WIP: ClientNG: Port asset management in Scenes/Game from Client#49
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LossRain wants to merge 21 commits intopuyonexus:masterfrom
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WIP: ClientNG: Port asset management in Scenes/Game from Client#49LossRain wants to merge 21 commits intopuyonexus:masterfrom
LossRain wants to merge 21 commits intopuyonexus:masterfrom
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This class will allow a further integration of debugging capability into Puyolib by allowing it to link to a debug output of any supported client. This change and the following ones might be breaking so please check compatiblity with all clients before merging.
This might seem heavy-handed but is the only feasible measure I could figure out that would allow for debugging all of the Puyolib code, including the constructor.
This implements basic debugging of Puyolib inside of Client. Currently prints anything that gets generated regardless of its state or flags.
We were previously leaking memory per Game object destroyed.
Fixes the ancient debug status text for onscreen use while in debug mode.
Restores the debug status text functionality and gives more documentation to Puyolib debug mode. For DebugLog, debug display is up to interpretation of the client.
It's possible it's leaking memory (but it's an unique pointer so it should get GC'd, hopefully...) but it works!
Previously this wasn't being done and was causing issues in portable mode
No caching is implemented yet.
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Actually drawing and applying assets (such as images, music and text) is handled by the client, which is unfinished in ClientNG, making basic features of Puyolib not work inside of it.
TODO:
A reconstruction of the Music Player and Playlist mechanisms from Client and system font localization and font choosing (AFAIK SDL and SDL_TTF cannot handle that alone) might be necessary to progress. Our Renderers may require new features and function calls as well for certain features such as controllable alpha blending.