The March sdk is now available.
Here is what's new:
* GIFont
Allow font to be loaded with constructor parametters
* GIMouse
Typo: uniformity of function name
GetPosX becomes GetPositionX
GetPosY becomes GetPositionY
SetMouseX becomes SetPositionX
SetMouseY becomes SetPositionY
* GIApplication
Typo: uniformity of function name
GetPosX becomes GetPositionX
GetPosY becomes GetPositionY
void SetTitle(const char *windowtitle); // to change the window title
* GIKeyboard
void PushStringToTheQueue(const char *sentence, ...); // send a string to the buffer (as a nice complement of PushCharToTheQueue)
* GIPath
Sources added
* GIDisplay
RegionInSprite: enable you to have a sprite that is holding many sprite or to do sprite animation
By default, sprites are now stretched and not tiled
Handle properly windows change in size now (changes in GIApplication too)
void UpdateSize(); // to be called if Application change of size (GIFramework will call it automatically)
Shaders are not loaded by default, use SetDefaultVertexShader and SetDefaultPixelShader to specify the default shaders before loading a 3D Scene
* New module GIScript
GIScript is still very much work in progress.
It uses VisualBasic Script or Java script independantly.
As usual, dead easy to work with (GI powered ;))
It's very much function oriented, you can declare function in your application and your script can call those function (no custom type yet).
The idea is toward having scripts that runs your gamelogic:
eg. you have doors in your game, your attach a script to them and run the script each gameloop.
The script can be: if someone is close enough, call OpenGate. So the door will open if someone is close enough. Nice heh?
Future version of the GIScript will support Lua 5.0 (http://www.Lua.org)