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* Android port.frogbotherer2012-09-081-1/+15
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 2 files are added to the root of the repository: * AndroidAppSettings.cfg: settings file required for Android SDL port. Will change on each minor release to reset configuration. * AndroidBuild.sh: script called by the Android SDL port to commence building the game itself It might be nice to be able to move them elsewhere, but for now, their presence here is required. The build process is documented in docs/develop/android.txt There's a TOUCH_UI compiler flag which sets all the things specific to a touch screen interface. There has been a large amount of changes in the Makefile for redefining where the dat/, saves/, etc. directories go, because the "install" part of the make isn't the final destination for these files under Android - the environment we deploy to is a separate device from the build environment. There is also a number of changes to the tiles interface. Some are specific to the TOUCH_UI, but others are also changed in USE_TILE_LOCAL. Touch only: * 'a'bilities menu goes straight to menu without prompting first * tap menu header to toggle/submit * menu instead of prompt to select which corpse to butcher * same for eating food from the floor (those 2 could go in local tiles too) * show_more defaults to false and less --more-- messages * pickup mode defaults to menu * defaults for tile_layout_priority is different (commands are more important than inventory) * popup for yes/no prompts, level-up stat gain and swapping rings (should be used for all prompts, and probably local tiles too) * spell casting: force selection menu * map mode: left-click rather than right-click for mouse mode; autotravel on left-click removed * remove skills training and memorisation panels Also local tiles (some could also be integrated in webtiles): * commands below description are clickable * clickable shopping menu (uses PrecisionMenu) * split the command panel in 2 (common actions and system commands) * add a map command panel * tapping or left-clicking the player is smarter: * picks up the item if there's one on the tile, otherwise * shows pick-up menu if there's several items on the tile, otherwise * traverses stairs (or enters a portal or shop) if one is present, otherwise * prays if an altar is present, otherwise * waits one turn * right-clicking the map enters map mode and brings the map commands tab to the front; map mode stays until exited rather than upon release of mouse Some more details can be found in android_patch_notes.txt on #5677 (although some TODOs are already obsolete). Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
* Use std namespace.Raphael Langella2012-08-261-4/+4
| | | | | | | | | | | | | I had to rename distance() (in coord.h) to distance2() because it conflicts with the STL function to compare 2 iterators. Not a bad change given how it returns the square of the distance anyway. I also had to rename the message global variable (in message.cc) to buffer. I tried to fix and improve the coding style has much as I could, but I probably missed a few given how huge and tedious it is. I also didn't touch crawl-gdb.py, and the stuff in prebuilt, rltiles/tool and util/levcomp.*, because I have no clue about those.
* more efficient font rendering using glTexSubImage2Dfrogbotherer2012-07-081-1/+2
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* First prototype of webtiles.Florian Diebold2011-06-261-2/+2
| | | | | | Conflicts: crawl-ref/source/startup.cc
* Clean up GL code function parameters.Enne Walker2010-05-141-5/+3
| | | | | | | Remove any non-const-reference parameters. Change const pointer parameters to const reference parameters. Change all draw(NULL, NULL) calls to just draw(). Also, refactor to remove pretranslate and prescale parameters from draw calls.
* Renaming struct GLWRect to be class GLWPrim.Enne Walker2010-05-141-3/+3
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* Add "current colour" to GLState.Enne Walker2010-05-141-2/+0
| | | | | This simplifies code that was setting and unsetting the global current colour manually.
* Expose GL state to draw call API.Enne Walker2010-05-141-2/+2
| | | | | This avoids weird global state setting and then querying in the next function.
* Remove unused GL_V4F vertex format.Enne Walker2010-05-141-1/+1
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* Rename vert buffer 'push' to 'add' for clarity.Enne Walker2010-05-141-5/+4
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* Code cleanup for triangles branch.Enne Walker2010-05-141-13/+10
| | | | Applying standards, simplifying code, removing redundant comments.
* Remove unused polygon winding enum.Enne Walker2010-05-141-3/+0
| | | | | This doesn't need to be exposed as all implementations handle winding internally.
* Remove unused 'flush' option on buffer drawing.Enne Walker2010-05-141-1/+1
| | | | | It's not really used anywhere at this point, and it's better to call clear explicitly when the draw buffer needs to be refilled.
* Removed GLStateManager::draw and GLPrimitive.Ixtli2010-05-141-3/+0
| | | | | | This will force all drawing to be done through VertBuffer. Signed-off-by: Enne Walker <enne.walker@gmail.com>
* Added GLShapeBuffer. Changed GLState, Manager.Ixtli2010-05-141-0/+35
| | | | | | | | | Added convenience methods to GLState. Changed GLStateManager to check current state before using glEnable in case those commands are slow, as they are being called nearly ever draw. (Note: GLShapeBuffer is not currently used.) Signed-off-by: Enne Walker <enne.walker@gmail.com>
* Struct changes. Added a winding query.Ixtli2010-05-141-0/+3
| | | | | | | | Added a GLWRect for passing rectangles generically. Moved VColour into glwrapper.h; it will survive the purging. Can now ask GLStateManager what winding it's using. Signed-off-by: Enne Walker <enne.walker@gmail.com>
* General coding standards update.Enne Walker2010-04-241-4/+5
| | | | | | No spaces on parens. Line up function params. Sort includes more rationally. Put curly braces on their own line. Don't C-style typedef enum and structs. Put if-clauses on their own line.
* Made glwrapper use proper dynamic dispatch for modularity.Ixtli2010-04-241-0/+37