| Commit message (Collapse) | Author | Age | Files | Lines |
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* chickadee.scm (default-error-handler): Delete.
(call-with-error-handling): Don't catch errors if no handler is
specified.
(run-game): Default 'error' arg to #f.
* chickadee/sdl.scm: (run-game/sdl): Likewise.
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* chickadee.scm (call-with-error-handling): Call the correct error
handler. Return #t if an error occurred, #f otherwise.
(run-game): Reset current-time and buffer after recovering from an
error.
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Always printing a backtrace caused double backtraces to be printed
when using the default error handler that just re-throws the error.
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* chickadee.scm (default-error-handler): New procedure.
(run-game): Set default value for 'error' arg to
'default-error-handler'.
* chickadee/sdl.scm (run-game/sdl): Ditto.
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This is really cool! Now users can plug in whatever backend they'd
like and are not forced to use SDL and OpenGL. Thanks to Chris Webber
for showing me the Lux library for Racket that does exactly this.
* chickadee.scm (run-game): Remove all SDL/OpenGL code, replace with
generic render/update keyword arguments.
(run-game/sdl): New procedure.
* examples/lines.scm: Update for API breakage.
* examples/nine-patch.scm: Ditto.
* examples/sprite.scm: Ditto.
* examples/text.scm: Ditto.
* examples/tiled.scm: Ditto.
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* chickadee.scm (call-with-error-handling): Do not catch errors when
the error hook has nothing in it.
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* chickadee.scm (call-with-error-handling): Run hook with error key
and args.
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* chickadee.scm (error-hook): New variable.
(display-game-loop-error, call-with-error-handling): New procedures.
(run-hook*): New syntax.
(run-game): Wrap all hooks with error handling.
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Reported-By: Christopher Howard <christopher.howard@qlfiles.net>
* chickadee.scm (run-game): Invert the Y coordinate received from
SDL's mouse motion event.
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This reverts commit 8cbb7eed56c4b5edd780c2d51aaa0a4c3eab7350.
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* chickadee.scm (error-handler): New procedure.
(with-error-handling): New syntax.
(run-game): Handle errors caught when running hooks.
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* chickadee.scm (run-game): window-height is not a procedure!
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* chickadee.scm (run-game): Invert all Y coordinates received from SDL.
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* chickadee.scm (run-game): Make sure that the recursive calls to the
update loop are in tail position.
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* chickadee.scm (run-game): Switch to the null viewport at the beginning
of each frame to ensure other viewports are cleared.
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* chickadee.scm (run-game): s/keyboard-event-repeat/keyboard-event-repeat?/
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* chickadee/audio.scm: New file.
* Makefile.am (SOURCES): Add it.
* chickadee.scm (run-game): Initialize audio.
* doc/api.texi ("Audio"): Document it.
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