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Commits for Divide-Framework/trunk/Source Code/GUI/Headers/GUIConsole.h

Diff revisions: vs.
Revision Author Commited Message
977 Diff Diff IonutCava picture IonutCava Mon 20 Nov, 2017 17:13:16 +0000

- Add an “ApplicationOutput” class that the Editor uses to show console entries and parse commands
- Add “Warning” messages to console outputs

969 Diff Diff IonutCava picture IonutCava Mon 13 Nov, 2017 00:15:57 +0000

- Further improve DisplayWindow <-> Input relationship
- Add Flip-Y 2D camera (D3D style projection)
- Fix IMGUI rendering
- Add IMGUI sample and IMWINDOW sample rendering at the same time
- Improve IMWINDOW multi-window support
— Bug: nothing rendering in child platform windows
- Add draw command to move render context from one window to another

968 Diff Diff IonutCava picture IonutCava Tue 07 Nov, 2017 17:32:31 +0000

- Consistent naming between timing variables

952 Diff Diff IonutCava picture IonutCava Wed 25 Oct, 2017 00:35:37 +0000

- Added the CEGUI rendering project to our solution for easier modification, debugging and integration
- Updated to OIS 1.4
- Some updates to the WindowHandle struct

  • Only compiled in Debug*
941 Diff Diff IonutCava picture IonutCava Mon 04 Sep, 2017 20:55:02 +0000

- Update CEGUI from static to dynamic config (some dlls might still be missing)
- Attempt to work around a weird string issue with the newest VS2017 update

891 Diff Diff IonutCava picture IonutCava Mon 15 May, 2017 16:18:45 +0000

- Some memory-friendly optimizations

890 Diff Diff IonutCava picture IonutCava Sun 14 May, 2017 20:54:59 +0000

- Add pre-compiled header support
- Initial code for per-stage tessellation computation

836 Diff Diff IonutCava picture IonutCava Fri 27 Jan, 2017 14:59:56 +0000

- Update copyright notice

804 Diff Diff IonutCava picture IonutCava Thu 01 Dec, 2016 17:20:59 +0000

- 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 Diff Diff IonutCava picture IonutCava Tue 29 Nov, 2016 17:15:38 +0000

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

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

- 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

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

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

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

- 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"

648 Diff Diff IonutCava picture IonutCava Sun 21 Feb, 2016 16:32:52 +0000

- Update copyright notice
- Move BoundingBox and BoundingSphere to a new BoundsComponent
— Add a temp hack in SceneGraphNode to update these

619 Diff Diff IonutCava picture IonutCava Fri 08 Jan, 2016 16:23:28 +0000

- Memory allocation optimizations
- Large VBO allocation system
- More terrain fixes
- Temporarily disable water and vegetation systems

540 Diff Diff IonutCava picture IonutCava Wed 28 Oct, 2015 19:06:28 +0000

- Remove the “Platform” folder from the Platform project as the name is redundant. Move files one level up

444 Diff Diff IonutCava picture IonutCava Thu 21 May, 2015 16:06:53 +0000

- More platform independent code cleanup:
— Moved platform specific defines to their respective header files (e.g. THREAD_LOCAL)
— Moved most preprocessor defines from the VisualC++ projects into source code
— Removed compiler specific code (e.g. warning disables) and fixed most warning resulting from this

442 Diff Diff IonutCava picture IonutCava Wed 20 May, 2015 15:25:02 +0000

- Better platform handling:
— All platform specific code moved in 3 separate files: PlatformDefinesWindows / PlatformDefinesUnix / PlatformDefinesApple
— Added CPU and RAM check at startup to make sure we meet minimum requirements to run properly
- Smart pointers should never used MemoryManager_NEW for allocating memory (MemoryManager_NEW tracks allocations but must be matched with a DELETE call in order to no report leaks). Corrected.
- Zombification of Singletons is only enabled in Debug builds
- Fixed a bug in Task.cpp (nowTime check) that prevented some tasks to run on the first call (changed a ‘>’ check to a ‘>=’)
— This also fixed bounding box computations for skinned submeshes
- Improved dead zone handling for joysticks

427 Diff Diff IonutCava picture IonutCava Sun 10 May, 2015 20:23:07 +0000

- Multithreaded bounding box calculations for skinned submeshes
- Better PhysicsActor <-> PhysicsComponent coupling
- Changed the ThreadPool model to a priority based system
- Added a ScopedTimer class to simplify timing of functions
- Added a reset system to WarScene to unload and reload all units and AIEntities

350 Diff Diff IonutCava picture IonutCava Tue 10 Feb, 2015 16:25:39 +0000

- Simplified some Util-namespace level functions by using STL algorithms where possible
- Formatted the entire codebase using clang-format with the following style: "{BasedOnStyle: Google, IndentWidth: 4}"
- Attempted to make ProfileTimer thread-safe (temp fix until std::chrono works properly in Visual Studio)

343 Diff Diff IonutCava picture IonutCava Thu 15 Jan, 2015 17:30:12 +0000

- Refactored 2 singletons into static classes (Console and TerrainLoader)
- Changed some C-casts to static_casts
- Updated copyright notices

337 Diff Diff IonutCava picture IonutCava Wed 17 Dec, 2014 17:25:16 +0000

- Replaced all tabs with 4 spaces (some spacing may be off now. no way to check all the files.)
- Moved implementation details for ParamHandler, BoundingBox, BoundingSphere and ProfileTimer to proper .inl and .cpp files. (more to follow)
- Update all forward declared enums with the required storage type (as requested by the C++11 standard)

334 Diff Diff IonutCava picture IonutCava Wed 10 Dec, 2014 17:21:22 +0000

- Reorganized the Hardware project and renamed to "Platform"
- Reorganized the Server project

331 Diff Diff IonutCava picture IonutCava Sat 06 Dec, 2014 20:53:45 +0000

- Limited line length to 132 characters to improve readability and diff-comparisons
- Refactored memory allocation/deallocation functions
- Fixed a few compatibility issues with HashMap.h
- Fixed a bug in GPU Skinning shaders (cast a float to int)

322 IonutCava picture IonutCava Sat 06 Sep, 2014 20:33:47 +0000

- Refactored most of Boost related code to be C++11 based
— Boost is only used for ThreadPool, Mutex handling, XML parsing and networking (ASIO)
— Function binds, threads, regex, NonCopyable base, Hashing algorithms and more are now using C++11 libraries
- Replaced all FOR_EACH calls with standard, range, “for” calls