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David Williams
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Re: GFXLIB
« Reply #113 on: Jul 3rd, 2010, 11:30pm » |
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on Jul 3rd, 2010, 9:06pm, Richard Russell wrote:
Circuitous answer: Why would you want to press Alt+F4 (two keystrokes) to exit the program when you can simply press Space Bar?
Alt+F4 is more fiddly and more energy consuming.
The other reason is that this particular version of the program might not exit cleanly if you press Alt+F4.
David.
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Re: GFXLIB
« Reply #114 on: Jul 4th, 2010, 09:54am » |
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on Jul 3rd, 2010, 11:30pm, David Williams wrote:| Why would you want to press Alt+F4 (two keystrokes) to exit the program when you can simply press Space Bar? |
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Because by that time I've forgotten that it said to press the Space Bar (if I ever noticed in the first place!).
Because Alt+F4 is a standard way of quitting a program (there's a standard for a single-key exit too, but it's Esc not Space).
Quote:| The other reason is that this particular version of the program might not exit cleanly if you press Alt+F4 |
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I'm surprised. Normally Windows does a good job of cleaning up after itself when quitting an executable (of course Alt+F4 might not work when running the program in the IDE, but I don't have the opportunity to do that!). But, as I said, in that case you should include ON CLOSE RETURN in your code, not rely on the user reading the instructions!
Richard.
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| « Last Edit: Jul 4th, 2010, 09:57am by admin » |
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David Williams
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Re: GFXLIB
« Reply #115 on: Jul 4th, 2010, 9:44pm » |
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on Jul 4th, 2010, 09:54am, Richard Russell wrote:| But, as I said, in that case you should include ON CLOSE RETURN in your code, not rely on the user reading the instructions! |
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Thanks.
If only I'd known about the ON CLOSE RETURN trick when I was making Alien Eliminator. 
The updated version of the flying pink worm demo (which has replaced the old) now ignores Alt+F4 and has the user exiting the program either by pressing Escape or by clicking a mouse button.
David.
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David Williams
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Re: GFXLIB
« Reply #116 on: Jul 8th, 2010, 07:45am » |
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I'll be releasing an updated version (2.01) of GFXLIB on Friday (9th July), but in the meantime here's a 'mini-game' which will be included in the GFXLIB package. Not much of a game, admittedly, however the source code is meant to be instructive:
http://www.bezu.co.uk/filesdump/temp/progs/cowboyshootout.zip (283 KB)
(The ZIP package only contains the compiled EXE, not the source.)
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David Williams
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Re: GFXLIB
« Reply #117 on: Jul 9th, 2010, 10:08pm » |
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GFXLIB version 2.01 has just been released:
http://www.bb4wgames.com/gfxlib/gfxlibpage.html
Happy game-making. 
---------------------------------------------------- 2.01 09-Jul-2010 - Most of GFXLIB routines have been modified to read the dispVars.flags.paint& and dispVars.flags.flipY& flags. A few routines remain, however, to be similarly modified. This will be done in due course.
- Added new routine GetQuarticBezierCurvePoint, and made some example programs for it.
- Made some example programs for GetQuadraticBezierCurvePoint.
- Added new routine PlotGetCumulativeAlphaBits and ShapeGetCumulativeAlphaBits and wrote an example program for each of them.
- PROCWait (as employed by PROCdisplay - you don't normally call this subroutine directly yourself) now much more efficient.
- Added PROCFlipBmFont subroutine which vertically flips all bitmap characters in a GFXLIB bitmap font definition file.
- Re-introduced parameterless PROCInitGFXLIB call. Calling simply PROCInitGFXLIB is equivalent to PROCInitGFXLIB(dispVars{}, 0).
- Added new core routine: SetDispVars2
- Core routines now documented - (see "Core GFXLIB routines.TXT"). - GFXLIB package now includes Michael Hutton's GFXD3D9LIB.BBC (with some minor modifications by D.W.), and wrote an example program for it.
- Modified some old GFXLIB demos to make use of GFXD3D9LIB (see the DX9 subfolder in the GFXLIB_demos folder).
- Corrected or otherwise modified some of the GFXLIB routine documentation. Still quite a bit of correcting and modifying to do!
- Included a new mini-game "Cowboy Shootout" whose purpose, apart from entertaining for a few seconds, is to demonstrate the use of a number of GFXLIB routines.
- Several other minor changes here and there. ----------------------------------------------------
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Re: GFXLIB
« Reply #118 on: Jul 10th, 2010, 09:18am » |
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on Jul 8th, 2010, 07:45am, David Williams wrote:| the source code is meant to be instructive.... (The ZIP package only contains the compiled EXE, not the source.) |
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ROFL!
Richard.
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| « Last Edit: Jul 10th, 2010, 09:20am by admin » |
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David Williams
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Re: GFXLIB
« Reply #119 on: Jul 10th, 2010, 09:34am » |
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on Jul 10th, 2010, 09:18am, Richard Russell wrote:
If you insist.
I should have stated that the source program (for "Cowboy Shootout") comes with the GFXLIB package, whereas the ZIP folder (cowboyshootout.zip) contains only the compiled executable.
The GFXLIB package contains an updated (i.e. slightly better) version of Cowboy Shootout.
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David Williams
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Re: GFXLIB
« Reply #120 on: Jul 14th, 2010, 01:38am » |
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I've been working on a new bitmap rotation routine for GFXLIB.
Despite still partially being in BASIC(!), this one is significantly faster than "my old one", and yet it's still very far from optimal. In fact, until I can get my Sutherland-Hodgman polygon clipper working properly, this routine will remain very inefficient.
Here's a preview:
http://www.bezu.co.uk/filesdump/temp/progs/bitmaprotator.zip
Use the left and right mouse buttons to zoom in and out.
David.
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David Williams
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Re: GFXLIB
« Reply #121 on: Jul 21st, 2010, 12:09am » |
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New routine (alpha-blend with master opacity control) as recently requested by a BB4W user who's developing a GFXLIB-based game.
Here's a quick demo of PlotAlphaBlend4:
http://www.bezu.co.uk/filesdump/temp/progs/plotalphablend4demo.zip
Notice the nice smooth sprite edges? Use the left/right arrow keys to decrease/increase the number of sprites.
This routine will be included in the next release (v2.02) of GFXLIB due out in a month or three.
David.
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