| Commit message (Collapse) | Author | Age | Files | Lines |
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The big consequence of this change to the rest of the codebase is that
we can no longer use record destructuring when pattern matching, so I
had to rewrite every place where pattern matching was used. It was
probably a bad idea to expose the record type descriptors publicly in
the first place.
* sly/math/vector.scm: Reimplement everything in terms of an f64 packed
bytevector record type. Do not expose record type descriptors.
* sly/game.scm (run-game-loop): Convert viewport width/height to exact
numbers.
* sly/window.scm (open-window): Likewise.
* sly/input/mouse.scm (mouse-position): Rewrite pattern matching.
* sly/math/quaternion (make-quaternion, vector->quaternion): Likewise.
* sly/math/rect.scm (rect-clamp): Likewise.
* sly/math/transform.scm (translate!, translate, scale): Likewise.
* sly/render/mesh.scm (vertices-bytevector): Likewise.
* examples/mines/mines.scm: Likewise.
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This should work well enough until Guile is able to unbox struct fields.
* sly/records.scm (define-packaged-f64-record-type): New syntax.
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* sly/signal.scm (signal-if): Add docstring.
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* doc/api/signals.texi: Delete.
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The agenda is really more of a private interface to keep the game moving
behind the scenes, so it's best to not present it to the user by
default.
* sly.scm: Remove (sly agenda) from list of modules to export public
symbols from.
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* sly/utils.scm (forever): Delete.
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* examples/common.scm: Use add-signal-hook! instead of schedule-interval
for receiving FPS events.
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* sly/render/sprite-batch.scm (sprite-batch-add!): Take better advantage
of local variables to reduce lookups, add a comment, and reformat.
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* sly/render/sprite-batch.scm (<sprite-batch>): Replace 'vao' field with
'mesh' field.
(make-sprite-batch): Use 'make-mesh'.
(sprite-batch-flush!): Use 'set-graphics-mesh!'
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* sly/render/mesh.scm (vertex-buffer-element-length): Use the cached
length of the buffer bytevector.
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* sly/render/texture.scm (texture-vertex, pack-texture-vertices,
draw-texture-vertices): Delete.
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This prevents some duplicated compilation when modules include other Sly
modules that haven't been compiled yet.
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Rather than each foreign resource type creating its own guardian, let's
just use one instead so that there is only a single guardian to talk to
each frame.
* sly/guardian.scm: New file.
* Makefile.am (SOURCES): Add it.
* sly/game.scm (run-game-loop): Start guardian worker.
* sly/render/mesh.scm (mesh-guardian): Delete.
(free-mesh): New procedure.
(make-mesh): Guard newly created meshes.
* sly/render/shader.scm (shader-stage-guardian): Delete.
(free-shader-stage): New procedure.
(make-shader-stage): Guard newly created shader stages.
(shader-guardian): Delete.
(free-shader): New procedure.
(make-shader): Guard newly created shaders.
* sly/render/texture.scm (texture-guardian): Delete.
(free-texture): New procedure.
(make-texture): Guard newly created textures.
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* examples/sprite-batch.scm: New file.
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* sly.scm (sly-init): Delete.
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These modules haven't been used in a long time, but were never deleted.
Oops!
* sly/render/model.scm: Delete.
* sly/render/scene.scm: Delete.
* Makefile.am (SOURCES): Remove them.
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* sly/config.scm.in (%libgslcblas): Delete.
* sly/wrappers/gsl.scm: Delete.
* Makefile.am (WRAPPER_SOURCES): Remove it.
* configure.ac: Remove GSL configuration.
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No more GSL dependency! Thanks Andy Wingo, for unboxed floating point
operations!
* sly/math/transform.scm (matrix-ref, matrix-set!): Allow inlining.
(transform*!): Reimplement in pure Scheme, no FFI call to GSL.
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* sly/signal.scm (signal-map-maybe): New procedure.
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* sly/signal.scm (signal-if): New syntax.
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* sly/game.scm (on-start): New procedure.
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* sly/render/framebuffer.scm (null-framebuffer): Set texture to the null
texture, rather than #f.
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* sly/render/framebuffer.scm (framebuffer-null?): New procedure.
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* sly/audio.scm (load-sample): s/filename/file/
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* sly/window.scm (open-window): Initialize SDL2 and the window before
modifying it.
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* sly/render/font.scm (enable-fonts): Add docstring.
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* sly/live-reload (with-live-reload): Ignore poll when game has not yet
started.
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* sly/game.scm (game-start-hook, game-started?): New variables.
(run-game-loop): Run game-start-hook before loop starts.
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* sly/render/sprite.scm (null-sprite): New variable.
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* sly/signal.scm (add-signal-hook!): Apply 'proc' immediately.
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* sly/window.scm (init-window): Set OpenGL version to 3.2, explicitly
set double buffering and vsync, and configure depth buffer size.
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Rather than, you know, ignoring it completely.
* sly/window.scm (open-window): Set the window to fullscreen mode, if
requested.
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* sly/audio.scm (play-music): Add #:loop? keyword argument.
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In practice this wasn't very noticeable, but it is a bad idea to lock
input event processing with the frame rate.
* sly/game.scm (run-game-loop): Process input events before each call to
'agenda-tick!'.
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* sly/render/font.scm (render-text): Add 'blended?' argument.
(make-label): Add #:blended? keyword argument.
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