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2014-04-03Add 'centered' and 'undefined' pos options to sdl_window:create/6Loïc Hoguin
2014-04-03Add sdl_window:get_max_size/1Loïc Hoguin
2014-04-03Add sdl_window:get_id/1Loïc Hoguin
2014-04-03Add sdl_window:is_input_grabbed/1Loïc Hoguin
2014-04-03Add sdl_window:get_flags/1Loïc Hoguin
2014-04-03Add sdl_window:get_display_index/1Loïc Hoguin
2014-04-03Add sdl_window:get_brightness/1Loïc Hoguin
2014-04-03Add sdl_window:create_window_and_renderer/3Loïc Hoguin
2014-04-02Add CPU feature detection functionsLoïc Hoguin
Now requiring SDL 2.0.3+.
2014-04-02Add the SDL filesystem functionsLoïc Hoguin
The one giving you a safe path to save data is particularly important for writing games.
2014-04-02Add sdl_power:get_info/0 function to retrieve battery infoLoïc Hoguin
2014-04-02Add clipboard functionsLoïc Hoguin
2014-04-02Add functions to retrieve SDL version and revisionLoïc Hoguin
2014-04-02Add a bullet engine exampleLoïc Hoguin
A function sdl_renderer:set_logical_size/3 has been added. All the functions relative to the window, the renderer, textures and events now run in a separate thread inside the NIF. A few helper functions and macros have been added in order to abstract this out. The code reads like it is doing call or cast to the main thread. In the case of call, the result is then sent back to the calling process as a message (Erlang side catches it directly before returning). The functions relative to SDL init and surfaces have not been threaded yet. It may still be needed from the point of view of SDL or Erlang, but it seems to work fine as it is so they were left alone for now. The bullet example originally came from my submission to Spawnfest 2011, and has been reactualized to work with a modern Erlang, and SDL2.
2014-03-18Initial commitLoïc Hoguin