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Changelog
TheMaverickProgrammer edited this page Oct 30, 2020
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12 revisions
10/30/2020
bugfix
- qualityLevel duplicate symbol detected in Segue.h
- stackModifiedAction is an undefined variable detected by some users (thanks typename generation for missing this)
- CopyWindow minor optimization
- missing
<assert>
in Shader.h
10/10/2020
features
- queuePop() and queueRewind() are now just pop() and rewind()
- optimizeForPerformance(true/false) is changed to optimizeForPerformance(const quality& mode)
- quality can be { realtime, reduced, mobile } where each is best-to-worst quality but worst-to-best performance depending on your hardware
- Segues can query the controller's quality set with getRequestedQuality()
- Added much-needed doxygen style documentation throughout the entire project
- New Dream segue effect
bugfix
- views were overwritten by the activity controller after creating new activities causing a brief moment where single-pass screen capturing would capture smaller versions of the screen
6/15/2020
bugfix
- CopyWindow now takes into consideration viewport settings so the copied screen fits in the re-rendered surface
6/9/2020
- If the first activity is a segue, the AC will copy the screen buffer and use it as a "blank" activity for transition effects
- CMake scripts to build the example demo across supported platforms (64-bit)
- All cast warnings resolved
- Renamed
namespace intent
tonamespace types
5/16/2020
- Added a new controller action
replace<>
which will replace the current running activity directly in the stack and seamlessly if using segues. - Added
isOptimizedForPerformance()
for segues and activities to detect if the app needs to run less graphics-intensive code. This is useful when writing custom segues for mobile devices. - ActivityController can now be inherited safely (virtual deconstructor). This was an oversight that should have been in since the first release
- Cleaned up some bugs in the demo project
8/10/2019
- Added a state flag for activities to determine whether they have started once before upon returning. Some activites may be added to the stack and untouched before starting via a
queuePop()
action. However the old design assumed activities in the stack would simply callonResume()
- Added a flag for checking if the stack has recently been modified (via push) before calling
onStart()
in the next update check - this prevented users from being able to push multiple scenes onto the stack without callingonStart()
for every single scene. Now scenes can be pushed back andonStart()
will call when it's truly the scene's first time showing up. - ActivityController has a pointer to the last activity on the stack before the first
push
action is completed. This way changing scenes is accurate if the user pushes multiple activities onto the stack.
3/17/2019
- VS precompiler step removed completely
- No mem leaks
-
Segue custom effects refactored into new
glsl::Shader
class found inSwoosh/Shaders.h
- Cross-compiled on Clang, MSVC, and GNU C++ Compilers on MacOSX, Windows, and Ubuntu Linux respectively
- RetroBlit shader
- 26 screen transition types
- First public release