Rewrote the library to deal with the loss of EventHandlerFree
from miniquad, meaning we don't get to own the miniquad
context anymore.
Therefore it has now to be handed around a lot.
On the upside, improvements made from the long alpha and the next steps after that inside of miniquad are now part of gwg as well.
- added the
shader.rs
example fromggez
, though there's still an error somewhere, keeping it from working properly... (in case you find out how to fix it, please let me know!)
- added
filesystem::load_file_async
to allow for file loading on WASM as well
- updated
miniquad
to 0.3.0-alpha.38 (highest version currently compatible with the docker build script and without an icon bug on windows) - changed
offset
behavior and added default error type toEventHandler
to matchggez
0.7.0 - made
filesystem::open
check the cache first and then only load files whenever they're not present in the cache filesystem::open
now internally usesminiquad::fs::load_file
, allowing to load files on Android now as well-
can be used in your
[package.metadata.android] assets = "<your ressource folder>/"
Cargo.toml
file to specify which folder to include in the apk as the assets folder
-
- added a dependency on
twox_hash 1.5.0
to coerce semver into using arand < 0.8
in order to avoidgetrandom
, so that gwg compiles on wasm again
- fixed a memory leak caused by drawable structs not releasing their resources
- fixed
miniquad
version
- added a re-export of miniquad for those who desire/need more control
- added
set
,get_sprites
andget_sprites_mut
toSpriteBatch
for consistency withggez
0.6.1 - added an "audio" feature, making audio optional
- updated audio to use
quad-snd
0.2.2 - changing the audio API a little - changed
05_astroblasto.rs
into justastroblasto.rs
to allow for easier building on Android (as leading numbers seem to be disallowed there)
- fixed remaining clippy lints