* base working version
* localization and minor tweaks
* add retail UI controls
* Add way to hide gauges from Config view
* convert hud config from index matching to id matching
* clang
* Add scaling for vfnts and scale multipler to gr_string
* nullptr
* Add scaling to a couple other string operations
* Add scaling features to additional bitmap drawing methods
* Implement framework for rendering hud gauges in config mode
* fix merge error
* address feedback
Unique pointers need to be constructed in very particular ways, but so did this NGON radar class, so we just had to put the constructor function inside unique pointer constructor.
And to keep that special pointer from going out of scope, we switched to the ternery operator.
Also made these changes:
Change to hypotf()
Fix Shadowing, Zero Vector macro not working at all.
Offset changed to offset_incoming
blip changed to blip_instance
Offset changed to = {} to initialize the struct without a problem.
clampBlip() required an override
Give offset a default initializer.
Switch to <cmath>
(Apparently <math.h> was deprecated and needs to be replaced with <cmath>.)
One last complaint from travis about a redundant default value.
Thank you Travis!
* Modders can specify how many sides the radar can have (as few as 3) with "Ngon Sides:" and can also define an optional twist angle with "Ngon Offset:".
* Also refactors the standard radar code a bit
This is similar to the other changes I already posted. Here the sound
instance handles are converted to their own handle type which will make
it easier to use the sound API.
This adds a new class which allows to create type safe resource handle
types. At the moment, the engine uses ints pretty much everywhere for
providing handles to resources created by the specific subsystems. Since
all ints are the same to the C/C++ typesystem it is perfectly legal to
pass a sound handle to the graphics API as a buffer handle which will
obviously cause issues.
This adds a new type called "ID" which is a wrapper class for a generic
handle but with added type safety. An instance of this class cannot be
passed to a function expecting another type of handle which provided
compile-time type safety for these APIs.
As an initial test I converted the game sound handles to this new type.
I already found a bug in the mainhall system thanks to this new type.
The mainhall used the game sound handles as sound instance handles which
probably meant that that specific code never really worked right. I
removed the code since there was no better alternative for fixing it.
This adds proper Unicode support by allowing the parse system to read
UTF-8 encoded files. The new mode is controlled by a mod option which
allows older mods to continue using the legacy text encoding.
That option changes the behavior of several systems in FSO. It disallows
the usage of Volition fonts since they don't support Unicode encoding
and changes a few usages of special characters to their unicode
counterparts of generic rendering solutions.
This fixes#1415.
All transformations are now handled by shaders so there is nothing
special going on in the graphics API specific code anymore. Since model
uniform buffers require access to these matrices I moved the matrix
handling out of the graphics API code.
This allows to use standard TrueType Fonts for text rendering in FSO. It uses the NanoVG library which provides the ability of drawing 2D shapes. This library is used for most 2D operations now and can also be used directly by using the PathRenderer class.
Replaces calls to double-precision floating point trig functions with
calls to single-precision floating point trig functions as follows:
cos() -> cosf()
sin() -> sinf()
tan() -> tanf()
acos() -> acosf()
asin() -> asinf()
atan() -> atanf()
This allows the compiler to avoid generating unnecessary instructions
that convert a float to a double and then a double back to a float.
Signed-off-by: Peter Mitsis <[email protected]>