Not only an OpenGL triangle, but also a proper GUI!
I now need some roadmap for moving PixelPerfectEngine first from SDL to iota, then from CPU to GPU rendering. Will be an interesting battle, especially when I need to limit myself to OpenGL 2.0.
New feature added to the engine's GUI submodule: resizable Windows.
This will be included in v0.11.0-beta, alongside with MIDI control value filtering, individual master levels to each channels of the audio modules for easy volume settings without M2 scripts, and maybe even a better file dialog (any #uxdesign -er willing to help out with that?)...
New feature added to the engine's GUI submodule: resizable Windows.
This will be included in v0.11.0-beta, alongside with MIDI control value filtering, individual master levels to each channels of the audio modules for easy volume settings without M2 scripts, and maybe even a better file dialog (any #uxdesign -er willing to help out with that?)...
The right solution is using the type-system to prevent obviously wrong code from compiling:
✅ join(AbsolutePath, RelativePath)
✅ join(RelativePath, RelativePath)
❌ join(RelativePath, AbsolutePath)
❌ join(AbsolutePath, AbsolutePath)
Another benefit is that AbsolutePath is not restricted to the root of the filesystem, but could express things like "the user's cache directory", increasing portability of paths saved to config files.
Just managed to finish editor version v0.11.0-alpha. It has bugs, some of which might be engine regressions, will try to fix them ASAP. It has Windows, x64 Linux, and aarch64 Linux (#raspberrypi) versions.
The migration from executable-embedded text to custom formattable text files enabling localization support have begun. One window now fully contains texts from a language file.
Remember that a few days ago I released a new version of my game engine?
It turns out it still has bugs, and I just fixed a pretty critical one (ListView's insertAndEdit function didn't work due to an issue functional bros would yell me "we told you so")
The bug that caused the engine's text parser to miss the last line if a <br /> tag wasn't followed it has been fixed, and will be in the newest version, alongside with text-justify implemented.
After that, I'll also publish the PixelPerfectEngine map format (XMF) as a separate thing, maybe other engines would also benefit from implementing at least partial support for it, or other people writing their own editors. Same with my own MIDI 2.0 format.
A few more features are working in my game engine. Labels and message dialogs now use the (currently a bit buggy) multiline text drawing system instead of the previous workaround.
Now I'm moving onto the ability of adding ListView items by editing them.