lots of progress. the thing is now nearing completion.
+ added string class so you can do this now
Code:
Yagl::String mytext = "ya right a number follows" + 234234 + " nu " + 0.34232f + "\n";
+ added full logging and full memory leak detection for the complete library, i can't possibly miss any bugs in the library now ( memory wise that is :p )
+ added clipping for put buffers to the fbgfxlib and then to yagl. i'd love to contribute that to the fbgfxlib but the thing is that my way of doing things would brake the standard gfxlib :p
+ cleaned up a lot, documented everything now
+ own input module for keyboard, mouse and joystick
and a couple of other things. i plan on adding an opengl backend altough that would put some limitations on the surface class:
+ no surface to surface blits anymore
+ no manipulation of the surface once it is loaded with a bitmap and finalized ( it becomes a gl texture + quad )
+ no drawing primitives on surfaces
+ color keying simulated through alpha channel in 32-bit texture ( not really a limitation but can suck up video memory, shouldn't be a problem nowadays though :p )
the benfit of an opengl backend would be that you could use 3d graphics combined with the 2d abilities of yagl and blitting would be a hell lot more fast. i would really love to hear opinions on that matter from you ppl, though i don't think anyone would care :p
you can find the current docs at
http://ratatoskr.dragonhill.cc/public/pr...index.html
and the current svn snapshot can either be browsed or downloaded via an svn client from
http://opensvn.csie.org/gamelibpp