Commit graph

91 commits

Author SHA1 Message Date
g0mb4
46f8468c24 Add support for fopen()'s modes. 2024-08-18 19:29:05 +02:00
Charlie Malmqvist
a2b65c0eaf os_get_elapsed_seconds() & some unecessary refactoring 2024-08-18 12:51:33 +02:00
Charlie Malmqvist
978162cf4d Fix measure_text on empty string & %s treating arg as char* if it's not a valid 'string' 2024-08-18 12:31:55 +02:00
Behiri
8bc3591cd3 Fix v2_rotate 2024-08-15 04:11:10 -07:00
kacpercwiklinski
f9bf7ffee4 Fix for temporary storage overflow warning
Why do we need this?
* Now the user is not warned about temp memory overflow which may introduce hard to debug bugs with memory management.
Describe at least one specific and practical problem this solves for people developing a game
* The buffer overflown and the pointers have been overwritten - undefined behavior, the pc fly into space. This fix fixes what the warning is meant to be. Warn in overflow situation to avoid potential bugs.
Does this add complexity/friction for people making games? If so, how do you justify that?
* There's no complexity in this PR.
2024-08-15 09:58:42 +02:00
Hamza
c90f00b5b2 add build script for linux 2024-08-11 13:05:29 +01:00
randy
5b636bd986 removed range.c
It's now a game-layer specific concept (for now, while I battle test it more in gameplay code)
2024-08-05 12:18:45 +07:00
Charlie Malmqvist
d89ef01fa6 v0.01.003 - Mouse pointers, Audio improvement & features, bug fixes 2024-08-03 16:40:41 +02:00
Charlie Malmqvist
b631b96e62 Unfuck linmath 2024-08-03 15:38:42 +02:00
Charlie Malmqvist
e4976e7c59 Audio Playback speed, bugfixes & api improvements 2024-08-03 13:11:07 +02:00
Charlie Malmqvist
98113b65f3 Fix phase cancellation 2024-08-01 16:22:50 +02:00
Charlie Malmqvist
a63d76c733 Fix audio bugs: wav garbage samples & looping 2024-08-01 13:45:16 +02:00
Charlie Malmqvist
782d86c38a Fix Memory woopsie 2024-07-30 18:24:20 +02:00
Charlie Malmqvist
71708cfc77 More unused memory locking 2024-07-28 17:17:58 +02:00
Charlie Malmqvist
f9788b2e74 Some memory rework, concurrency improvements, cleanups 2024-07-28 15:08:36 +02:00
bonmas14
3ad5426709 moving vectori to linmath 2024-07-28 10:46:27 +03:00
bonmas14
b0b2f53d5b Vector2i - int math
Added int math with tests
2024-07-27 22:44:43 +03:00
Charlie Malmqvist
e60be463d1 Did nothing 2024-07-27 21:07:52 +02:00
Charlie Malmqvist
234e3ed440 Mouse pointers & text rendering bug 2024-07-26 21:33:47 +02:00
Charlie
db7159a306
Merge pull request #6 from Bonmas-Technologies/audio_finished
added function that checks if the audio player has reached the end of its source sample (e.g. has finished playing).
2024-07-24 11:41:27 +02:00
Charlie Malmqvist
3e015088bd Mandatory woopsie #10572 2024-07-23 23:32:50 +02:00
Charlie Malmqvist
04ca22a0ed Actually add growing array 2024-07-23 21:37:34 +02:00
Charlie Malmqvist
c7daaac338 Growing array + tests + growing_array_example.c 2024-07-23 21:18:27 +02:00
bonmas14
e019fd2e97 Added a function that checks if the audio player
has reached the end of its source sample (e.g. has finished playing).
2024-07-23 20:28:29 +03:00
Charlie Malmqvist
4aa832a822 Refactor more to be able to build as dll and link a single global oogabooga instance, and made an example for a hot loaded game 2024-07-23 17:33:11 +02:00
Charlie Malmqvist
fe3fea0c29 Stable Z sort 2024-07-23 12:11:52 +02:00
Charlie Malmqvist
9338ec248b Improve shader example for outlined rect + outlined circle 2024-07-22 21:12:08 +02:00
Charlie Malmqvist
e61a294960 Conditionally compile oogabooga global state instance with OOGABOOGA_LINK_EXTERNAL_INSTANCE 2024-07-22 19:19:57 +02:00
Charlie Malmqvist
9f5d20d3de Cleanup 2024-07-22 16:49:10 +02:00
Charlie
b25b67f645
Merge pull request #4 from rciliberto/master
Add `noreturn` attribute to crash()
2024-07-22 10:19:30 +02:00
Francesco Cozzuto
6f7f5cb1e6 Fix outdated comment 2024-07-22 01:13:26 +02:00
Francesco Cozzuto
5509c7166e Add OOGABOOGA_HEADLESS option 2024-07-22 01:06:21 +02:00
Robby Ciliberto
8700f483e5
Add noreturn attribute to crash()
Since crash() stops the program, adding the `noreturn` attribute allows the compiler to optimize in certain cases. CLion and ReSharper also use this in its static analysis engine to warn about unreachable code. Additionally, since `assert()` uses `crash()` if the checked pointer is null, this lets the analysis engine correctly discern that the pointer will in fact not be null and stop erroneous null pointer warnings.
2024-07-21 18:42:46 -04:00
Charlie Malmqvist
28898b026e Fix mandatory woopsie 2024-07-20 16:14:26 +02:00
Charlie Malmqvist
88053ab14a v0.01.001 - Spacial audio, custom shading, scissor boxing 2024-07-20 16:10:55 +02:00
Charlie Malmqvist
2aba15b429 Custom shaders 2024-07-19 16:45:58 +02:00
Charlie Malmqvist
05c9811f38 Improve text measuring & better explanation on how to use 2024-07-18 11:16:55 +02:00
Charlie Malmqvist
e4649e564d #Cleanup 2024-07-17 16:36:13 +02:00
Charlie Malmqvist
ef87d9416e Simplify vertex data 2024-07-17 14:16:23 +02:00
Charlie Malmqvist
9def6cb22b Readme updates, d3d11 impl #Cleanup's 2024-07-17 13:34:52 +02:00
Charlie
fa36beaef3 Volume control 2024-07-16 13:31:33 +02:00
Charlie
c6bf5bc8bb Spacial audio, draw_line, vector procs 2024-07-16 10:00:04 +02:00
Charlie
518a255885 Fix sync woopsie 2024-07-15 21:53:00 +02:00
Charlie
c39902d6b1 v0.01.000 - AUDIO! 2024-07-15 21:40:27 +02:00
Charlie
2b335aee35 Sold my soul to play monlight sonata
Audio sources & decoding are pretty much done and working well.

Playback is not really implemented yet, I'm just hacking in a way to output an audio source.

- Seriously microsoft wtf
2024-07-12 21:11:47 +02:00
Charlie
e1aafd8220 0.00.005 2024-07-11 20:38:26 +02:00
Charlie
2a843fe7aa - Fixed crashing when D3D11 DEBUG flag fails in ID3D11CreateDevice, and instead log a descriptive error then continue as usual
- Stuff
2024-07-11 20:35:35 +02:00
Charlie
c92b6fd4b7 - Z Layers
- Sorting
- Contiguous quad buffer
2024-07-10 17:10:38 +02:00
Charlie
a9cbf7ee68 Hotfixes & try to fix window sizing but fail miserably 2024-07-09 19:53:26 +02:00
Charlie
52f68d5fe2 Shader hotfix 2024-07-09 19:17:31 +02:00