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900343203a
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enable vsync in rgfw shell, to majorly decrease cpu usage
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2026-01-23 23:20:40 +00:00 |
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fdc289e237
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change use of 'Bool' type to 'bool' in rgfw-exports.c
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2026-01-23 21:19:10 +00:00 |
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8b46f1edfc
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make sure that characters sent from RGFW to mlton char callback are shifted if shift is held
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2026-01-23 21:05:12 +00:00 |
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238e6f8907
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mostly done implementing callbacks for rgfw
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2026-01-23 20:53:37 +00:00 |
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2b383ce756
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change if statement in keyCallback (on C side) to a switch statement, so adding more cases becomes easier
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2026-01-23 15:09:43 +00:00 |
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0b91362fd1
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fix compile error for rgfw shell. The compile error was on the C side, and was caused by a dependency (<GL/glx.h>) having the typedef 'Bool', and the mlton-generated export headers also having a typedef 'Bool' with the same name. The solution for this project is just to delete the typedef from the mlton-generated headers.
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2026-01-23 14:56:55 +00:00 |
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8d68bcbd13
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remove duplicate '<stdboo.h>' include in ffi/glfw-export.c, and disambiguate mlton-generated export file for GLFW shell further (by prepending 'mlton-' to the file)
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2026-01-23 13:37:13 +00:00 |
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a8f69bec06
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disambiguate exports (rename 'export.h' to 'glfw-export.h' because now we are beginning to add RGFW as a back-end with its own separate exports)
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2026-01-23 13:10:34 +00:00 |
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e18032dcc8
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checkpoint (seem to have encountered an FFI bug?)
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2026-01-23 12:52:47 +00:00 |
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609c30bef5
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mark 'Rgfw.swapBuffers' as reentrant, because calling this function will likely trigger the registered key callbacks
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2026-01-23 11:16:14 +00:00 |
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a89bb8fa5f
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consume events in RGFW loop. (Next: react to input events.)
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2026-01-23 11:13:33 +00:00 |
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b4573441fb
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progrfess scaffolding rgfw (next: consume events and add callbacks for events)
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2026-01-23 10:55:43 +00:00 |
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e7ab53310e
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ffi progress
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2026-01-23 09:47:27 +00:00 |
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dee5e72f39
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add rule to Makefile to run RGFW build more quickly
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2026-01-22 21:38:15 +00:00 |
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d0f9220cfe
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progress binding RGFW and making RGFW shell
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2026-01-22 21:02:22 +00:00 |
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e0c09c5480
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begin adding bindings to rgfw window library
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2026-01-22 02:00:57 +00:00 |
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a8104131ca
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add bindings for d-pad directions
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2026-01-21 22:45:19 +00:00 |
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9962232f83
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implemented l2 and r2 mostly (except for some to-do items mentioned in comments)
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2026-01-20 08:32:29 +00:00 |
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73d30bfb1f
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progress implementing SML-side handling of controller
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2026-01-20 07:10:15 +00:00 |
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f2bffc4b6b
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add bindings to query gamepad's face buttons
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2026-01-20 04:19:26 +00:00 |
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6f89fbc89c
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begin binding gamepad functions from GLFW to SML
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2026-01-19 13:23:47 +00:00 |
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5e7f311dc7
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in ffi, enable GL_DEPTH_TEST and also clear the GL_DEPTH_BUFFER_BIT on each frame; I forgot this before, but it is essential for proper depth testing/layering
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2025-09-11 02:43:13 +01:00 |
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a10e56935e
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scaffolding for arrow-movement functionality
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2025-09-01 11:23:45 +01:00 |
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f4a4dd9161
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scaffolding for backspace functionality
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2025-09-01 02:52:05 +01:00 |
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542da2229c
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a little additional scaffolding for normal mode
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2025-08-31 02:41:37 +01:00 |
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9051717213
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remove 'gl_samples' parameter (it was used from antialiasing, but we have a bitmap font, so we don't want antialiasing)
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2025-08-20 14:01:24 +01:00 |
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fb8090338f
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remove unnecessary import statement
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2024-11-11 05:31:43 +00:00 |
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54090ccf64
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add yank functionality in imperative shell
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2024-11-11 05:27:20 +00:00 |
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6e66d4c968
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done with imperative shell/ffi aspect of sending KEY_ESC to update thread when that action has occurred
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2024-11-08 09:46:01 +00:00 |
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ce23e50c8d
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scaffolding for char callback
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2024-10-17 01:20:48 +01:00 |
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68a1787958
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done scaffolding cml and adding resize functionality
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2024-10-06 10:23:07 +01:00 |
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6766fd1485
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a bit of scaffolding to prepare for adding resize callback + message types
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2024-10-06 08:18:24 +01:00 |
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ae8005dceb
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add shader strings for open gl
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2024-09-30 15:46:19 +01:00 |
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c37c8d60e3
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init
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2024-09-30 13:43:43 +01:00 |
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