12/12/2023 0 Comments Purebasic string extension![]() DirectX9 is still available as a subsystem. Changed: the default subsystem for screen/sprite is now OpenGL on Windows for more consistency. Changed: the way the map elements are created when using passive syntax, to be more consistent Changed: the short version of /CONSTANT from '-o' to '-co' as '-o' is now used for /OUTPUT Changed: the name of the /EXE commandline flag to /OUTPUT to be more coherent (still work for backcompatibilty but not documented anymore) Changed: renamed structures PB_MeshFace -> MeshFace and PB_MeshVertex -> MeshVertex Updated: Mouse library on Windows to use RawInput instead of DirectX to support HighDPI mouse Updated: Movie library on OS X to support modern OS X version Updated: fasm, polink, polib and porc to lastest versions (Windows) Updated: SetMaterialColor() can now use several colortypes at once using '|' ![]() Added: New 'Replace' shortcut (CTRL+H) which opens the find dialog with replace enabled in IDE (ChrisRfr) Added: 3 new triggers for custom tools in IDE: 'OpenFile - Non-PB binary file', 'OpenFile - Non-PB text file', 'OpenFile - with specific extension' (HeX0R101) Added: New contextual constant display for AutoComplete in IDE (Fr34k) Added: new modes for AddMaterialLayer(): #PB_Material_ModulateX2, #PB_Material_ModulateX4, #PB_Material_AddSigned, #PB_Material_Substract, #PB_Material_BlendDiffuseAlpha, #PB_Material_BlendCurrentAlpha Added: new optional 'Lod' parameter to CreateCamera() Added: new optional 'v' and 'w' parameter to MeshVertexTextureCoordinate() Added: new optional 'SpecularColor' parameter to MaterialShininess() Added: new optional 'Color' parameter to CreateMaterial() Added: new modes for SetMaterialAttribute(): #PB_Material_PointSprite, #PB_Material_DepthBias Added: predefined shaders: #PB_Material_ColorShader, #PB_Material_PerpixelShader, #PB_Material_BumpShader, #PB_Material_SkyShader, #PB_Material_WaterShader, #PB_Material_WaterShaderRTT, #PB_Material_OceanShader, #PB_Material_PointSpriteSphereShader Added: new structures: Vector3, Vector4 Added: new mode to CreateDataMesh(): #PB_Mesh_DiagonalShortestLength, #PB_Mesh_DiagonalClosestNormal, #PB_Mesh_DiagonalAlternate, #PB_Mesh_DiagonalRegular1, #PB_Mesh_DiagonalRegular2 Added: GetEntityMesh(), CreateCubicTexture(), CreateAnimatedMaterial() Added: optional position mode to ApplyEntityForce() Added: optional force vector to WorldGravity() Added: optional parameter to MeshFace() to create a quad Added: CreateShader(), CreateShaderMaterial(), MaterialShaderAutoParameter(), MaterialShaderParameter(), MaterialShaderTexture() Added: WebGadget() support for GTK3 on linux Added: auto DPI support for Menu and ToolBar library (Windows) Added: /OPTIMIZER, -z, -optimizer flag to the commandline, and a 'Use code optimizer' checkbox in IDE 'Compiler Options' to turn on C optimizations Added: support for Windows 11, OS X 11 and 12 for OSVersion() Added: #PB_Compiler_Optimizer which is set to #True if the optimizer is enabled ![]() Added: #PB_Compiler_64Bit and #PB_Compiler_32Bit compiler constants ![]() Added: #PB_Compiler_Backend, #PB_Backend_C and #PB_Backend_Asm compiler constants ![]() Added: a new C backend compiler for all PureBasic versions ĭefine UNICODE_STRING.s = "test this stuff"ĪSCII_STRING = ASCII_STRING now is stored as ascii null-terminated string inside of PB unicode string.- Added: Raspberry support (32-bit and 64-bit) ! ProcedureReturn PeekS(*str, #PB_Default, #PB_Ascii) This function is just a wrapper for uniformity *str : pointer to a PB string returned by ToAscii(), or any ASCII string memory buffer Protected out_len = 1 + Len(str$) / SizeOf(Character), out$ = str$, #PB_Default, #PB_Ascii) Protected str$ = PeekS(*str, #PB_Default, #PB_Unicode) RETURN: PB unicode string with ascii bytes order inside, equal to array of 1-byte chars *str : a pointer to PB unicode string, or any memory containing unicode string ![]()
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