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Divide-Framework

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Entry Size Revision Updated
GUI.h 7.1K 804 Thu 01 Dec, 2016 17:20:59 +0000
GUIButton.h 2.9K 804 Thu 01 Dec, 2016 17:20:59 +0000
GUIConsole.h 4K 804 Thu 01 Dec, 2016 17:20:59 +0000
GUIConsoleCommandParser.h 2.7K 804 Thu 01 Dec, 2016 17:20:59 +0000
GUIElement.h 3.2K 802 Tue 29 Nov, 2016 17:15:38 +0000
GUIFlash.h 1.5K 802 Tue 29 Nov, 2016 17:15:38 +0000
GUIInterface.h 4.1K 802 Tue 29 Nov, 2016 17:15:38 +0000
GUIMessageBox.h 2.5K 802 Tue 29 Nov, 2016 17:15:38 +0000
GUISplash.h 1.8K 804 Thu 01 Dec, 2016 17:20:59 +0000
GUIText.h 2.6K 802 Tue 29 Nov, 2016 17:15:38 +0000
SceneGUIElements.h 1.6K 802 Tue 29 Nov, 2016 17:15:38 +0000

Commits for Divide-Framework/trunk/Source Code/GUI/Headers

Revision Author Commited Message
804 IonutCava picture IonutCava Thu 01 Dec, 2016 17:20:59 +0000

[IonutCava]
- Singleton elimination update Part I: get it to compile
— The following classes are no longer Singletons: GFXDevice, GL_API, DX_API, SFXWrapper, FmodWrapper, SDLWrapper, ALWrapper, PXDevice, InputInterface, RenderPassManager, SceneManager and ResourceManager;
— Refactor system to a Context / Component based implementation (Pass relevant context to objects: e.g. GFXDevice object to Textures, GUI to GUIElements, etc)
— Make devices and managers components of the kernel
— Allow multiple Resource caches to co-exist. This may prove useful for later when a more fragmented memory model is need (per frame / per scene / global caches / etc)

  • next steps: part II – cleanup/refactor new code, part III – optimise code, part IV – remove remaining Singletons (e.g. Application, ParamHandler, FrameListenerManager, Recast, PostFX and DebugInterface)
802 IonutCava picture IonutCava Tue 29 Nov, 2016 17:15:38 +0000

[IonutCava]
- GUI class is no longer a Singleton
- Reduced usage of GFXDevice::instance()

795 IonutCava picture IonutCava Wed 23 Nov, 2016 17:14:33 +0000

[IonutCava]
- Remove ULL. Use U64 instead
- Various small bug fixes and typos.

794 IonutCava picture IonutCava Tue 22 Nov, 2016 16:44:26 +0000

[IonutCava]
- Change SDL_GL_Context management from a pool-based system to a thread_local variable type System
- Reworked SceneGraphNode child access for safer and faster iteration.
— Added a forEachChild with multiple overloads to apply a lambda expression over every child of the target SGN
- Slight optimization to Text rendering by batching all labels due for rendering and submitting them at all at once

762 IonutCava picture IonutCava Thu 11 Aug, 2016 16:18:35 +0000

[IonutCava]
- Removed a lot of high level GFX state and merged it back on a lower level:
— depth mask is now a framebuffer specific toggle controlled by the RenderPolicy
— rasterization is now a per-buffer draw switch toggled by a rendering flag in GenericDrawCommand
- Replaced old style GL texture binding code with DSA style glBindTextures and glBindSamplers even for single textures
— completely removed the concept of a active texture unit in the GL code
- Fixed some draw policy settings that were clearing the depth buffer in the PostFX passes
- More build type flag replacement of macros
- Render pass system bug fixing
- Add option to skip occlusion culling for certain nodes

745 IonutCava picture IonutCava Wed 29 Jun, 2016 20:14:50 +0000

[IonutCava]
- Added on click sounds for buttons
- Added music playlist options for scenes (configurable via XML)
- Cache sound chunks and music files in SDLWrapper.cpp

740 IonutCava picture IonutCava Sat 25 Jun, 2016 17:09:50 +0000

[IonutCava]
- More scene changing related fixes
- GUIDWrapper is now a core feature instead of a utility

732 IonutCava picture IonutCava Fri 17 Jun, 2016 14:46:33 +0000

[IonutCava]
- Fixed visibility issues with empty GUIText elements.
- Update GLSL copyright notice
- Small corrections to selection code

721 IonutCava picture IonutCava Wed 08 Jun, 2016 15:47:49 +0000

[IonutCava]
- Spelling: change all references from our code of “color” to the PROPER British version of “colour” because it sounds 100x better

719 IonutCava picture IonutCava Fri 03 Jun, 2016 16:20:08 +0000

[IonutCava]
- More SceneManager – ScenePool splitting of responsibilities
- DefaultScene will be the first scene loaded by the application. If nothing is specified in XML, it will default to "DefaultScene"