Clownacy
ef00bbcdd4
Get window icon working in GLFW
...
Amazingly, this actually works in SDL2, so now they both use this
method.
2020-04-02 22:03:08 +01:00
Clownacy
96f46f3387
Fix compilation error
2020-04-02 00:00:12 +01:00
Clownacy
30c7967ed4
Fixes
2020-04-01 23:15:22 +01:00
Clownacy
135365f941
Merge branch 'portable' of https://github.com/Clownacy/Cave-Story-Engine-2 into portable
2020-04-01 22:21:56 +01:00
Clownacy
00ee155176
Fixes and a comment
2020-04-01 21:58:02 +01:00
Clownacy
db2f079266
Cleanup and comments
2020-04-01 21:52:18 +01:00
Clownacy
0182ab6eb3
Get drag-and-drop working again
2020-04-01 21:43:04 +01:00
Clownacy
add0627f03
Restore custom cursor support
2020-04-01 21:36:46 +01:00
Clownacy
f23117bbdc
Overhaul how window icon loading works
...
Now most of it has been moved out of the backends.
2020-04-01 21:20:26 +01:00
Clownacy
878cac3b3f
Implement mouse-hiding in fullscreen
2020-04-01 21:05:05 +01:00
Clownacy
0c70b1ac31
Remove seemingly-useless casts
2020-04-01 20:50:45 +01:00
Clownacy
81b5a7e789
More cleanup
2020-04-01 16:47:58 +01:00
Clownacy
7d9d80f07a
Improve SDL2 fullscreen creation
2020-04-01 16:30:46 +01:00
Clownacy
49f7887930
More cleanup
2020-04-01 16:27:55 +01:00
Clownacy
ff70664604
Cleanup and fixes
2020-04-01 16:11:34 +01:00
Clownacy
7bd6ff8617
Get the window icon working on GLFW3
2020-04-01 15:44:00 +01:00
Clownacy
8ff2f63416
Update SDL2 window backend
...
The window backends will probably be merged with the platform
backends at some point.
2020-04-01 15:26:39 +01:00
Clownacy
4d8be3bc36
More refactoring
...
Get fullscreen mostly working in GLFW3
2020-04-01 15:21:40 +01:00
Clownacy
c4aa8e28bb
More refactoring
2020-04-01 14:57:07 +01:00
Clownacy
073712017f
Get OpenGL ES 2.0 working again
2020-03-31 22:14:57 +01:00
Clownacy
5dbca99e19
Extremely horrible terrible nightmare refactoring
...
Working on ridding CSE2 of its hard SDL2 dependency.
For now, I have a rudimentary GLFW3 backend.
2020-03-31 21:56:10 +01:00
Clownacy
b57ccd7ed5
Shut up errors on Windows
2020-03-31 20:22:54 +01:00
Clownacy
b4ec82d81b
Add dummy GLFW3 controller backend
2020-03-31 16:38:05 +01:00
Clownacy
63e75089d6
Split SDL2 code from Game.cpp
2020-03-31 16:32:50 +01:00
Clownacy
584ea57c5d
Split SDL2 code from Profile.cpp and TextScr.cpp
2020-03-31 16:28:28 +01:00
Clownacy
37c5236b9b
Split SDL2 code from Input.cpp
...
...So, *all* of it.
2020-03-31 16:24:20 +01:00
Clownacy
142bca6578
Split SDL2 code from Draw.cpp
2020-03-31 16:11:31 +01:00
Clownacy
3a5a5044b1
Split SDL2 code from Main.cpp
2020-03-31 16:07:34 +01:00
Clownacy
d0b20316de
Don't do -Iexternal
...
It pollutes the #include space.
2020-03-31 14:26:24 +01:00
Clownacy
61e708751d
Apply missing OpenGL constants
2020-03-31 12:53:58 +01:00
Clownacy
d91c1e9bdc
Update the SDL2 audio backend
...
Now uses the shared software mixer
2020-03-31 12:19:44 +01:00
Clownacy
732d3bbc5c
Split software audio mixer to its own file
...
This will be shared between the SDL2 and miniaudio backends,
eliminating all that digusting duplicate code.
2020-03-31 12:14:20 +01:00
Clownacy
4e58457e1d
Make miniaudio backend use native sample rate
...
This avoids the need for miniaudio to resample the mixer's output.
2020-03-31 10:20:20 +01:00
Gabriel Ravier
fb353fbc7e
Backends/Rendering/SDLTexture: Solve -Wnarrowing warning
...
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
2020-03-18 11:54:46 +01:00
Clownacy
dd04977f29
Update miniaudio to v0.10.1
...
This newer version supports marking all of its declarations as
static, avoiding the conflict between the miniaudio audio backend,
and the copy of miniaudio embedded in clownaudio in the enhanced
branch.
2020-03-17 13:25:41 +00:00
Clownacy
9af25f7c67
Hopefully fixed miniaudio backend on Windows
...
Stupid BOOL type
2020-03-04 21:02:17 +00:00
Clownacy
af24d010a5
Clean-up miniaudio backend a little
...
Really need to figure out the best way to abstract-away the software
mixer...
2020-02-29 18:19:06 +00:00
Clownacy
8ec8a8d990
Added unfinished miniaudio audio backend
...
Currently only works with CMake
2020-02-29 18:18:59 +00:00
Clownacy
a767c16d83
Un-un-const a few things
2020-02-09 18:55:41 +00:00
Clownacy
f82a53d336
Prevent errors encountered by MSVC
2020-02-09 18:47:50 +00:00
Clownacy
d4004fe99a
Store glyph pixels as chars, not floats
...
Smaller memory footprint, and probably-insignificant performance
impact.
2020-02-09 13:56:45 +00:00
Clownacy
bb11cd567d
Software renderer cleanup
2020-02-09 13:44:02 +00:00
Clownacy
60d3cc2ed6
Update cute_spritebatch.h
2020-02-09 12:40:35 +00:00
Clownacy
8edca4fb2e
Style tweak
2020-02-09 12:35:38 +00:00
Clownacy
59a8c2617f
Tweak some variable naming
...
The enhanced branch calls them the 'internal *screen* width/height',
which I think is more appropriate.
2020-02-05 15:52:43 +00:00
Clownacy
d9e7ebac38
Correct a typo
2020-02-05 15:47:26 +00:00
Clownacy
2af6a043ef
Clean-up the OpenGL renderers a little
2020-02-04 16:35:42 +00:00
Clownacy
1140ab0916
Clean-up renderer backend initialisation
2020-02-04 15:51:19 +00:00
Clownacy
ba6d711d3a
Tick cute_spritebatch once per frame
...
...As opposed to once per draw call.
This change was made because multiple draw calls can be made per
frame, or a only a handful of draw calls may be made per minute.
Since draw calls are an inconsistent metric, I just switched to
frames instead.
2020-02-04 14:57:06 +00:00
Clownacy
2e5e1994c2
Enable debug console prints in non-debug builds
2020-02-03 16:44:52 +00:00