graphics version 1.0.0 has been released!
Graphics provides a simple framework to implement games and/or
simulations and is designed to follow mathematical conventions, NOT
game programming conventions. Particularly it:
* Uses degrees.
* Draws in quadrant 1 (0-90 degrees).
* Right hand rule: 0 degrees is east, 90 is north, etc.
These allow simple things like Trigonometry functions to work as
expected. It means that all that stuff you were taught it grade school
still work as intended. This makes one less thing you have to adjust
when implementing your simulation.
### 1.0.0 / 2018-11-13
* 4 major enhancements:
* Everything is passing around Renderer instances now.
* Moved all drawing primitives to Renderer.
* Removed rsdl dependency. Plain ruby seems to work fine now.
* Updated to work with SDL2. This will break some things, but mostly works.
* 58 minor enhancements:
* #bezier now takes an array of any number (> 4) of points.
* #blit and #put now do everything in one call. Should be more performant.
* #blit and #put now use the clear color of their class for the background.
* #clear will now warn and skip if color isn't known.
* #fps now takes an optional color
* #transform/put now explicitly rotate on their bottom-left corner. Shifting x is no longer necessary.
* AbstractRenderer#initialize clears and presents so frame 0 is correct color.
* Added DEBUG_COLOR and use it in #debug. Reversed in WhiteBackground.
* Added Graphics::Drawing#draw_on(texture).
* Added Renderer#copy_texture.
* Added Renderer#h and #w to return the output size.
* Added Renderer#new_texture
* Added Renderer#target and Renderer#target=
* Added Renderer_index to read pixels. Painfully slow in comparison.
* Added SDL::Screen::H & SDL::Screen::W and made available to your #initialize.
* Added Screen#title=.
* Added Surface#blit.
* Added Surface#clear.
* Added Surface.color_key.
* Added Window#title and Renderer#title.
* Added Window#update ? Do I need this?
* Added caching to texture in Renderer#blit. Massively speeds up boids & walker.
* Added default (empty) Body#update.
* Added unary negation to V.
* Alpha blending is massively improved. Black on white is black.
* Blit now ensures blending is on.
* Check for done before paused so `esc` can quit while paused.
* Extended Renderer#point to optionally read or write a pixel.
* Improved default window naming to add spaces to the classname.
* Moved Screen#flip to Renderer#present.
* Moved Screen#set_title to Window#set_title.
* Moving everything out of Screen class. Will remove or leave just for constants.
* Removed KeyEvent#unicode.
* Removed PixelFormat#colorkey and #alpha.
* Removed SDL::WM and set_caption. Set titles via screen.title=
* Removed Screen#update.
* Removed Simulation#alpha, now built into pixels directly.
* Removed Surface#color_key and Surface#set_color_key.
* Removed Surface#flags and Surface#set_alpha.
* Removed Surface.blit class method.
* Removed Surface.new. You only create surfaces via Font.render_text and #sprite.
* Removed bpp argument to AbstractSimulation#initialize.
* Removed/changed a lot of constants, mostly around KeyEvent handling.
* Renamed AbstractSimulation#rgb to #rgba. I think this should probably just go?
* Renamed PixelFormat.get_rgb to get_rgba.
* Renderer#fast_rect now just calls Renderer#draw_rect w/ true for filled.
* SDL2 properly supports RGBA. Switched to it entirely.
* Screen#open now stores off a renderer, window, and texture in the Surface.
* Screen.open no longer creates or stores a surface. Saves off its own PixelFormat.
* Search Ubuntu font directories in #find_font. (phiggins)
* Simulation now defaults to half-width and half-height. No more required args to super.
* Surface#save now saves off PNG.
* Switched Renderer and Window to subclass Data, not Surface.
* Switching to SDL2_gfx for primitive drawing and rotozoom.
* Transforms now default to anti-aliased rotations.
* Updated graphics_setup.sh to remove SDL1 and install SDL2 (on OSX).
* V#magnitude is now cached.
* graphics_setup.sh will install hoe if necessary.
* 15 bug fixes:
* Cleaned some off-by-one drawing bugs. I think it is more pixel perfect now?
* Cleaned up Numeric#degrees.
* Finished getting to 100% rdoc coverage.
* Fixed a memory leak in PixelFormat. Might remove it entirely.
* Fixed a memory leak in collision maps.
* Fixed an off-by-one in blitting.
* Fixed bugs in hline and vline not using correct defaults. (joshcheek)
* Fixed circle and ellipse. Filled + anti-aliased wasn't actually anti-aliased.
* Fixed examples/boid.rb to rotate bodies again.
* Fixed examples/canvas.rb to draw in black again.
* Fixed fps drawing bug in rainbow_fluid.rb
* Fixed graphics_setup.sh and Rakefile for linux.
* Functional GoL: use Set vs. Array for faster search. (sotoseattle)
* Minor fix to examples/bounce.rb for older ruby versions.
* Removed Graphics::Surface::VideoMemoryLost.