Releases: canoi12/selene
Releases · canoi12/selene
selene v0.4.1
Some bug fixes in the RenderBatch2D.
CHANGELOG:
- RenderBatch2D
- Fixed a crash in the
draw_textfunction. The problem was caused by pointing to the batch buffer data variable before resizing it with realloc, so the pointer points to the old reference. - Changed the behaviour of the
set_clip_rectcommand. - Using
lua_isnumberinstead oflua_isintegerin thefill_rectfunction, it was causing redering issues
- Fixed a crash in the
selene v0.4.0
CHANGELOG:
- updated API of the renderer RenderBatch2D
- added font type (2e60fb5)
- push_ functions updated to draw_ (2e60fb5#diff-cd436854bf1317749939071bb1509a1d8456d54ee9dad2e2db002a00fb446040L51)
- updated matrix function names and switch between matrices using (
set_matrix_mode, fa0259b, 689aec1) - text render (2e60fb5)
- circle render
- added more selene events (bd37b46)
v0.3.0
CHANGELOG:
- Added a
set_event()function to setup a callback for the SDL events - Separated the modules in two:
- Global modules inside the
src/modules/folder - And the selene modules in the
src/corefolder
- Global modules inside the
- Use the
selene('title', 'version', 'org')function for easy initialization- When initialized through this method, the framework creates a Window and a Renderer
- Moved the audio module from global to the core modules
- Separated the AudioSystem function in a file
- Created a command based Renderer (OpenGL) in the core modules
- Renderer is automatically created when initializing with the
selene()method - Created a RenderBatch2D to easier manipulation of 2D render stuff, it operates on top of the general Renderer
- Renderer is automatically created when initializing with the
v0.2.1
The biggest changes are in the re-adoption of CMake as the generator system.
Changes
- Separated the "executable" logic in the runners/default.c, that will contains the step and quit callbacks, the init script, command line args, etc.
- The selene.c and selene.h has just logics related to some internal types and defs, and the luaopen_selene logic.
- With that, if you don't want to use the executable and want to use selene in another Lua project you already have you can. You can build the shared lib and load it as a normal Lua module with
require("selene")
- With that, if you don't want to use the executable and want to use selene in another Lua project you already have you can. You can build the shared lib and load it as a normal Lua module with
- Changed back build system/build generator to CMake, with easier support for cross compilation
- Better support to Lua JIT
- Use SELENE_USE_JIT macro
selene v0.2.0
Changes in audio module
- added
audio.load_data(filename)to open and decode all data - Added AudioSystem to audio module
- create with
audio.create_system()function - use
playfunction to play both AudioDecoder or AudioData objects - use
pause_deviceto pause/unpause internal SDL2 AudioDevice playfunction returns an ID to the internal AudioBuffer used, these can be used in functionsset_volumeandset_loop- the
updatemust be called inside the game loop
- create with
selene v0.1.4
- Created USE_GLES2 macro for properly OpenGL module behavior
- Fixed __index functions of linmath meta types
- It was not returning the field if index is not a number
selene v0.1.3
Another patch build to fix errors that I found.
Changes
- Fixed selene.Data:root() no considering offset parameter
- Fixed build for emscripten
- Fixed sdl.Renderer:copy() and sdl.Renderer:copy_ex()
- Added macros to OpenGL module to filter incompatible enums for GLES2
selene v0.1.2
- Fixed wrong behavior of sdlRenderer
copy_exfunction causing crash issue
selene 0.1.1
- Clear some structures
- Fixed a SDL2 crash when setting an empty texture to sdlRenderer set_target
Release 0.1.0
Initial release containing modules:
- audio (load audio decoder)
- font (stb_ttf and c embedded 8x8 font)
- fs (filesystem)
- gl (OpenGL)
- image (stb_image to load image data)
- linmath (using linmath lib for linear algebra operations)
- json (json encoder and decoder)
- sdl2 (SDL2)