| Commit message (Collapse) | Author | Age | Files | Lines |
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I know I'm backpedaling here, but I think it was a mistake to expose
SDL2 as much as I have here. I think it's better for people just
getting started to not have to wonder what SDL means. Making things
as usable as possible for beginners is an important goal, and
abstracting SDL2 + OpenGL things from the core game loop
implementation shouldn't require sacrificing that goal.
* chickadee.scm: Switch code with...
* chickadee/game-loop.scm: ...this! Which is copied straight from...
* chickadee/sdl.scm: ...this! Which is now deleted.
* Makefile.am (SOURCES): Add game-loop.scm, remove sdl.scm.
* examples/grid.scm: Update due to API breakage.
* examples/lines.scm: Ditto.
* examples/nine-patch.scm: Ditto.
* examples/sprite.scm: Ditto.
* examples/text.scm: Ditto.
* examples/tiled.scm: Ditto.
* doc/api.texi (Kernel): Update.
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* chickadee/math/vector.scm (read-vec): New procedure. Extend reader.
* examples/lines.scm: Use new vector read syntax.
* examples/nine-patch.scm: Ditto.
* examples/sprite.scm: Ditto.
* examples/text.scm: Ditto.
* examples/tiled.scm: 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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