Commit Graph

34 Commits

Author SHA1 Message Date
900343203a enable vsync in rgfw shell, to majorly decrease cpu usage 2026-01-23 23:20:40 +00:00
fdc289e237 change use of 'Bool' type to 'bool' in rgfw-exports.c 2026-01-23 21:19:10 +00:00
8b46f1edfc make sure that characters sent from RGFW to mlton char callback are shifted if shift is held 2026-01-23 21:05:12 +00:00
238e6f8907 mostly done implementing callbacks for rgfw 2026-01-23 20:53:37 +00:00
2b383ce756 change if statement in keyCallback (on C side) to a switch statement, so adding more cases becomes easier 2026-01-23 15:09:43 +00:00
0b91362fd1 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. 2026-01-23 14:56:55 +00:00
8d68bcbd13 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) 2026-01-23 13:37:13 +00:00
a8f69bec06 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) 2026-01-23 13:10:34 +00:00
e18032dcc8 checkpoint (seem to have encountered an FFI bug?) 2026-01-23 12:52:47 +00:00
609c30bef5 mark 'Rgfw.swapBuffers' as reentrant, because calling this function will likely trigger the registered key callbacks 2026-01-23 11:16:14 +00:00
a89bb8fa5f consume events in RGFW loop. (Next: react to input events.) 2026-01-23 11:13:33 +00:00
b4573441fb progrfess scaffolding rgfw (next: consume events and add callbacks for events) 2026-01-23 10:55:43 +00:00
e7ab53310e ffi progress 2026-01-23 09:47:27 +00:00
dee5e72f39 add rule to Makefile to run RGFW build more quickly 2026-01-22 21:38:15 +00:00
d0f9220cfe progress binding RGFW and making RGFW shell 2026-01-22 21:02:22 +00:00
e0c09c5480 begin adding bindings to rgfw window library 2026-01-22 02:00:57 +00:00
a8104131ca add bindings for d-pad directions 2026-01-21 22:45:19 +00:00
9962232f83 implemented l2 and r2 mostly (except for some to-do items mentioned in comments) 2026-01-20 08:32:29 +00:00
73d30bfb1f progress implementing SML-side handling of controller 2026-01-20 07:10:15 +00:00
f2bffc4b6b add bindings to query gamepad's face buttons 2026-01-20 04:19:26 +00:00
6f89fbc89c begin binding gamepad functions from GLFW to SML 2026-01-19 13:23:47 +00:00
5e7f311dc7 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 2025-09-11 02:43:13 +01:00
a10e56935e scaffolding for arrow-movement functionality 2025-09-01 11:23:45 +01:00
f4a4dd9161 scaffolding for backspace functionality 2025-09-01 02:52:05 +01:00
542da2229c a little additional scaffolding for normal mode 2025-08-31 02:41:37 +01:00
9051717213 remove 'gl_samples' parameter (it was used from antialiasing, but we have a bitmap font, so we don't want antialiasing) 2025-08-20 14:01:24 +01:00
fb8090338f remove unnecessary import statement 2024-11-11 05:31:43 +00:00
54090ccf64 add yank functionality in imperative shell 2024-11-11 05:27:20 +00:00
6e66d4c968 done with imperative shell/ffi aspect of sending KEY_ESC to update thread when that action has occurred 2024-11-08 09:46:01 +00:00
ce23e50c8d scaffolding for char callback 2024-10-17 01:20:48 +01:00
68a1787958 done scaffolding cml and adding resize functionality 2024-10-06 10:23:07 +01:00
6766fd1485 a bit of scaffolding to prepare for adding resize callback + message types 2024-10-06 08:18:24 +01:00
ae8005dceb add shader strings for open gl 2024-09-30 15:46:19 +01:00
c37c8d60e3 init 2024-09-30 13:43:43 +01:00