make asc_clamp() generic and support all common types default tip

rename asc_recti to just asc_rect (there won't be an asc_rectu)

fix make dependencies for behavior.o

add asc_recti_center()

remove test behavior for score counter

add asc_behavior_get_name()

remove unnecessary second parameter from asc_util_gen_name()

add names to behaviors

fix formatting of generated names of scene nodes

create utility to generate names - resolves #694

fix typo in ASC_FLAG_INITIALIZED

add asc_behavior_remove()

improve macros in datatypes.h - fixes #692

resolve TODOs regarding input.h

add ellipsis shader - resolves #385

fix typo in struct name

create prototype for creating ellipsis

optimize asc_col_itof()

improve "polymorphic" typing of shaders

add abstractions that allow removing dependencies to glew.h

add functions to upload common uniforms

update make dependencies

add frame_rate and frame_factor to context

add TODO for reducing size of AscInput

change NULL-safety for shaders s.t. errors are reported only once per shader

improve NULL-safety - fixes #690

fix segfault when a shader does not compile

improve the combination of shader preprocessor flags

add combination of filled rectangle with a border

implement rounded corners

use functions instead of Boolean logic

change order of members in asc_behavior_create_args so that you can just specify the func without designators

add new ui.c where several UI functions are now moved to

add auto-scaling of UI depending on screen resolution - resolves #682

since we cannot pass NULL strings anyway, we do not need cxstring

fix that some drivers fail to compile a shader when a code line is NULL with length zero

adds first basic rectangle shader

make draw function dynamic

resolve east-west conflict

implement interval for behaviors - fixes #383

compute frame time before syncing to avoid div-by-zero in first frame

fix micro fail

consistent naming of structs and their typedefs

do not try to use one distinct render group for each different shader

prepare implementation of primitives

fix includes in glcontext.c

implement edge-triggered key press/release

add dynamic reload of all shaders

(0) -100 -48 tip

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