agb/agb
Gwilym Kuiper 99ce2f73d5
Textrender rework (#352)
This reworks the text rendering system so the tiles in some rendered
text can be persisted across frames. This is important for performance
in situations where you want to incrementally write to a text box for
example in a Pokemon/Phoenix Wright style dialogue system. Previously
the only way to do this was to render all the chars in the text every
frame, which is currently prohibitively slow (though this could be
potentially sped up).

In addition with this implementation it is easy to individually colour
each character, so I added the ability to do that to.

I expanded the tests to test keeping the renderer instance (which
contains the tiles) over multiple frames, and also added in some
coloured text.

If you are happy with this implementation then I will change the
examples which use text, and also add some more documentation. Thanks
for taking a look.
2022-11-21 23:14:40 +00:00
..
.cargo add the config to be able to compile this 2022-08-01 17:36:02 +01:00
examples Textrender rework (#352) 2022-11-21 23:14:40 +00:00
gfx transparent colour definition isn't really needed here 2022-10-08 22:34:54 +01:00
src Textrender rework (#352) 2022-11-21 23:14:40 +00:00
tests Remove agb-tests in favor of putting the tests directly in agb. 2022-09-15 23:28:38 -07:00
build.rs Initial work on porting gba save code to agb codebase. 2022-09-15 23:20:07 -07:00
Cargo.toml Release v0.12.2 2022-10-22 12:59:20 +01:00
gba.ld use the end of all assigned iwram data 2022-07-30 17:21:46 +01:00
gba_mb.ld use the end of all assigned iwram data 2022-07-30 17:21:46 +01:00
rust-toolchain.toml add clippy component 2021-05-23 02:20:32 +01:00