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https://github.com/RYDE-WORK/ballistica.git
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tidying
This commit is contained in:
parent
b5b34b4455
commit
daa2f571ce
56
.efrocachemap
generated
56
.efrocachemap
generated
@ -4056,26 +4056,26 @@
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"build/assets/windows/Win32/ucrtbased.dll": "2def5335207d41b21b9823f6805997f1",
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"build/assets/windows/Win32/vc_redist.x86.exe": "b08a55e2e77623fe657bea24f223a3ae",
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"build/assets/windows/Win32/vcruntime140d.dll": "865b2af4d1e26a1a8073c89acb06e599",
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"build/prefab/full/linux_arm64_gui/debug/ballisticakit": "48b5a58b401a2b22b88491f7bcd0e22a",
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"build/prefab/full/linux_arm64_gui/release/ballisticakit": "6d83849db3e1398503e2bb682eb4323e",
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"build/prefab/full/linux_arm64_server/debug/dist/ballisticakit_headless": "b054c284b778dc77edc9c9b046303f46",
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"build/prefab/full/linux_arm64_server/release/dist/ballisticakit_headless": "b16789743a603fac02763c09bbca446b",
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"build/prefab/full/linux_x86_64_gui/debug/ballisticakit": "ab0a78d42cc511b4041478205e892897",
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"build/prefab/full/linux_x86_64_gui/release/ballisticakit": "4bbb41936ffe72a7fe9bdc803761b937",
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"build/prefab/full/linux_x86_64_server/debug/dist/ballisticakit_headless": "a1427251545496f84c4d4e2d90e6e25a",
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"build/prefab/full/linux_x86_64_server/release/dist/ballisticakit_headless": "729bec30bafe25cac07f920c0cc30ab8",
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"build/prefab/full/mac_arm64_gui/debug/ballisticakit": "f8b086fdf6bca929ebc75b117b80f522",
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"build/prefab/full/mac_arm64_gui/release/ballisticakit": "7d8f3ffe791e5a665ecbb2c517483814",
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"build/prefab/full/mac_arm64_server/debug/dist/ballisticakit_headless": "5f4207138b152a110593c6c5ea8a9b32",
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"build/prefab/full/mac_arm64_server/release/dist/ballisticakit_headless": "4211f250197995e7df6942d32cffd202",
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"build/prefab/full/mac_x86_64_gui/debug/ballisticakit": "40be1e38cbac3baf88dee161eeb912e1",
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"build/prefab/full/mac_x86_64_gui/release/ballisticakit": "d4aacb95a1855e969d1cc8db33732c40",
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"build/prefab/full/mac_x86_64_server/debug/dist/ballisticakit_headless": "570f49dc1de66e3fe75d76ee5f9306e0",
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"build/prefab/full/mac_x86_64_server/release/dist/ballisticakit_headless": "ad319e6fb3cd7043a597f0780de42a98",
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"build/prefab/full/windows_x86_gui/debug/BallisticaKit.exe": "4c15b26f43b4cb81f433beeb927c8aa6",
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"build/prefab/full/windows_x86_gui/release/BallisticaKit.exe": "a06aaa7a95abb56d49ba7925cc503a28",
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"build/prefab/full/windows_x86_server/debug/dist/BallisticaKitHeadless.exe": "82619b88184faf3ef7ae4bf41ea282ce",
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"build/prefab/full/windows_x86_server/release/dist/BallisticaKitHeadless.exe": "61251e6fe58347224750fdf30d4bf8bc",
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"build/prefab/full/linux_arm64_gui/debug/ballisticakit": "a88d77584445b56200f7a4d8114479e8",
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"build/prefab/full/linux_arm64_gui/release/ballisticakit": "4e88d22f136619fefd64f6ae0fd7e52c",
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"build/prefab/full/linux_arm64_server/debug/dist/ballisticakit_headless": "a955ca7a92a1e76c93a3af5ffd0fcdf8",
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"build/prefab/full/linux_arm64_server/release/dist/ballisticakit_headless": "1d00f4ee25aff23dd1a12fa08a1427c7",
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"build/prefab/full/linux_x86_64_gui/debug/ballisticakit": "8917a834461b62e8e31baf6d31f50dc6",
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"build/prefab/full/linux_x86_64_gui/release/ballisticakit": "a1292d9dfb8880ddfac6d6b0313ad9e9",
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"build/prefab/full/linux_x86_64_server/debug/dist/ballisticakit_headless": "b417628417ee7c7d652da528ab0df59f",
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"build/prefab/full/linux_x86_64_server/release/dist/ballisticakit_headless": "7d5f3261fa944c79e3b5e80751c4ec02",
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"build/prefab/full/mac_arm64_gui/debug/ballisticakit": "afcc34bd2e482a0913ca9105413840ab",
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"build/prefab/full/mac_arm64_gui/release/ballisticakit": "c4c62a908705df5c136a3df2eb58f67a",
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"build/prefab/full/mac_arm64_server/debug/dist/ballisticakit_headless": "3e25752aea8cdc0ae68fb49869dfe79f",
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"build/prefab/full/mac_arm64_server/release/dist/ballisticakit_headless": "64ccbd2e2d2f3322663ca1b496b362ba",
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"build/prefab/full/mac_x86_64_gui/debug/ballisticakit": "ab7725c946a92f76e0eb739d6c0e5c74",
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"build/prefab/full/mac_x86_64_gui/release/ballisticakit": "5190ee608b6b5b62a97620cae58241d3",
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"build/prefab/full/mac_x86_64_server/debug/dist/ballisticakit_headless": "aa29ab65e0c4d22bc81f85198c74c39f",
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"build/prefab/full/mac_x86_64_server/release/dist/ballisticakit_headless": "89dddd6606408d3d9990992b8ae52deb",
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"build/prefab/full/windows_x86_gui/debug/BallisticaKit.exe": "330b671091d23f4259dff471a006e40b",
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"build/prefab/full/windows_x86_gui/release/BallisticaKit.exe": "709017df7f0de395cc2c8ec2d22b5fac",
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"build/prefab/full/windows_x86_server/debug/dist/BallisticaKitHeadless.exe": "d4f9a706114fdb3763f4982c87608ed6",
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"build/prefab/full/windows_x86_server/release/dist/BallisticaKitHeadless.exe": "d6532d25e4f8541402fcf1d7b0160048",
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"build/prefab/lib/linux_arm64_gui/debug/libballisticaplus.a": "bbd5b31cd9b4d30e48ce46e2cf968fcf",
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"build/prefab/lib/linux_arm64_gui/release/libballisticaplus.a": "4e11b895cbf2e1339cf34bc06c54a4ea",
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"build/prefab/lib/linux_arm64_server/debug/libballisticaplus.a": "bbd5b31cd9b4d30e48ce46e2cf968fcf",
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@ -4092,14 +4092,14 @@
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"build/prefab/lib/mac_x86_64_gui/release/libballisticaplus.a": "48c4873dae2344c1d4092a1d85dab424",
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"build/prefab/lib/mac_x86_64_server/debug/libballisticaplus.a": "d0940a2237c33b922cf3747cbf3910ef",
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"build/prefab/lib/mac_x86_64_server/release/libballisticaplus.a": "48c4873dae2344c1d4092a1d85dab424",
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"build/prefab/lib/windows/Debug_Win32/BallisticaKitGenericPlus.lib": "52ccfcbba95dcf3d06620748690446be",
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"build/prefab/lib/windows/Debug_Win32/BallisticaKitGenericPlus.pdb": "8369a217dc8cd95db308851de9f35d86",
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"build/prefab/lib/windows/Debug_Win32/BallisticaKitHeadlessPlus.lib": "6bc8e9e67a0cbe50ab2c6891d454570f",
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"build/prefab/lib/windows/Debug_Win32/BallisticaKitHeadlessPlus.pdb": "2ce9d1659647bca4725f404d192c3554",
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"build/prefab/lib/windows/Release_Win32/BallisticaKitGenericPlus.lib": "8fd2fd1ec12170942823e809332e8cb9",
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"build/prefab/lib/windows/Release_Win32/BallisticaKitGenericPlus.pdb": "f40bd1a61620168791b88901975ea8ee",
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"build/prefab/lib/windows/Release_Win32/BallisticaKitHeadlessPlus.lib": "4e3f244ac43cd400ffdbd2ac2e887399",
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"build/prefab/lib/windows/Release_Win32/BallisticaKitHeadlessPlus.pdb": "a5e5e62c259e23429eca4af7054cc7cb",
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"build/prefab/lib/windows/Debug_Win32/BallisticaKitGenericPlus.lib": "dbb1863afd32a5624a5ef949fe8b48aa",
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"build/prefab/lib/windows/Debug_Win32/BallisticaKitGenericPlus.pdb": "11cd1f5e8099c505f429d224e0d8dcbf",
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"build/prefab/lib/windows/Debug_Win32/BallisticaKitHeadlessPlus.lib": "bb9c8c00b6ef5b66422910f8cf9ccc83",
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"build/prefab/lib/windows/Debug_Win32/BallisticaKitHeadlessPlus.pdb": "fe8dfa263afab3982571178b0f2cff68",
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"build/prefab/lib/windows/Release_Win32/BallisticaKitGenericPlus.lib": "7f83d9986e6f0d66ed54692e740c2769",
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"build/prefab/lib/windows/Release_Win32/BallisticaKitGenericPlus.pdb": "6f67485c14b38415888360bb3122a721",
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"build/prefab/lib/windows/Release_Win32/BallisticaKitHeadlessPlus.lib": "ea6d6a2bcdf18995af09452be534c947",
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"build/prefab/lib/windows/Release_Win32/BallisticaKitHeadlessPlus.pdb": "3290cee0f4d306788ebd8a60c608e5f5",
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"src/assets/ba_data/python/babase/_mgen/__init__.py": "f885fed7f2ed98ff2ba271f9dbe3391c",
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"src/assets/ba_data/python/babase/_mgen/enums.py": "28323912b56ec07701eda3d41a6a4101",
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"src/ballistica/base/mgen/pyembed/binding_base.inc": "bb96031e3f844704fcc9a0549a6d2c41",
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@ -1,4 +1,4 @@
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### 1.7.28 (build 21486, api 8, 2023-10-20)
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### 1.7.28 (build 21487, api 8, 2023-10-20)
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- Massively cleaned up code related to rendering and window systems (OpenGL,
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SDL, etc). This code had been growing into a nasty tangle for 15 years
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@ -52,7 +52,7 @@ if TYPE_CHECKING:
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# Build number and version of the ballistica binary we expect to be
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# using.
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TARGET_BALLISTICA_BUILD = 21486
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TARGET_BALLISTICA_BUILD = 21487
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TARGET_BALLISTICA_VERSION = '1.7.28'
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@ -195,11 +195,6 @@ class AppAdapter {
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/// the logic subsystem. This will be called initially to jump-start the
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/// graphics system as well as before frame draws to update any new
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/// settings coming in.
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///
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/// Whenever graphics settings will result in a change to the graphics
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/// context (ie: something visible to rendering code in the logic thread)
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/// the adapter should call g_base->graphics_server->set_context() with
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/// the updated context.
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virtual void ApplyGraphicsSettings(const GraphicsSettings* settings);
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protected:
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@ -74,12 +74,6 @@ void AppAdapterApple::ReloadRenderer_(const GraphicsSettings* settings) {
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gs->set_renderer(new RendererGL());
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}
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// Set a dummy screen resolution to start with. The main thread will kick
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// along the latest real resolution just before each frame draw, but we
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// need *something* here or else we'll get errors due to framebuffers
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// getting made at size 0/etc.
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// g_base->graphics_server->SetScreenResolution(320.0, 240.0);
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// Update graphics quality based on request.
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gs->set_graphics_quality_requested(settings->graphics_quality);
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gs->set_texture_quality_requested(settings->texture_quality);
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@ -32,9 +32,6 @@ class AppAdapterApple : public AppAdapter {
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/// Called by FromSwift.
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auto TryRender() -> bool;
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/// Called by FromSwift.
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// void SetScreenResolution(float pixel_width, float pixel_height);
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auto FullscreenControlAvailable() const -> bool override;
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auto FullscreenControlGet() const -> bool override;
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void FullscreenControlSet(bool fullscreen) override;
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@ -42,7 +39,6 @@ class AppAdapterApple : public AppAdapter {
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-> std::optional<std::string> override;
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auto HasDirectKeyboardInput() -> bool override;
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void EnableResizeFriendlyMode(int width, int height);
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protected:
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@ -629,95 +629,6 @@ auto AppAdapterSDL::GetSDLJoystickInput_(int sdl_joystick_id) const
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return nullptr; // Epic fail.
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}
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// void AppAdapterSDL::ApplyGraphicsSettings_(const GraphicsSettings_* settings)
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// {
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// assert(g_core->InMainThread());
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// assert(!g_core->HeadlessMode());
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// // In strict mode, allow graphics stuff while in here.
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// auto allow = ScopedAllowGraphics_(this);
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// bool do_toggle_fs{};
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// bool do_set_existing_fullscreen{};
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// auto* graphics_server = g_base->graphics_server;
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// // We need a full renderer reload if quality values have changed
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// // or if we don't have a renderer yet.
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// bool need_full_reload = ((sdl_window_ == nullptr
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// || graphics_server->texture_quality_requested()
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// != settings->texture_quality)
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// || (graphics_server->graphics_quality_requested()
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// != settings->graphics_quality));
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// if (need_full_reload) {
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// ReloadRenderer_(settings->fullscreen, settings->graphics_quality,
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// settings->texture_quality);
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// } else if (settings->fullscreen != fullscreen_) {
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// SDL_SetWindowFullscreen(
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// sdl_window_, settings->fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP :
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// 0);
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// fullscreen_ = settings->fullscreen;
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// }
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// // VSync always gets set independent of the screen (though we set it down
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// // here to make sure we have a screen when its set).
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// VSync vsync;
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// switch (settings->vsync) {
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// case VSyncRequest::kNever:
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// vsync = VSync::kNever;
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// break;
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// case VSyncRequest::kAlways:
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// vsync = VSync::kAlways;
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// break;
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// case VSyncRequest::kAuto:
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// vsync = VSync::kAdaptive;
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// break;
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// default:
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// vsync = VSync::kNever;
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// break;
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// }
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// if (vsync != vsync_) {
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// switch (vsync) {
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// case VSync::kUnset:
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// case VSync::kNever: {
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// SDL_GL_SetSwapInterval(0);
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// vsync_actually_enabled_ = false;
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// break;
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// }
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// case VSync::kAlways: {
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// SDL_GL_SetSwapInterval(1);
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// vsync_actually_enabled_ = true;
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// break;
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// }
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// case VSync::kAdaptive: {
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// // In this case, let's try setting to 'adaptive' and turn it off if
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// // that is unsupported.
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// auto result = SDL_GL_SetSwapInterval(-1);
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// if (result == 0) {
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// vsync_actually_enabled_ = true;
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// } else {
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// SDL_GL_SetSwapInterval(0);
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// vsync_actually_enabled_ = false;
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// }
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// break;
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// }
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// }
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// vsync_ = vsync;
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// }
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// // This we can set anytime. Probably could have just set it from the logic
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// // thread where we read it, but let's be pedantic and keep everything to
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// // the main thread.
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// max_fps_ = settings->max_fps;
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// // Take -1 to mean no max. Otherwise clamp to a reasonable range.
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// if (max_fps_ != -1) {
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// max_fps_ = std::max(10, max_fps_);
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// max_fps_ = std::min(99999, max_fps_);
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// }
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// }
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void AppAdapterSDL::ReloadRenderer_(const GraphicsSettings_* settings) {
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assert(g_base->app_adapter->InGraphicsContext());
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@ -311,25 +311,6 @@ void GraphicsServer::ReloadLostRenderer() {
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});
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}
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void GraphicsServer::SetNullGraphics() {
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// We don't actually make or update a renderer in headless, but we
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// still need to set our list of supported textures types/etc. to avoid
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// complaints.
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std::list<TextureCompressionType> c_types;
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SetTextureCompressionTypes(c_types);
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graphics_quality_requested_ = GraphicsQualityRequest::kLow;
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graphics_quality_ = GraphicsQuality::kLow;
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// graphics_quality_set_ = true;
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texture_quality_requested_ = TextureQualityRequest::kLow;
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texture_quality_ = TextureQuality::kLow;
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// texture_quality_set_ = true;
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FatalError("FIXME REWORK THIS");
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// Let the logic thread know screen creation is done (or lack thereof).
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// g_base->logic->event_loop()->PushCall(
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// [] { g_base->logic->OnGraphicsReady(); });
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}
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void GraphicsServer::set_renderer(Renderer* renderer) {
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assert(g_base->app_adapter->InGraphicsContext());
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assert(!renderer_loaded_);
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@ -54,16 +54,6 @@ class GraphicsServer {
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void ApplySettings(const GraphicsSettings* settings);
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/// The AppAdapter should call this to inform the engine of screen size
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/// changes. Changes will be applied to the server and then sent to the
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/// logic thread to apply to various app systems (ui, etc.).
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// void SetScreenResolution(float h, float v);
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/// Used by headless builds to init the graphics-server into a
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/// non-functional state.
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void SetNullGraphics();
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// void PushSetScreenPixelScaleCall(float pixel_scale);
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void PushReloadMediaCall();
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void PushRemoveRenderHoldCall();
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void PushComponentUnloadCall(
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@ -39,7 +39,7 @@ auto main(int argc, char** argv) -> int {
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namespace ballistica {
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// These are set automatically via script; don't modify them here.
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const int kEngineBuildNumber = 21486;
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const int kEngineBuildNumber = 21487;
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const char* kEngineVersion = "1.7.28";
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const int kEngineApiVersion = 8;
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