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Changelog

All notable changes to this project will be documented in this file, following the format defined at keepachangelog.com. Where a change was contributed via a third-party pull request, the author will be credited.

From 0.4.0 onwards, all breaking changes will be explicitly labelled, to make it easier to assess the impact of upgrading.

This project adheres to Semantic Versioning.

Added

  • The window::get_refresh_rate function was added, allowing you to check the current display's refresh rate. (@fililip in #345)

Changed

  • Breaking: Updated vek to 0.16.
  • Updated sdl2 to 0.36.
  • Updated glow to 0.13.
  • Updated hashbrown to 0.14.

0.8.0 - 2023-03-17

Added

  • Animation now has is_finished and has_frames_remaining utility methods. (@vrmiguel in #315)
  • ContextBuilder now has a fps_limit option, which allows users to disable the built-in FPS capping behaviour. (@fililip in #321)
  • ScreenScaler now has scale_factor and sizing utility methods. (@timerertim in #327)
  • ScreenScaler now has a from_canvas constructor. This can be used for greater control over the canvas that is used for scaling.

Changed

  • Breaking: Updated rodio to 0.17.
  • Breaking: Updated lyon_tessellation to 1.0.
  • Updated half to 2.1.
  • Updated hashbrown to 0.13.
  • Updated glow to 0.12.
  • Various types now implement Eq as well as PartialEq.

0.7.0 - 2022-03-23

Added

  • Texture, Canvas and ImageData can now be created with different underlying data formats.
  • Vector fonts can now be generated with premultiplied alpha.
  • Color::clamp can be used to clamp a color's components between 0 and 1.

Changed

  • Breaking: This crate now uses Rust 2021, and therefore requires at least Rust 1.56.
  • Breaking: Most enums in the API are now marked as non_exhaustive, and so must have a wildcard arm when matching on them.
    • This is to make it so adding a new enum variant is not a breaking change in the future.
  • Breaking: The naming scheme for various constructors has been changed to be more consistent/simple:
    • new usually involves loading from a file path (as this is the most common use-case).
    • from_data loads from raw data, without any specific file-type encoding (e.g. RGBA8 pixels).
    • from_encoded loads from encoded data in a supported file format (e.g. PNG).
    • This applies to Texture, ImageData, Sound and BmFontBuilder.
  • Breaking: BlendMode and BlendAlphaMode have been replaced with BlendState, BlendFactor and BlendOperation, which give you much lower-level control of how colors are blended.
    • As such, graphics::set_blend_mode and graphics::reset_blend_mode have been renamed to graphics::set_blend_state and graphics::reset_blend_state respectively.
    • The old presets for blending behaviour are still available as const constructors on BlendState, so you should be able to migrate without any changes in behaviour.
  • Breaking: Updated vek to 0.15.
  • Breaking: Updated rodio to 0.15.
  • Updated hashbrown to 0.12.
  • Color operations are no longer saturating.
    • This is so that HDR colors can be represented without data loss.
  • KeyModifier's behaviour has been reverted to be layout-based rather than position-based.
    • This better matches the expected behaviour for keyboard shortcuts (which is the primary use case for this type), and the behaviour of the underlying platform code.
  • The transparent padding between font glyphs is now incorporated into the rendered quads. This prevents texture filtering/anti-aliasing from cutting off unnaturally at the edges.

Removed

  • Breaking: Canvas::multisampled has been removed - use Canvas::builder instead.
  • Breaking: Texture::from_rgba has been removed - use Texture::from_data instead.
  • Breaking: ImageData::from_rgba has been removed - use ImageData::from_data instead.
  • Breaking: BmFontBuilder::with_page_rgba has been removed - use BmFontBuilder::with_page_data instead.
  • Keys that don't represent a physical position on the keyboard have been removed - you should either switch to the Key for the position you want, or switch to KeyLabel if you still want to use the system keyboard layout.

Fixed

  • Shader::from_vertex_string and Shader::from_fragment_string no longer have an unused type parameter. (@LiquidityC in #301)

0.6.7 - 2021-11-05

Changed

  • The backend for gamepad vibration has been rewritten, and now supports a wider range of controllers (including DualShock 4).
  • time::get_fps no longer pre-fills the buffer it uses for averaging the FPS at startup.
    • Previously, the whole buffer would be initialized to 60fps, with the intent being that the initial output would be less jittery. However, this didn't actually help that much, and it didn't work well if the monitor wasn't vsync-ed to 60hz.
  • Updated sdl2 to 0.35.

Fixed

  • Tetra no longer fails to compile when built in a project with edition = "2021" or resolver = "2" in the Cargo.toml.
  • The Display implementation for TetraError now includes extra details for errors that don't have a source.
  • Games will no longer fail to start on platforms that do not support setting vsync on or off.

0.6.6 - 2021-10-10

Added

  • window::set_icon has been added, allowing for the window's icon to be changed at runtime.
    • In general, it's preferable to set the icons via your application's packaging - this function should only be used if the icon needs to change at runtime, or if you're feeling lazy and don't feel like setting up proper packaging.
  • Various utility functions have been added to the window module, allowing for control over window positioning and size. (@Tairesh in #278)
  • An example of using ECS libraries with Tetra has been added. (@rghartmann in #268)
  • A KeyLabel type has been added, which represents how keys are labelled in the current keyboard layout.
  • input::get_key_with_label and input::get_key_label have been added, so that keys can be mapped to and from the current system keyboard layout.

Changed

  • Key now represents the physical position of a key, rather than how it is labelled. This allows for non-QWERTY keyboard layouts to be supported without extra work on the developer's part.
  • KeyModifier now implements Display.
  • The ContextBuilder::key_repeat setting now applies to the input polling APIs as well as events. (@Tairesh in #279)
    • This is in order to make the API more consistent - now, whenever there is an Event::KeyPressed, it is guarenteed to also be returned via is_key_pressed and get_keys_pressed.
    • The behaviour with key_repeat turned off is unchanged.
  • Updated glow to 0.11.

Fixed

  • Fixed an issue where the blend mode was getting set on the GPU even when it hadn't changed.

0.6.5 - 2021-05-26

Added

  • Uniform arrays are now supported in shaders, and can be set by passing an array or a slice to set_uniform.
  • Basic support for instanced mesh rendering has been added, via Mesh::draw_instanced.

Fixed

  • Switching away from a non-multisampled canvas no longer resolves the canvas.
    • This was a regression due to a refactor in 0.6.3 - it should not have caused any change to the rendered image, but may have negatively impacted performance.

0.6.4 - 2021-05-14

Added

  • Stencil buffers can now be used, both with the main framebuffer and with Canvas rendering. (@tesselode in #261)
    • Stencil buffers will only be created if they are requested via ContextBuilder::stencil_buffer or CanvasBuilder::stencil_buffer.
  • window::get_physical_size has been added, making it possible to find out the size of the window in unscaled, physical pixels.
  • window::get_dpi_scale has been added, allowing the window/monitor's pixel density to be queried. (@sumibi-yakitori in #249)
  • Texture and Canvas now have a get_data method, allowing their texture data to be copied from the GPU into an ImageData.
  • ImageData now has as_bytes and into_bytes method, which allows you to access the underlying buffer.

Changed

  • Canvases are now initialized to transparent black, rather than containing unspecified data on creation.
  • Multisampled canvases will now automatically lower their level of multisampling (or disable it altogether) if the hardware does not support the requested number of samples.
    • This should allow games with multisampling to gracefully degrade on older/weaker GPUs.
  • ImageData::from_rgba has been replaced with ImageData::from_rgba8, and BmFontBuilder::with_page_rgba has been replaced with BmFontBuilder::with_page_rgba8.
    • This is for consistency with existing methods (e.g. on Color).
    • The old names have been deprecated, and will be removed in 0.7.
  • Updated glow to 0.9.

Fixed

  • Texture::filter_mode and Canvas::filter_mode now return the correct initial value. Previously, they would always return FilterMode::Linear until set_filter_mode was called.
  • DPI scaling should now continue to work after calling graphics::reset_canvas.
  • graphics::set_scissor is now properly aware of DPI scaling.
  • When a texture, canvas or buffer fails to be created by the GPU (e.g. due to being out of memory or going over the max size), an error will now be returned, instead of unspecified behaviour occurring.

Deprecated

  • ImageData::from_rgba and BmFontBuilder::with_page_rgba has been deprecated in favour of more consistently named functions (see above).
  • Canvas::multisampled has been deprecated in favour of Canvas::builder.

0.6.3 - 2021-04-09

Added

  • BMFont-formatted fonts are now supported, via Font::bmfont and BmFontBuilder.
  • Various std operator traits have been implemented for the combination of Color and f32, allowing for all four components to be operated on at once.
    • This can be especially useful when working with premultiplied alpha - to set the opacity of a opaque color, you can now just multiply it by an f32.
  • Color now has a to_premultiplied method, which can be used to convert a color into its premultiplied version.
  • Color can now be converted to and from [f32; 4] and [u8; 4] via From and Into.
  • The ImageData struct can be used to load and manipulate image data on the CPU, without the need for a Context.
    • This can be useful for asset loading/pre-processing.
    • To avoid future breaking changes if/when Tetra gains support for multiple pixel formats, the API doesn't currently give access to the underlying raw pixel data. It instead operates purely on Colors, automatically converting to and from as needed.
  • Color and Vertex now implement Default, with the default values being all zeroes (for consistency with the vector types, and to make them more useful for zeroing out buffers).

Changed

  • Improved docs for the UniformValue trait.

0.6.2 - 2021-03-15

Fixed

  • VertexBuffer::set_data was mistakenly measuring its offset in individual floats, rather than vertices. This was inconsistent with IndexBuffer, and could potentially lead to corrupted data.
    • I do not believe this was a memory safety issue, as all writes were still valid and aligned - they were just in the wrong place!

0.6.1 - 2021-03-15

Added

  • Blend modes can now be set when rendering (including variants for pre-multiplied alpha). (@tesselode in #244)
  • Scissor rectangles can now be set when rendering, via graphics::set_scissor and graphics::reset_scissor.
  • Rectangle::combine has been added, which can be used to get a rectangle that contains two other rectangles.
  • Fonts can now have their filter mode set, instead of always using nearest neighbor filtering. (@tesselode in #246)
    • Fonts now also respect the default filter mode when they are created.
  • Text now supports word-wrapping, via the Text::wrapped constructor or the Text::set_max_width method.
  • More events have been added for window state changes, such as minimizing and maximizing. (@sumibi-yakitori in #248
  • window::set_visible and window::is_visible can be used to get and set whether or not the window is currently hidden to the user.

Changed

  • Updated hashbrown to 0.11.
  • Updated glow to 0.8.

Fixed

  • Text::get_bounds no longer returns incorrect results when a tall glyph is added after a short glyph. (@tesselode in #241)
  • Kerning is now taken into account when rasterizing characters, rather than just for positioning.

0.6.0 - 2021-02-05

Added

  • All drawable objects now have an inherant draw method, instead of relying on Drawable/graphics::draw.
  • Texture::draw_region can be used to draw a sub-section of a texture.
  • Texture::draw_nine_slice can be used to draw UI panels.
  • DrawParams::to_matrix has been added, which can be used to create a transformation matrix matching the behaviour of DrawParams.
  • Font now has a from_vector_file_data constructor, which is a shortcut for VectorFontBuilder::from_file_data(data)?.with_size(ctx, size). (@fossegutten in #232)
  • Mesh now has methods for getting and setting the winding order, which will automatically be applied when drawing it.
  • Mesh now has methods for getting, enabling and disabling backface culling.
  • A new Canvas::multisampled constructor has been added, allowing for off-screen rendering with MSAA.
  • More example links have been added to the docs, where appropriate.

Changed

  • Breaking: Mesh and shape rendering types have been moved to graphics::mesh, to avoid cluttering the main graphics module.
  • Breaking: The zoom field on Camera has been renamed to scale, and is now a Vec2<f32>.
    • Note that numeric operations are implemented on Vec2<f32> for f32, so you can still add/subtract/multiply/divide both components at the same time.
  • Breaking: Text::draw and Text::get_bounds now take &mut self.
    • This better reflects the fact that they cache geometry under the hood, and avoids RefCell overhead.
  • Breaking: NineSlice is now a config object for Texture::draw_nine_slice, rather than a wrapper for a texture.
  • Breaking: Font are now sized and positioned more accurately, and should look the same in Tetra as in other programs. (@fossegutten in #229)
    • This is not an API breaking change, but will alter the behaviour of existing games.
  • Breaking: FLAC audio support has been disabled by default - use the audio_flac feature to re-enable it.
  • Breaking: Updated vek to 0.13.
    • As Vek is exposed via Tetra's API in the form of the tetra::math module, this is potentially a breaking change.
  • time::get_delta_time now returns a fixed value when called from update in fixed timestep mode.
    • Using delta time in fixed timestep mode is not required, but can be useful if you want to measure things in 'per second' terms rather than 'per frame'.
    • Previously, trying to use delta time in this way could introduce floating point error/non-determinism into your game logic, and would break in the case of a double update.
  • The audio files for the tetras example are no longer ridiculously big.

Removed

  • Breaking: graphics::draw and the Drawable trait has been removed.
    • Use the draw method on individual types instead.
    • See #94 (comment) for the rationale behind this change.
  • Breaking: DrawParams::clip has been removed.
    • Texture::draw_region can be used instead.
  • Breaking: graphics::get_front_face_winding and graphics::set_front_face_winding have been removed.
    • Mesh::front_face_winding and Mesh::set_front_face_winding can be used instead.
  • Breaking: graphics::ui has been removed.
    • NineSlice is now located in graphics.

0.5.8 - 2021-01-26

Added

  • Basic support for multisample anti-aliasing has been added, in the form of ContextBuilder::multisampling.
    • This is currently only supported for the main backbuffer.
  • Mesh now has constructors for various primitive shapes. (@tesselode in #226)
    • There is also a new GeometryBuilder type, which can be used to create more complex/combined shapes.
  • Color now has methods (with_red, with_blue, with_green, with_alpha) for creating a new Color with one component changed. (@tesselode in #227)

Changed

  • When running in Timestep::Fixed mode, the accumulator now has a cap of 150 milliseconds (around 6.5fps). This prevents the game from entering a 'spiral of doom' if updates are consistently running too slowly for the game loop to catch up - in this scenario, the game will now just slow down. This is still not a good experience for the player, but it prevents freezes/crashes.
  • Updated bytemuck to 1.5.

Fixed

  • Font atlases now include the correct amount of padding after a resize.

0.5.7 - 2021-01-15

Added

  • Key repeat events can now be enabled, via ContextBuilder::key_repeat or window::set_key_repeat_enabled. (@sumibi-yakitori in #220

Changed

  • Reading and writing the volume or speed of a SoundInstance is now lock-free, reducing the chances of blocking the audio thread.
    • This also applies to audio::get_master_volume and audio::set_master_volume.
  • Rectangle is now generic, allowing types other than f32 to be used for the components.
    • The type parameter defaults to f32, so this should not be a breaking change.
  • Rectangle now implements Eq, Default and Hash, if the component type also implements the corresponding trait.
  • The docs for creating a high-DPI Context have been improved.
  • Updated glow to 0.7.

Fixed

  • SoundInstance no longer missed updates if you drop it before they're processed by the audio thread.

0.5.6 - 2020-12-20

Added

  • graphics::get_front_face_winding and graphics::set_front_face_winding have been added, allowing the winding order of geometry to be changed.
    • This is useful if you are working with a library that only outputs clockwise-ordered data (e.g. ImGUI).
  • ContextBuilder::screen_saver_enabled, window::set_screen_saver_enabled and window::is_screen_saver_enabled have been added, allowing you to control whether the user's screensaver can activate while playing your game. (@sumibi-yakitori in #216)

Changed

  • Backface culling has been re-enabled, as the winding order of geometry can now be overridden.
  • The game loop now calls std::thread::sleep instead of std::thread::yield_now at the end of each iteration.
    • This provides some basic frame-limiting when running without vsync, and prevents CPU usage skyrocketing on some systems.

0.5.5 - 2020-12-03

Added

  • Mesh now supports DrawParams::color.
    • This is implemented via a new shader uniform called u_diffuse. If you are using custom shaders, you will need to add this parameter in order for Mesh tinting to work.

0.5.4 - 2020-11-27

Added

  • Added initial support for custom 2D meshes.
  • Added experimental support for high-DPI rendering, on platforms that support it. (@sumibi-yakitori in #212)

Changed

  • Backface culling has been disabled by default, to better support integration with other libraries that output clockwise vertex data (e.g. imGUI).
    • This will be brought back as an opt-in setting soon.
  • Lots of cross-links between docs pages have been added, using intra-doc links.

0.5.3 - 2020-11-21

Fixed

  • Fixed an issue where vector fonts would not create new cached glyphs for certain subpixel positionings.

0.5.2 - 2020-11-01

Added

  • You can now use u32, Color and Texture values as shader uniforms.
  • From<Color> is now implemented for Vec4<f32>.
  • From<Vec4<f32>> is now implemented for Color.

Changed

  • TetraError's Display implementation no longer duplicates the source error's Display text.
  • The State trait now has an optional type parameter for the error type. This allows you to use your own custom error types, or third-party error handling crates like anyhow, thiserror and eyre.

0.5.1 - 2020-10-13

Added

  • Color now implements Add, AddAssign, Sub, SubAssign, Mul, MulAssign, Div and DivAssign.
    • For convenience's sake, these are currently implemented as saturating operations, preventing values from going outside the valid range for a color.
    • In future versions, this clamping behaviour might be applied to the type as a whole, but this would require breaking changes.
  • Texture and Canvas now have methods for writing pixel data at runtime:
    • set_data writes to a specified region of the texture.
    • replace_data is a shortcut method for replacing the entire texture's data at once.

Changed

  • Updated hashbrown to 0.8.
  • Updated glow to 0.6.

0.5.0 - 2020-09-02

Added

  • SoundInstance::state and SoundInstance::set_state have been added, which allow you to check the current state of playback and modify it respectively. (@puppetmaster- in #205)
    • These methods use a new enum called SoundState, which represents the possible states that a SoundInstance can be in.
  • Breaking: The position of the mouse relative to the previous motion event can now be obtained via the delta field on Event::MouseMoved. (@GGalizzi in #206)
    • As existing code may have been exhastively pattern matching on Event::MouseMoved's data, this is technically a breaking change.
  • The window can now be set to relative_mouse_mode, which allows the mouse to move outside of the bounds of the window while still reporting motion events. (@GGalizzi in #206)
  • Various feature flags have been added, allowing you to shrink your dependency tree by removing unused functionality.

Changed

  • Breaking: ICO, TIFF, PNM, DDS/DXT and TGA texture loading is now off by default.
    • Feature flags can be used to re-enable them.
  • Breaking: graphics::set_texture is now private.
    • There was no meaningful way to use this function without access to other private functions, so it has been hidden to avoid confusion.
  • Updated bytemuck to 1.4.
  • Breaking: Updated vek to 0.12.
    • As Vek is exposed via Tetra's API in the form of the tetra::math module, this is potentially a breaking change.

0.4.2 - 2020-08-14

Added

  • A visible_rect method has been added to Camera, which calculates the area of the screen that is currently visible. (@VictorKoenders in #201)

Changed

  • Various improvements have been made to the documentation.
  • Camera::project and Camera::unproject no longer require Camera::update to be called to give correct results.
    • This is for consistency with the new visible_rect method.
  • Textures now use CLAMP_TO_EDGE wrapping, to avoid some sampling issues when drawing at non-integer co-ordinates.
    • In the future, it may be made possible to select other wrapping modes.
  • Updated bytemuck to 1.3.

Fixed

  • The matrix created by a Camera now correctly reflects the viewport width and height before the first update.

0.4.1 - 2020-08-02

Added

  • ContextBuilder can now be serialized and deserialized via Serde, if the serde_support feature is enabled. (@puppetmaster- in #195)
    • Note that the available settings could change between releases of Tetra (semver permitting). If you need a config file schema that will be stable in the long term, consider making your own and then mapping it to Tetra's API, rather than relying on ContextBuilder to not change.

Changed

  • The TetraError and Event enums are now marked as non_exhaustive.
    • This is not a breaking change, as exaustive matching was already enforced via a hidden enum variant. This change just makes the code/docs/errors clearer, as well as potentially unlocking some compiler optimizations in the future.
  • Updated glow to 0.5.

0.4.0 - 2020-06-24

Added

  • The mouse can now be grabbed by the window. (@tatref in #184)
    • This is exposed via the grab_mouse method on ContextBuilder, and the is_mouse_grabbed/set_mouse_grabbed functions in the window module.

Changed

  • Breaking: The text rendering API has been rewritten from scratch.
    • It now uses ab_glyph instead of rusttype, which allows us to support OTF fonts, and should be faster in general.
    • This also fixes several long-standing bugs with text rendering (#125, #161, #180).
    • The new API has been written with the requirements of bitmap fonts in mind, and a loader for these will likely be added in a future version.
    • As this API may expand in the future, it has been moved into the tetra::graphics::text submodule to avoid cluttering the main graphics module.
  • Improved the documentation for various types' performance characteristics.
  • Breaking: Updated vek to 0.11.
    • As Vek is exposed via Tetra's API in the form of the tetra::math module, this is potentially a breaking change.
  • Updated hashbrown to 0.8.

Removed

  • Breaking: Font no longer implements Default, and the Deja Vu Sans Mono font is no longer bundled with Tetra (#174).
    • It was previously a little murky whether or not the default font's license needed to be included even when you're not using it, due to the bytes being included in the binary.

Fixed

  • Fixed an issue where gamepad axis ranges were not being correctly mapped from integers to floats.

0.3.6 - 2020-05-15

Added

  • A new suite of functions has been added to the window module, allowing you to query info about the monitors that are connected to the current device.

Changed

  • The window is now hidden when the game loop is not running. This avoids issues where the window would be displayed before the game has a chance to fully load assets, or to determine ideal rendering sizes.

Fixed

  • Fixed an issue where OpenGL objects would not be properly unbound when they were dropped.
  • Fixed an issue where the OpenGL buffer attributes were not being set correctly.

0.3.5 - 2020-04-25

Added

  • File drag and drop events can now be detected via Event::FileDropped.
  • The clipboard can now be manipulated via input::get_clipboard_text and input::set_clipboard_text.
  • input::get_key_modifier_down and input::get_key_modifier_up have been added, allowing for code handling the control, alt and shift keys to be made more compact.
  • An Animation can now be set to stop playing after all the frames have been displayed, instead of looping. This can either be controlled by the set_repeating method, or you can create a non-looping animation directly by calling Animation::once.
  • hex and try_hex constructors have been added to Color.

Changed

  • Updated sdl2 to 0.34.

0.3.4 - 2020-04-12

Added

  • Animation now exposes methods for getting and setting the current frame index, and the amount of time that the current frame has been displayed for. This can be useful when implementing more complex animation behaviors. (@VictorKoenders in #169)
  • Some utility methods have been added to Rectangle for getting the co-ordinates of the sides, center and corners.
  • A content_mut getter has been added to Text, allowing the content to be mutated using the standard String API (e.g. push_str, clear, etc.).

0.3.3 - 2020-04-04

Added

Changed

  • The internal representation of Texture objects has been changed to improve performance.
  • Updated sdl2 to 0.33.
  • Updated hashbrown to 0.7.
  • Updated image to 0.23.
  • Updated rodio to 0.11.

0.3.2 - 2020-01-15

Added

  • Rectangle::intersects, Rectangle::contains and Rectangle::contains_point have been added.

Changed

  • Added a missing function parameter to window::set_mouse_visible, so that you can actually set the value.
    • This is technically a breaking change, but given that the functionality is completely broken, this will be included in a patch release rather than 0.4.
  • Restructured the platform layer to better facilitate new backends in the future.
  • Improved docs for the math module to make it clearer why a re-export is used.
  • Updated glow to 0.4.

0.3.1 - 2019-12-15

Fixed

  • Fixed an issue with variable timesteps causing an infinite loop.

0.3.0 - 2019-12-14

Added

  • The State trait now provides an event method for hooking into window/input events. This is useful in scenarios where you want to be notified of events rather than polling (for example, reacting to window size changes).
  • A Context can now be configured to have a variable update rate, if that suits your game/architecture better. This is exposed via the time_step method on ContextBuilder.
  • Several new functions have been added to the time module, to support both variable and fixed timesteps.
  • Functions for getting and setting vsync have been added to window.
  • Details of the active graphics device can now be retrieved by calling graphics::get_device_info.
  • Shader::from_vertex_string and Shader::from_fragment_string constructors have been added.
  • Color::RED, Color::GREEN and Color::BLUE constants have been added.
  • graphics::get_transform_matrix, graphics::set_transform_matrix and graphics::reset_transform_matrix has been added, which allows you to apply a transformation to your rendering.
  • The Camera struct has been added, which provides a simple way of creating a transform matrix.
  • Serde support has been added (via the serde_support Cargo feature) for the following types:
    • graphics::Color
    • graphics::Rectangle
    • input::Key
    • input::MouseButton
    • input::GamepadButton
    • input::GamepadAxis
    • input::GamepadStick
    • Various math types, as defined by the Vek crate.

Changed

  • Tetra now targets the latest stable Rust compiler, rather than a fixed minimum version. This will hopefully change once Cargo has better functionality for enforcing minimum supported compiler versions - currently it's impossible to make guarentees, as our dependencies can change their minimum versions at will.
  • State::draw no longer takes the blend factor as a third parameter - instead, you can call the new time::get_blend_factor function.
  • Key and MouseButton are now Tetra-specific types, rather than re-exporting the SDL versions. Note that some names have been changed for consistency, and some variants have been removed to simplify the docs.
  • TetraError::Sdl and TetraError::OpenGl have been merged into TetraError::PlatformError, since they both represent the scenario where something's gone seriously wrong with the underlying platform.
  • DEFAULT_VERTEX_SHADER and DEFAULT_FRAGMENT_SHADER are now const instead of static.
  • Screen scaling has been extracted from the core of the engine, and is now provided via the ScreenScaler struct. This allows it to be more flexibly integrated with the rest of your game's rendering.
  • Various functions now return errors instead of panicking.
  • TetraError has been reorganized, so that the errors returned are more descriptive.
  • The glm module has been renamed to math, and the nalgebra-glm dependency has been replaced with vek.
  • Vec2 is now exported from math, not graphics.
  • More types can now be passed into shader uniforms via the UniformValue trait.
  • The graphics device debugging info is now hidden by default. Set the debug_info option on Game to true to bring this back.
  • The functions for setting the fullscreen/cursor visibility state have been changed to take booleans, instead of there being multiple functions.
  • The Shader::vertex and Shader::fragment constructors have been renamed to Shader::from_vertex_file and Shader::from_fragment_file.
  • Animations now use a Duration to specify the frame length, and as such, they are no longer coupled to your game's tick rate. Call advance from your draw method to advance the animation's timer.
  • Updated glow to 0.3.0-alpha3.
  • Updated hashbrown to 0.6.
  • Updated image to 0.22.
  • Updated glyph_brush to 0.6.
  • Updated rodio to 0.10.

Removed

  • time::duration_to_f64 and time::f64_to_duration have been removed, as the standard library now provides this functionality (Duration::from_secs_f64 and Duration::as_secs_f64 respectively).
  • ContextBuilder::tick_rate has been removed, as ContextBuilder::time_step now fulfils the same purpose.
  • Removed deprecated sub-modules from graphics.
  • Removed deprecated color::BLACK and color::WHITE constants - use Color::BLACK and Color::WHITE instead.
  • Removed deprecated from_data constructors - use from_file_data instead.
  • Removed deprecated DrawParams::build_matrix method.
  • Removed re-exports of Animation and NineSlice from graphics - from now on this functionality will be accessible via graphics::animation and graphics::ui respectively.

0.2.20 - 2019-07-13

Changed

  • All of the SDL2 code is now localized to a single platform module. This is a first step towards decoupling the engine from any particular windowing library.
  • The OpenGL backend is now implemented using glow.
  • The public module structure of graphics has been simplified, so that only animation and GUI code is grouped into submodules, not 'primitive' types. The existing paths have been deprecated.
  • The BLACK and WHITE color constants are now associated with the type, not the module. The existing constants have been deprecated.
  • Color::rgb, Color::rgba and Rectangle::new are now const fn.
  • Updated glyph-brush to 0.5.3.

Fixed

  • window::is_mouse_visible now actually returns a value (whoops).

0.2.19 - 2019-06-13

Added

  • Textures and canvases now provide a method for setting the texture filtering mode.

Changed

  • Updated image to 0.21.2.
  • Updated hashbrown to 0.5.0.
  • Updated rodio to 0.9.0.

0.2.18 - 2019-05-18

Added

  • The tetras example now has sound effects and music.
  • There are now constructors for Color that take u8 values. (@aaneto in #124)

Changed

  • Tetra now requires Rust 1.32 or higher. While I personally consider this to be a breaking change and was going to save it for 0.3, a dependency has forced our hand by increasing their minimum Rust version in a patch release, breaking 1.31 support for all versions of Tetra :(
  • Updated nalgebra-glm to 0.4.0.

0.2.17 - 2019-05-05

Added

  • An example of how to interpolate between ticks using the dt has been added.
  • Basic support for gamepad vibration has been added.
  • A showcase page has been added to the documentation.

Changed

  • Updated gl to 0.12.0.
  • Updated image to 0.21.1.
  • Updated hashbrown to 0.3.0.
  • Updated glyph-brush to 0.5.0.

Fixed

  • Fixed issue with the backbuffer not being bound on the first frame.
  • Disconnecting a gamepad while a button is down no longer causes a panic.

0.2.16 - 2019-04-07

Changed

  • Reverted nalgebra-glm to 0.2.0 to avoid increasing the minimum Rust version.

0.2.15 - 2019-04-07

Added

  • Animation, Text and NineSlice now expose more getters and setters, allowing more of their state to be accessed and manipulated after creation.

Changed

  • The way that nalgebra-glm is re-exported has been changed slightly, to make it so we can provide a bit more documentation. This should not have any impact on usage or the public facing API.
  • Updated sdl2 to 0.32.2.
  • Updated nalgebra-glm to 0.4.0.
  • Updated hashbrown to 0.2.0.
  • Updated glyph_brush to 0.4.1.

Removed

  • The workaround for the issues with rand_core has been removed, as the underlying issue has been fixed. You may need to cargo clean if this causes issues.

0.2.14 - 2019-03-30

Added

  • graphics::set_letterbox_color allows you to set the color of the letterbox bars shown in certain scaling modes.
  • Basic support for off-screen rendering/'render to texture' has been implemented, in the form of the Canvas object.
  • An animation_controller example has been added, showing how to change animations based on the player's input. (@mgocobachi in #110)
  • A from_file_data constructor has been added to Font, for consistency with Texture and Sound.

Changed

  • Alpha blending should now work in a more predictable way. This may need further tweaks later on.
  • The renderer now flips drawing automatically when drawing to a framebuffer, due to how OpenGL stores textures. This is similar to how FNA and Love2D handle the same problem.
  • The renderer no longer implicitly re-binds shaders after calling graphics::present.

Deprecated

  • Font::from_data has been deprecated.

0.2.13 - 2019-03-05

Added

  • A from_rgba constructor has been added to Texture.
  • from_file_data constructors have been added to Texture and Sound. These function the same as the from_data constructors, but are more clearly named to reflect the fact that they expect encoded data, not raw data.

Changed

  • The tetras example has been updated to demonstrate how you could approach adding multiple screens/states to a game.

Deprecated

  • The from_data constructors have been deprecated.

0.2.12 - 2019-02-07

Changed

  • The renderer has been optimized a bit more.

Fixed

  • The 'color' DrawParams property is now being sent to the shader properly - the last few versions had a bug where the blue level was being sent in place of the green channel.

0.2.11 - 2019-02-06

Fixed

  • The audio engine now handles repeats/restarts of a SoundInstance more reliably. This was mainly an issue with OGG and MP3 files.

0.2.10 - 2019-02-03

Added

  • from_data constructors were added to Texture, Font and Sound, allowing them to be constructed from binary data. This is useful if you want to use include_bytes to bundle assets into your executable. Note that an equivalent constructor already existed on Shader, which can be used in combination with include_str.

Changed

  • The default shaders have been amended to use GLSL 1.50 instead of GLSL 1.30. This seems to be required to get Tetra working on Mac.

0.2.9 - 2019-02-03

Changed

  • Some optimizations have been made to the rendering code, mainly to avoid unnecessary allocations. This nearly doubled the performance of the bunnymark example in release mode!

0.2.8 - 2019-02-01

Added

  • The time::get_fps function was added, which returns the current FPS, averaged out over the last few seconds. (@selimeren in #96)

0.2.7 - 2019-01-23

Changed

  • We now use the hashbrown implementation of HashMap/HashSet instead of the fnv hasher. The hope was that this would give a performance boost, but it didn't seem to have any real observable impact :( That said, several of Tetra's dependencies use hashbrown, so in the interests of keeping the dependency tree light, we're switching anyway.

Fixed

  • A race condition between Rodio and SDL has been fixed.
  • While testing hashbrown integration, it was found that the benchmark numbers in the FAQ were slightly inaccurate - this has now been fixed.

0.2.6 - 2019-01-20

Added

  • Audio playback has been added, using Rodio as the backend!
  • A port of the popular 'BunnyMark' benchmark has been added, which can be helpful for comparing relative performance of different versions/configurations of Tetra.
  • The documentation has been updated to detail the sdl2_bundled and sdl2_static_link features.

Changed

  • The code that handles sprite transformations has been rewritten, and is now around 10 times faster than 0.2.5 in debug mode, and twice as fast as 0.2.5 in release mode.

Deprecated

  • The build_matrix method on DrawParams was meant to be an internal utility, not a part of the public API. Tetra no longer uses it, so it has been deprecated, and will be removed in 0.3.

0.2.5 - 2019-01-06

Added

  • Custom shaders can now be used for rendering!

Fixed

  • The parameters contained within an instance of DrawParams are now publicly accessible - without these, it wasn't possible to write a proper custom implementation of Drawable.
  • Shaders now bind their outputs explicitly - this should help with compatability.

0.2.4 - 2019-01-04

Fixed

  • Fixed an issue where the OpenGL context would fail to initialize when using NVidia's proprietary Linux drivers.

0.2.3 - 2019-01-03

Added

  • Tetra now has support for gamepads! The API is roughly the same as that of keyboard and mouse, aside from having to specify which gamepad's state you're querying.

Changed

  • Text is now drawn using the same shader as everything else - this likely won't be noticable now, but it will make things a lot easier once custom shaders get added!

Fixed

  • Some subtle issues around font cache invalidation have been fixed - in general we now let glyph-brush handle that side of things.
  • Texture flipping was broken in 2.0 - this has now been fixed.
  • The OpenGL context now explicitly requests a 32 bit color buffer and double buffering.
  • Shaders now bind their texture sampler explicitly, which should avoid black screens on some drivers.

0.2.2 - 2018-12-24

Added

  • Tetra now has a website, with a tutorial on how to get started using it.
  • run_with is now less restrictive about what kinds of closure it will accept.

Changed

  • We now always request an OpenGL 3.2 core profile context - this is required for us to support MacOS.

Removed

  • The TETRA_OPENGL_FORCE_CORE_PROFILE environment variable has been removed, since we now always force a core profile.

0.2.1 - 2018-12-22

Added

  • Shader errors are now properly reported via TetraError::OpenGl.

Changed

  • The shader attribute order is now explicitly defined - this fixes an issue with black screens on some drivers.

0.2.0 - 2018-12-21

Added

  • Texture now has methods to get the width and height.
  • The bundled and static-link features from the sdl2 crate can now be used through Tetra by enabling the sdl2_bundled and sdl2_static_link features. (@VictorKoenders in #33)
  • New methods have been added to allow iterating over down/pressed/released keys on the keyboard. (@VictorKoenders in #35)
  • Text input typed by the user can now be retrieved using the input::get_text_input function. (@VictorKoenders in #36)
  • Text now has a method for efficiently calculating (and caching) the outer bounds of the text. (@VictorKoenders in #41)
  • New methods have been added to Animation, allowing it to be modified after it is initially created. (@VictorKoenders in #48)
  • There are now numerous different ScreenScaling types that can be chosen from.
  • Extra options have been added to the ContextBuilder, allowing you to start the window in various different states (e.g. fullscreen).
  • There are now many new methods for manipulating the window/game loop in the window module.
  • The update and draw methods on State are now both optional.
  • The graphics module now re-exports Vec2.
  • In addition to the normal run method, there is now also a run_with method that uses a closure to construct the State. This is handy when method chaining - see the examples for how it can be used.
  • Public types now implement Debug and Clone where appropriate.
  • TetraError now implements the standard library Error trait.

Changed

  • The library has been upgraded to the 2018 edition of Rust.
  • ContextBuilder::new now takes the title and size as parameters. The old behavior of the function can be replicated by using ContextBuilder::default instead.
  • run is now a method on Context, instead of a free function.
  • The update and draw methods on State now return tetra::Result, allowing errors to be returned (or propagated via the ? operator). Any errors returned from these methods will stop the game - your main method can then handle the error (e.g. log it out).
  • The scale option on ContextBuilder has been renamed to window_scale, to better reflect its behavior.
  • Shader::from_file is now called Shader::new, and Shader::new is now called Shader::from_string. This is more consistent with the other constructors.
  • Tick rates are now specified in ticks per second.
  • The ContextBuilder no longer consumes itself when called - this is more flexible for e.g. calling methods inside a conditional.
  • quit has been moved to the window module.
  • set_tick_rate has been moved to the time module.
  • The functions for getting the game's internal width/height have been renamed to disambiguate them from the functions for getting the window width/height.
  • Matching on TetraError will now force you to add a wildcard arm. This will prevent the addition of new error types from being a breaking change.
  • Shader::from_string now returns Result, as proper error handling will be added to to it eventually.

Fixed

  • The model matrix is now calculated once per Drawable, instead of once per vertex. This should speed up rendering.
  • The top left corner of a NineSlice no longer gets distorted if the x and y of the fill_rect aren't equal.
  • The renderer now automatically flushes instead of panicking if it hits capacity.
  • The renderer will now batch up to 2048 sprites, instead of 1024.
  • The default shaders have been rewritten in an older/more compatible syntax, in order to fix some issues with black screens on Mesa drivers.
  • The is_mouse_button_pressed and is_mouse_button_released functions now work correctly.

0.1.6 - 2018-12-09

Added

  • The Font and Text types have been added, allowing you to render out text using a TTF font.
  • Inspired by FNA, the TETRA_OPENGL_FORCE_CORE_PROFILE environment variable can now be set to force the application to run using the 3.2 core profile. This might end up getting removed in favour of a more robust solution later on, but it's handy for testing (e.g. Renderdoc requires the core profile to be enabled).

Fixed

  • The internal framebuffer is now an RGB texture instead of an RGBA texture - this was causing some strange issues with blending.

0.1.5 - 2018-12-08

Fixed

  • The batcher was performing a flush after texture switches occured, not before.

0.1.4 - 2018-12-08

Added

  • Graphics can now be rotated using the rotation method on DrawParams.

Fixed

  • The calculation of how many elements to render when flushing was broken, which could lead to geometry persisting between frames even when the associated graphic was no longer active.

0.1.3 - 2018-12-07

Added

  • The NineSlice type has been added, allowing you to easily create dialog boxes from small textures.
  • The window size can now be set explicitly. This will take precedence over the scale setting.
  • tetra::error::Result and tetra::error::TetraError are now re-exported in the root of the crate. This allows you to write tetra::Result in your function signatures, which aligns a bit better with other custom Result types like io::Result.
  • An example of how to use the Animation type has been added.

0.1.2 - 2018-12-03

Fixed

  • Quick fix to the docs for the mouse button methods.

0.1.1 - 2018-12-03

Added

  • Functions for checking the state of the mouse buttons have been added.

Fixed

  • Scaling is now applied relative to the origin.
  • Mouse positions now take into account letterboxing.
  • Various fixes to the documentation and crate metadata.

0.1.0 - 2018-12-02

Added

  • Initial release!