Image
can now be loaded from jpg/jpeg files- Fixed memory leak caused by resizing
- Fixed memory leak caused by previous
Image
fix. - Fixed memory leak caused by
Text
rendering and creation
- Fixed memory leak caused by drawing
Image
None, just minor but breaking changes.
Image::new_blank_canvas_image
has been renamed to Image::from_color
InstanceArray::resize
takes a usize
instead of a u32
.
Canvas::set_shader
, Canvas::set_shader_params
, and Canvas::set_text_shader_params
now take a reference.
ShaderParams::set_uniforms
now takes self and ctx mutably.
ShaderParams::set_uniforms
and ShaderParamsBuilder::build
now take the full context.
ShaderBuilder::new_wgsl
is now called ShaderBuilder::new
.
ShaderBuilder::combined_code
and ShaderBuilder::combined_path
have become associated functions called ShaderBuilder::from_code
and ShaderBuilder::from_path
respectively.
Some ContextBuilder
options now take paths instead of strings.
ShaderParams
no longer implements Clone, PartialEq, Eq, or ToOwned.
Image::from_solid
has been removed use Image::from_color
Things not rendering.
- Fixed broken
InstanceArray::resize
and improved its documentation
The biggest change in this version is the long awaited redo of our graphics stack, which used to be based on gfx-rs
and is now using wgpu
. This gives us more reliability going into the future and fixes many bugs, albeit costing us
some portability to low-level hardware (looking at you Pi 3; EDIT: and... Pi 4 as well? o_o ).
Credit goes out to our wonderful contributors, with special thanks to @jazzfool and @aleokdev, for putting so much work and patience into the graphics stack.
As there are too many changes to simply list them in the usual fashion, let's look at them topic by topic:
With the redo of the graphics stack some parts of the API changes with it, most notably canvases and the shader API.
First of all, each draw call is now explicitly bound to a Canvas
. This means instead of "setting" the active canvas and
then drawing implicitly on that canvas you now call canvas.draw(...)
or drawable.draw(canvas, ...)
. And then, once
you're done drawing on it, you call canvas.finish(ctx)
.
This helps to keep track of the active canvas and gives you more explicit renderpasses to work with, as Canvas
is now
no longer a special image that you can draw to, but a wrapped wgpu
renderpass, operating naturally on whatever image
you pass it, or on the screen buffer itself.
The downside of this is that it's a bit more verbose and that you have to pass around your canvas to be able to draw.
There's a new struct ShaderParams
allowing you to pass images, samplers and uniforms to shaders.
Both ShaderParam
s and Shader
s are now set per Canvas
(as well as blend modes and projection matrices).
Shader
s and ShaderParam
s are created through ShaderBuilder
and ShaderParamBuilder
respectively, allowing you to
only set the parameters you're interested in, without worrying about the rest.
Uniforms are now no longer created using the gfx!
macro. No need to include gfx-rs
in your own project, just to be
able to create shader uniforms. Now, simply deriving AsStd140
is all you usually need (see the shader examples).
At the time of writing you're sadly also required to depend on crevice 0.11
directly, as AsStd140
needs to have it
visible globally (and re-exporting it on our side doesn't seem to be enough). If you know a way around this, let us know!
SpriteBatch
and MeshBatch
have been replaced by InstanceArray
, a more generic "batch" that also features internal z-ordering.
Before, the order of draws had been determined solely by order of execution. Now DrawParam
features an additional
field z
, to give you control over the order in which draw calls are placed. This works on the global level, but also
inside of InstanceArray
, when requested.
Another field that has seen a bit of love is the modularization of contexts. Sub-contexts are now public and can be borrowed
and handed around freely. Most module functions used to require Context
as a whole. These have, for this reason, now been
deprecated and directly replaced by methods on the sub-contexts.
In situations where multiple sub-contexts are needed (one is the creation of audio sources and one the creation of images
from paths) you can pass the necessary sub-contexts, or instead just pass Context
as a whole, just like before, thanks to a little trait-workaround.
The latter applies to all situations in which you'd need one specific sub-context as well. If you, for some reason, needed or wanted to split the context, then you can pass only the required sub-context. If you didn't split it then you can comfortably hand around and pass the context as a whole, like before.
- Added touch event to
EventHandler
- Added access to scancodes in both keyboard events and keyboard context methods, allowing you to make your game portable across the different keyboard letter layouts of different countries
- Added
Canvas::set_scissor_rect
allowing you to restrict drawing to a part of your surface - Added
is_key_just_pressed
andis_key_just_released
to keyboard context - Added an option for transparent windows
- Added the ability to build your own
BlendMode
s built from the components offered through wgpu'sBlendComponent
struct - Exposed rodio API for skipping the first part of a sample
- Added
audio
andgamepad
as crate features, allowing you to disable them if not necessary - Added the
zip-compression
feature (as part of the default features), now allowing the use of zip-files with compression - Added
Rect::overlaps_circle
- Added
Context::request_quit
as a replacement forevent::quit
Context::request_quit
works likeevent::quit
did before, except that instead of directly breaking the game loop it now triggers aquit_event
, which allows you to handle all attempts to quit the game in one place.
- Added a re-export for
glam
, as ggez is aimed at beginners for whom it's convenient to just have it at hand directly; most people will want/need to use it anyway - Added
logical_size
as optional argument inWindowMode
which overrides width/height with aLogicalSize
which supports high DPI systems.
The following list doesn't repeat the changes already mentioned above.
- Relaxed the error type of
EventHandler
fromstd::error::Error
intostd::fmt::Debug
, allowing you to use things likeanyhow::error
as error types as well - Made offset on
Text
relative (I know, I know, we've been changing this around a lot lately, but I hope we're finally done now), as it makes things like centering text on positions easier (see the blend modes example) - Also
Text
is now a first class citizen and can be drawn normally withDrawParam
, implementing things like rotation that weren't possible in batched text rendering before - Changed how bounds on Text work as well as layouting
Text::set_bounds
now expects width and height of the bounds, but not the destination point, as that's handled through theDrawParam
- additionally to horizontal alignment vertical alignment is now possible as well
- Improved
Text
performance through better glyph re-use - Changed the
Drawable
trait; this will downstream require changes in projects likeggez-egui
- Version bumped
zip
to 0.6,directories
to 4.0.1,winit
to 0.27.3, image to0.24
androdio
to 0.16 - As each
Canvas
now keeps track of its own projection matrix thescreen_coordinates
of eachCanvas
now start out with the same dimensions as theCanvas
surface
- Most of the module level functions, which have been replaced by sub-context methods
- Removed
duration_to_f64
andf64_to_duration
as the std library now already contains this functionality itself - Removed
From<tuple>
implementations forDrawParam
, as they're non-transparent and weird - Removed
event::quit
, as it was replaced byContext::request_quit
- Removed the ability to update only parts of the
DrawParams
inside aMeshBatch
(nowInstanceArray
)- If you want that ability back let us know! Atm it's staged as "maybe in
0.8.1
"
- If you want that ability back let us know! Atm it's staged as "maybe in
Many graphics bugs that were caused by the use of the discontinued gfx-rs
were fixed by the switch to wgpu
. The
following list is very probably not complete.
- Multisampling on canvases is now no longer based on dirty workarounds, but on the inner workings of
wgpu
, supporting it naturally - Fixed zip
read_dir
not working deeper than one level on Windows - Fixed a memory leak on
set_screen_coordinates
on Windows 11 - Fixed not being able to take screenshots of anti-aliased targets
- Added
filesystem::zip_dir
- Expanded/improved documentation
- Switched
DrawParam::offset
behavior back to how it was pre-ggez 0.6; more details in the FAQ - Moved some generic functionality from
Image
toImageGeneric
and fromCanvas
toCanvasGeneric
- Also moved some
Canvas
specific functionality fromCanvasGeneric
toCanvas
- Made
GameError
the implicit default error type for the event handler - Made
TextFragment
functions takeInto<T>
for better usability - Changed Rust edition to 2021
- Version bumped
bytemuck
to 1.7 - Version bumped
glam
to 0.20
Nothing
- Multi-sampled canvases (which didn't work at all before) can no longer be created when using the GLES backend. The reason for this is that we finally fixed them via a fragment shader workaround which isn't supported on GLES.
- Finally fixed/implemented MSAA on canvases. As
gfx
doesn't provide us with the necessary tools to do so directly, the implementation is internally based upon a fragment shader workaround, which doesn't work on GLES. - Made sure that the bounding box of
Mesh
is actually updated whenMesh::set_vertices
is called
Nothing we're aware of yet
- Allowed
ContextBuilder
to rename resources folder and resources.zip - Added
winit
re-export - Added
get_window_position
- Added an example showcasing animation using keyframe
- Added support for the TGA image file format (and possibly some others by accident as well)
- Added methods to access sprites inside of a
SpriteBatch
directly
MeshBatch::dimensions
now returns a rectangle containing all of its mesh instances (instead of simply returning the dimensions of the underlying single mesh, as before)- Drawing a
MeshBatch
with an offset != (0,0) results in such dimensions being calculated (just like inSpriteBatch
), which can be expensive, but leads to the offset being interpreted as a relative offset, instead of an absolute one
- Drawing a
- Changed mouse move callback a little: it now returns the difference in movement relative to the last callback, not the mouse position at the end of the previous frame
- Most of the filesystem functions now take
&Context
instead of a mutable one - Version bumped
old_school_gfx_glutin_ext
to 0.27 - Version bumped
glutin
to 0.27 - Version bumped
winit
to 0.25 - Version bumped
glam
to 0.17.3
Nothing
Nothing
- fixed color transformation from linear color back to sRGB
- internal folder structure of the resources.zip file is now resolved correctly on Windows
- fixed
mouse::delta
: it now actually returns the difference in mouse position relative to the previous frame instead of the raw mouse feedback it returned until now
- bumping our dependencies on a patch release is technically a breaking change, sry for that
- Added
MeshBatch
- Added a
Premultiplied
blend mode, which greatly improvesCanvas
usability - Added a
CustomError
variant toGameError
. - Added function to allow custom gamepad definitions
- Added function to fetch raw window
- Added function to set window position on the screen
- Added function to get supported resolutions of the current monitor
- Added generators for rounded rectangle meshes
- Tried to make more error types conveniently comply with
std::error::Error
- Added functions to fetch positions of text glyphs
- Added
visible
toWindowMode
to allow ggez to run without a visible window - Added
on_error
function toEventHandler
, making error handling more convenient - Added a download buffer handle to the gfx context, to avoid possibly recreating it all the time, which means things like taking multiple screenshots should work more smoothly now, as long as the target size doesn't change
EventHandler
now takes an error type as a parameter, which allows you to use your own error typesFullscreenType::True
now causes the game to be rendered exclusively on the current monitor, which also allows to set different resolutions- Changed blend modes massively in the hope that they're either more "correct" or helpful now
- Changed the way
SpriteBatch
reacts toDrawParam
s with an offset != (0,0): It now calculates its own dimensions (a rectangle containing all sprites) and interprets the offset as a fraction of that - Switched
rand
in the examples tooorandom
, for basically aesthetic reasons. (Not advertising at all, honest.) - Version bumped
rodio
to 0.13 - Version bumped
lyon
to 0.16 - Version bumped
glyph_brush
to 0.7 - Version bumped
winit
to 0.23, which brings many fixes, better Wayland handling, and a slightly different style of event loop with some different constraints and type names. winit
update has also changed and smoothed over some of the issues with high-DPI handling.- Updated just about every other dependency under the sun
- Minimum rustc version is now 1.42
- Audio API in general changed a little for
rodio
API differences.
Nothing
- removed
ggez::nalgebra
crate re-export. All math in the public API should now bemint
types, and it is a bug if they are not.
- Fixed a mistake in the matrices created from
DrawParams
leading to them being slightly wrong when an offset was used (this might fix a lot of very subtle rendering bugs) - ggez no longer creates empty directories (for resources and other things), unless necessary
- Setting
DrawParam
s now results in consistent behavioureverywhere(ok, no, we missedMeshBatch
, which received this fix in 0.6.1), includingSpriteBatch
andCanvas
- Fixed a memory leak in
screenshot
andto_rgba8
- Fixed
transfrom_rect
(and added some more tests for it) - Too many things to count
Nothing (yet)
Nothing
- version bumped
image
- Tiny doc cleanups and futzing around with readme
Nothing
Nothing
Nothing
Nothing
- Added line cap and join options
- Added spatial sources for audio
- Added
From
implementations forColor
to convert from various tuples off32
's. Redundant but it annoyed me they don't exist. - Add OpenGL ES 3.0 support
- Add optional textures to
Mesh
es. - Added lots of tests and doctests.
- Added a
c_dependencies
feature. It's on by default, but disabling it will build ggez without unnecessary C dependencies (currentlybzip2
andminimp3
). #549 - Added (basic) spatial sound support.
- Added loading of resource zip files from in-memory bytes
- Updated versions of lots of dependencies.
- Minimum rustc version is now 1.33, rust 2018 edition.
- We now use
winit
instead ofsdl2
for window creation and events! This removes the last major C dependency from ggez. It also involves lots of minor changes, the full extent of which is still going to evolve. DrawParam
now uses the builder pattern instead of being a bare struct, which allows easier conversion from generics (such asmint
types) as well as simplifying the internal math.- All public-facing API's that take
Point2
,Vector2
orMatrix4
should now takeInto<mint::...>
for the appropriate type from themint
crate. This should let users use whatever math library they care to that supportsmint
; currentlynalgebra
,cgmath
andeuclid
are all options. - Moved all the
FilesystemContext
methods into top-level functions in thefilesystem
module, to be consistent with the rest of the API. - What used to be the
text_cached
module is now thetext
module, replacing all the old text stuff with cached text drawing using theglyph_brush
crate. This dramatically changes the text API, as well as being faster and more powerful. - Various dimension parameters have changed to fit the underlying implementations more closely.
Image
dimensions have changed fromu32
tou16
, which they always were but now it's exposed to the API. Various screen size dimensions have changed fromu32
tof64
, which allowswinit
to do smoother scaling. - Similarly,
Mesh
's now haveu32
indices. #574 - Various getters have been renamed from
get_<field>()
to<field>
(). Of particular note are changes to Drawable and ShaderHandle traits. - Some minor modularization has taken place; at least, gamepad and audio module scan be disabled with settings in your
conf.toml
. Doing the same for filesystem, graphics, and input is a liiiiiittle more involved. MeshBuilder
DrawMode
's now can take parameters, and have some shortcut functions to make default parameters. This simplifies things somewhat by not needing separate args to specify things like a stroke width forDrawMode::Stroke
.- HiDPI support removed since it doesn't do anything useful. Any problems with your window not being the size you asked for are
winit
's problem and will be solved once they fix it. #587 - Moved
ggez::quit()
toggez::event::quit()
. This commit - Probably tons of other things I've forgotten.
- Nothing, it's a breaking change so things just got removed.
- Apple products are no longer officially supported. They may work fine anyway, and I'll accept PR's for them, but handlin it all myself is too large an investment of time and energy. Sorry. :-( this commit
- The foreground and background colors and associated functions have beeen removed; all colors are now specified purely where they are used for drawing.
- Removed deprecated
BoundSpriteBatch
type. - Removed
Context::print_resource_stats()
in favor offilesystem::print_all()
. - Removed
graphics::rectangle()
and friends in favor of just building and drawing the meshes explicitly. Shortcut functions for this have been added toMesh
. #466 - Removed
TTFFont
font type in favor ofGlyphBrush
. #132 - Removed
Context::from_conf()
forContextBuilder
which is strictly more powerful. #429 - Removed bitmap fonts; better support deserves to exist than what ggez currently provides, and there's no reason it can't be its own crate.
- Removed the
cargo-resource-root
feature flag; just usefilesystem::mount()
instead or add the directories to yourContextBuilder
.
- Minor things beyond counting. Don't worry, we added plenty of new bugs too.
- Does not work on Windows 7 or below, again due to
gilrs
. #588
- Added functions to get and set mouse cursor visibility.
- Derived
PartialEq
forImage
andSpriteBatch
.
Nothing
Nothing
Nothing
- Myriad small documentation and example typos.
- Fixed a rounding error in
Font::get_width()
.
- Added a feature flag to build nalgebra with the
mint
math library inter-operability layer #344 - Updated
image
to 0.19 which lets us add another feature flag selecting whether or not to use multithreaded libraries when loading images. #377 - We got more awesome logos! Thanks ozkriff and termhn! #327
- Added hooks to the
log
crate, so we will now output some logging data via it that clients may use. #311 - There's now a functional and reasonably ergonomic game template repo that demonstrates how to use
ggez
withspecs
,warmy
,failure
,log
and other useful tools. - Added
Font::new_px()
andFont::from_bytes_px()
functions to create fonts that are specific pixel sizes #268 - Added Ratysz's glyph cache implementation integrating the awesome
gfx_glyph
crate! This gives us faster text drawing as well as more features; if it works out well it should replace all text rendering in another version or two. #132
- Made it so that the configuration directories are only created on-demand, not whenever the Context is created: #356
- Updated rodio to 0.7, which fixes a sample rate bug on Linux: #359
- Documented which version of rustc we require, and added unit tests for that specific version: it is currently >=1.23.0, primarily driven by features required by dependencies.
- Moved
Context::quit()
toggez::quit()
'cause all our other non-object-related functions are functions, not methods.
- Added a feature to enable or disable bzip2 zip file support
- Lots of small documentation fixes and improvements thanks to lovely contributors
- Added termhn's
ggez_snake
to the examples, 'cause it's awesome - Added
timer::get_remaining_update_time()
to let you easily do sub-frame timing for interpolation and such. - Many small improvements and cleanups
- Version bumped lots of dependencies: zip, rand, rodio, rusttype
- Switched to the
app_dirs2
crate to avoid a bug in upcoming rustc change
- Made
Image::from_rgba8
properly check that the array you pass it is the right size - Fixed more documentation bugs (ggez#303).
- Added
Text::into_inner()
and related methods to get ahold of aText
object's underlyingImage
- Added
SoundData::new()
andSource::set_repeat()
/Source::get_repeat()
(thanks jupart!) - Added
Context::process_event()
to smooth out a bump or two in the API for writing custom event loops. This does change the API a little, but the old style should still work. - Added functions for taking screenshots and saving
Image
's (thanks DenialAdams!)
- Version-bumped
lyon
crate
- Deprecated
BoundSpriteBatch
, since you can just clone anImage
relatively cheaply.
- Nothing
- Fixed bug in
mouse::get_position()
, see ggez#283 - Lots of small documentation fixes from a variety of awesome sharp-eyed contributors
- Fixed bug that was making canvas's render upside-down ggez#252
- Added
mouse
module with some utility functions - Added some utility functions to query window size
- Sprite batching implemented by termhn!
- Added mesh builders allowing you to build complex meshes simply.
- Integrated nalgebra to provide point and vector types.
- Added MSAA, blend modes, other graphics toys (thanks termhn!)
- Added graphics_settings example to show hot to play with graphics modes
- Made the render pipeline just use matrices instead of separate transform elements
- SHADERS! Woo, thanks nlordell!
- Added
Filesystem::mount()
function and made examples use it; they no longer need thecargo-resource-root
feature - Added filesystem and graphics setting examples
- Added more useful/informative constructors for
Color
- Added ability to select OpenGL version
- Added some useful methods to
Rect
- Added a FAQ and some other documentation
- Added a
ContextBuilder
type that allows finer control over creating aContext
- Added an optional
color
value toDrawParam
, which overrides the default foreground color. Life would be simpler removing the foreground color entirely...
- First off, there will be some switches in process: We're going to make the master branch STABLE, tracking the latest release, and create a devel branch that new work will be pushed to. That way people don't check out master and get some WIP stuff.
- The coordinate system moved from origin-at-center, x-increasing-up to origin-at-top-left, x-increasing-down
- Updated all dependencies to newer versions
- Refactored EventHandler interface, again
- Altered timestep functions to be nicer and made examples use them consistently
- Updated to Lyon 0.8, which brings some bugfixes
- Refactored Conf interface a little to separate "things that can be changed at runtime" from "things which must be specified at init time".
- Removed
get_line_width()
andset_line_width()
and made line widths parameters where necessary - Did the same for
get/set_point_size()
- Removed inaccurate
timer::sleep_until_next_frame()
, addedtimer::yield_now()
.
- Fixed some bugs with type visibility and directory paths.
- Fixed a few smallish filesystem bugs
- Got the 3D cube example working and shuffled around the gfx-rs interface methods a little, so we could make more of the graphics innards hidden while still exposing the useful bits.
- Backported correction to SRGB color conversions
- Added std::error::Error implementation for GameError
- Documentation and unit test updates
- Derive some common traits on types
- Fixed bug in conf.toml reading and writing (thanks chinatsu)
- Made filesystem.print_all() a little more informative
- Added graphics::set_mode() function to allow setting window size, etc.
- Added some functions to allow querying fullscreen modes and such
- Made gamepad example test all input
- Added bindings to the
mint
crate (a whole one type conversion) - Implemented stop() for audio
- Fixed bug in when CARGO_MANIFEST_DIR is checked (thanks 17cupsofcoffee)
- Added experimental support for SDL's gamepads (thanks kampffrosch94)
- Re-improved resource-not-found error messages (thanks 17cupsofcoffee)
- Fixed minor bug with text rendering alpha, added more useful methods to
Text
- Fixed bug with text wrapping (I hope)
- VERY EXPERIMENTAL functions for exposing the gfx-rs rendering context to a bold user
- Almost everything is now pure rust; the only C dependency is libsdl2.
- Entirely new rendering engine using
gfx-rs
backed by OpenGL 3.2 - New (if limited) 2D drawing primitives using
lyon
- Font rendering still uses
rusttype
but it's still cool - New option to enable/disable vsync
- New sound system using
rodio
, supporting pure Rust loading of WAV, Vorbis and FLAC files - Configuration system now uses
serde
rather thanrustc_serialize
- Refactored event loop handling somewhat to make it less magical and more composable.
- New filesystem indirection code using
app_dirs
, andcargo-resource-root
feature flag.
Added set_color_mod
and set_alpha_mod
functions which I'd forgotten
IIRC, switched from SDL_ttf to rusttype because of horrible evil API's not playing nice with lifetimes.
Made a fairly fully fleshed out SDL implementation
Initial proof of concept