v0.9.4: updated libGDX to 1.10.0, dropping support for Android 2.3/3
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@@ -63,10 +63,10 @@ dependencies {
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implementation "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-desktop"
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//we use LWJGL tinyFD directly to display crash messages and (for now) single-line text input
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implementation "org.lwjgl:lwjgl-tinyfd:3.2.1"
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implementation "org.lwjgl:lwjgl-tinyfd:3.2.1:natives-windows"
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implementation "org.lwjgl:lwjgl-tinyfd:3.2.1:natives-macos"
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implementation "org.lwjgl:lwjgl-tinyfd:3.2.1:natives-linux"
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implementation "org.lwjgl:lwjgl-tinyfd:3.2.3"
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implementation "org.lwjgl:lwjgl-tinyfd:3.2.3:natives-windows"
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implementation "org.lwjgl:lwjgl-tinyfd:3.2.3:natives-macos"
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implementation "org.lwjgl:lwjgl-tinyfd:3.2.3:natives-linux"
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//Need these at compile time to prevent errors there.
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// The actual dependency used at runtime will vary based on source set.
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+6
-1
@@ -143,7 +143,12 @@ public class DesktopLauncher {
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config.setWindowSizeLimits( 480, 320, -1, -1 );
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Point p = SPDSettings.windowResolution();
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config.setWindowedMode( p.x, p.y );
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config.setAutoIconify( true );
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config.setMaximized(SPDSettings.windowMaximized());
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if (SPDSettings.fullscreen()) {
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config.setFullscreenMode(Lwjgl3ApplicationConfiguration.getDisplayMode());
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}
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//we set fullscreen/maximized in the listener as doing it through the config seems to be buggy
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DesktopWindowListener listener = new DesktopWindowListener();
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+1
-5
@@ -41,6 +41,7 @@ public class DesktopPlatformSupport extends PlatformSupport {
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@Override
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public void updateDisplaySize() {
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//FIXME we still set window resolution when game becomes maximized =/
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if (!SPDSettings.fullscreen()) {
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SPDSettings.windowResolution( new Point( Game.width, Game.height ) );
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}
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@@ -66,11 +67,6 @@ public class DesktopPlatformSupport extends PlatformSupport {
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return true; //no easy way to check this in desktop, just assume user doesn't care
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}
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@Override
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public boolean openURI(String URI) {
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return Gdx.net.openURI(URI);
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}
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@Override
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//FIXME tinyfd_inputBox isn't a full solution for this. No support for multiline, looks ugly. Ideally we'd have an opengl-based input box
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public void promptTextInput(String title, String hintText, int maxLen, boolean multiLine, String posTxt, String negTxt, TextCallback callback) {
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+1
-13
@@ -29,19 +29,7 @@ import com.shatteredpixel.shatteredpixeldungeon.SPDSettings;
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public class DesktopWindowListener implements Lwjgl3WindowListener {
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@Override
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public void created ( Lwjgl3Window lwjgl3Window ) {
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if (SPDSettings.fullscreen()){
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lwjgl3Window.postRunnable( new Runnable() {
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@Override
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public void run () {
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Gdx.graphics.setFullscreenMode( Gdx.graphics.getDisplayMode() );
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}
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} );
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}
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if (SPDSettings.windowMaximized()) {
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lwjgl3Window.maximizeWindow();
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}
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}
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public void created ( Lwjgl3Window lwjgl3Window ) { }
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@Override
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public void maximized ( boolean b ) {
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