead of Qt's 2013-09-04 13:30:14 +02:00
Jonas Kulla a75dea3ffe Rename 'resetInput' to 'resetInputStates' 2013-09-04 13:28:05 +02:00
Jonas Kulla d0fa2dd37a Document 'WindowSizeNotify' 2013-09-04 12:09:09 +02:00
Jonas Kulla 5b6d4e0026 Clean up remainind references to 'render thread' 2013-09-04 12:07:59 +02:00
Jonas Kulla c2585660b7 Remove unnecessary variable 2013-09-04 11:31:35 +02:00
Jonas Kulla 3761c62d86 Spacing 2013-09-03 16:47:53 +02:00
Jonas Kulla 84db116d0c Rename 'bound' to 'clamp' 2013-09-03 15:31:29 +02:00
Jonas Kulla f81e20cc68 Raise exception on too big textures 2013-09-03 15:22:00 +02:00
Jonas Kulla 31c007b541 Mark internal methods 2013-09-03 15:21:44 +02:00
Jonas Kulla 6a133cf04b Clean up unused code and documentation 2013-09-03 14:51:55 +02:00
Jonas Kulla 6c5745c4bf FloatRect: add implicit IntRect conversion 2013-09-03 14:51:13 +02:00
Jonas Kulla 108392217f Remove empty line 2013-09-03 11:15:04 +02:00
Jonas Kulla 57c806e9b5 Add "[Binding]" config subgroup
Binding specific configuration goes here. It is stored as
a String->Value hash.
2013-09-03 11:07:56 +02:00
Jonas Kulla 8674cb8e06 Always glClear before blitting to screen
Prevents a distorted screen when an error happens during
script loading (ie. before the first drawn frame) and fullscreen
is turned on in the config.
This will also be necessarry once fixed aspect ratio is implemented.
2013-09-02 17:31:34 +02:00
Jonas Kulla 0477c3f8db Remove wrong extension check 2013-09-02 13:40:16 +02:00
Jonas Kulla 7ea875ae5d Minor cleanups and documentation 2013-09-02 12:32:53 +02:00
Jonas Kulla 0ab438af64 Add more gl extensions and spacing 2013-09-02 11:13:22 +02:00
Jonas Kulla 6bebfa90e1 Fix spacing 2013-09-02 06:14:46 +02:00
Jonas Kulla dff6acebca Remove more leftovers 2013-09-02 06:02:50 +02:00
Jonas Kulla 691c4b7728 Add GPL license header 2013-09-01 18:26:36 +02:00
Jonas Kulla ff25887f41 Initial commit 2013-09-01 16:27:21 +02:00