Libwiisprite: Difference between revisions

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New release (0.2.2). Also - source code "On Demand" now.
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| display = Any
| display = Any
| author = [[User:Chaosteil | Chaosteil]], [[User:Feesh! | Feesh!]]
| author = [[User:Chaosteil | Chaosteil]], [[User:Feesh! | Feesh!]]
| version = 0.2.1
| version = 0.2.2
| download = [http://chaosteil.googlepages.com/libwiisprite-0.2.1.tar.gz Here]
| download = [http://chaosteil.googlepages.com/libwiisprite-0.2.2.tar.gz Here]
| source = Soon
| source = On Demand
}}
}}


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==About==
==About==
libwiisprite is a C++ sprite library written for the Wii which utilises
libwiisprite is a C++ sprite library written for the Wii which utilises
GX for all its graphical operations, meaning the GPU is used to accelerate
GX for all its graphical operations, meaning the GPU is used to accelerate
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functionality of the library.
functionality of the library.


Currently 24bit and 32bit PNGs are the only supported image format. We
Currently 24bit and 32bit PNGs are the only supported image format.
are working on allowing images to be loaded from compiled-in
We are currently working on to support even more formats.
texture data and even more formats.
 
The library comes with full Doxygen documentation to help
The library comes with full Doxygen documentation to help
get development started. It is also available online:
get development started. You can find it in the docs folder.
It is also available online:
*http://feesh.braingravy.co.uk/libwiisprite/
*http://feesh.braingravy.co.uk/libwiisprite/


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==Download & Installation==
==Download & Installation==
You can download the library from
You can download the library from
*http://chaosteil.googlepages.com/libwiisprite-0.2.1.tar.gz
*http://chaosteil.googlepages.com/libwiisprite-0.2.2.tar.gz
Please refer to the README.TXT for installation instructions.
Please refer to the README.TXT for installation instructions.


==New Stuff==
==New Stuff==
'''0.2.2'''
*Image now supports loading from a buffer. Now you don't have to specify a path, but you can use a raw2c converted file or your own buffer of a png file. The documentation has a whole page dedicated to it.
*Quad visibility check fixed. Thanks to crediar for finding the bug.
*GameWindow now is a tad faster at initializing. Thanks go to shagkur.
*Updated spritetest to load one image from buffer.
*Several small bugfixes for the library to make it even more stable.
'''0.2.1''' - We added some new stuff which could enhance game development.
'''0.2.1''' - We added some new stuff which could enhance game development.
*Sprites now also can use additional collision detection which includes the rotation and the zoom of the sprite. Check the documentation on how to do it.
*Sprites now also can use additional collision detection which includes the rotation and the zoom of the sprite. Check the documentation on how to do it.
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*Images can now only be initialized only once. This prevents from freaking Sprites and TiledLayers out when changing images.
*Images can now only be initialized only once. This prevents from freaking Sprites and TiledLayers out when changing images.
*Some optimizations here and there.
*Some optimizations here and there.
'''0.2.0''' - We put a lot of effort and polish into this release, so we hope you will enjoy it as much as we enjoyed making it!
*Quad was added as an additional Layer-based class to use. You can now draw colored rectangles without textures.
*TiledLayer now supports transparency.
*Sprites can now get stretched with SetStretchWidth() and SetStretchHeight(). Check out the documentation for further instructions.
*You can get information about the current position of the sequence in a Sprite with GetFrameSequencePos().
*Frame sequences in Sprites now can get actually longer than the image has tiles.
*Layer got additional SetX() and SetY() methods for quicker position setting of one axis.
*LayerManagers now can erase their Layer list with RemoveAll().
*Bilinear filtering for textures can be turned off now. Look up the texture transformation enumeration for sprites.
*Fixed showing up of a green bar on startup.
*Squished out several small bugs to enhance stability. Also possible performance increase.
*Image.LoadImage() now returns an error code when loading an image with the wrong format.
*Loading of 24bit PNGs is also possible now.
*Complete compatibility with the previous version. Your code should work out of the box with no changes at all.
*There is now a Makefile for installing libwiisprite to your appropriate folders. Check RELEASE.TXT for further information.
*Documentation is more complete. There are several pages which explain the more "advanced" features of the library.
*All of the examples got updated. We also added an template example.


==Other libwiisprite Examples==
==Other libwiisprite Examples==

Revision as of 12:32, 29 June 2008

libwiisprite
General
Author(s) Chaosteil, Feesh!
TypeDevelopment
Version0.2.2
Links
[[Here|Download]]
Source

libwiisprite is a new sprite library which uses GX as its underlying rendering engine. It is optimized for rapid fast game development, but can also be used for GUI applications.

About

libwiisprite is a C++ sprite library written for the Wii which utilises GX for all its graphical operations, meaning the GPU is used to accelerate graphics.

libwiisprite aims to make developing Wii homebrew simple and fun with better graphical results than currently existing libraries.

libwiisprite is currently under heavy development, but this version is a semi-stable version allowing most of the proposed functionality of the library.

Currently 24bit and 32bit PNGs are the only supported image format. We are currently working on to support even more formats.

The library comes with full Doxygen documentation to help get development started. You can find it in the docs folder. It is also available online:

Sample Application (Video)

A simple demonstration of basic libwiisprites capabilities:

Download & Installation

You can download the library from

Please refer to the README.TXT for installation instructions.

New Stuff

0.2.2

  • Image now supports loading from a buffer. Now you don't have to specify a path, but you can use a raw2c converted file or your own buffer of a png file. The documentation has a whole page dedicated to it.
  • Quad visibility check fixed. Thanks to crediar for finding the bug.
  • GameWindow now is a tad faster at initializing. Thanks go to shagkur.
  • Updated spritetest to load one image from buffer.
  • Several small bugfixes for the library to make it even more stable.

0.2.1 - We added some new stuff which could enhance game development.

  • Sprites now also can use additional collision detection which includes the rotation and the zoom of the sprite. Check the documentation on how to do it.
  • Implemented additive blending which can be useful for particle effects. Check the transformation enum in sprites.
  • Fixed a bug with transformations. Now Sprite accepts u8, so transformations can be used as flags.
  • Added defines for IR pointer correction. Check spritetest on how to use the pointer the right way.
  • Several additions to GameWindow: You can now stop the Video subsystem, as well as poll for the height and width of the screen.
  • You can now use Image to draw on the image. You must derive from the image to an own class to use it.
  • Images can now only be initialized only once. This prevents from freaking Sprites and TiledLayers out when changing images.
  • Some optimizations here and there.

Other libwiisprite Examples

Bugs, Suggestions

If you find a bug or have a suggestion (maybe a tutorial to add to the library) please send an e-mail to chaosteil [at] gmail [dot] com or gummybassist [at] gmail [dot] com or if you are on an EFNet server, send a PM Chaosteil or feesh.