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Fry3DX 0.5: builds for Windows, Linux and Android, a phone layout, Apache 2.0
- Apache License 2.0 - Windows: cross-built with clang-cl (cmake --preset windows), a window program with its icon; Linux: a portable preset (SDL and the C++ library inside); Android: android/build_apk.py makes the APK - tools/package.py packs the downloads; a GitHub workflow builds all three and makes a release for a v* tag - A phone layout (fry_touch, on by default on Android): the UI drawn bigger, panels when asked for, a bar of big buttons, one finger to turn the view, two to move and pinch, a long press for a right-click; files through the phone's file picker - Settings and autosaves now in a Nexoniarz folder (copied over once) - README rewritten, the website shows the downloads and the phone Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NMSrd5oe1GpUD7E6d825KP
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40 changed files with 1180 additions and 158 deletions
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@ -9,6 +9,7 @@
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// window-space winding, so front faces are clockwise. Only the final blit to the window
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// (which shows row 0 at the bottom) flips.
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// Requires ARB_bindless_texture (NVIDIA, AMD); without it init fails and the engine uses Vulkan.
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#include "ui/ui.h"
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#include "render/backend.h"
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#include "render/screenshot.h"
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#include "rhi/gl/gl_loader.h"
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@ -332,6 +333,7 @@ public:
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void beginUi() override {
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplSDL3_NewFrame();
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ui::applyPixelScale();
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ImGui::NewFrame();
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}
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void setVsync(bool on) override { SDL_GL_SetSwapInterval(on ? 1 : 0); }
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@ -6,6 +6,7 @@
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// 3.1 lightmaps, sun with shadows (one tap), sky, fog; flat surfaces, no highlights or lights
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// Neither has clustered lights, light shadows or occlusion culling. Depth is GL's -1..1 here
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// (no glClipControl), so vertex shaders turn the 0..1 matrices' z into it.
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#include "ui/ui.h"
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#include "render/backend.h"
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#include "core/log.h"
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#include "platform/window.h"
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@ -480,6 +481,7 @@ public:
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void beginUi() override {
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplSDL3_NewFrame();
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ui::applyPixelScale();
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ImGui::NewFrame();
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}
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void setVsync(bool on) override { SDL_GL_SetSwapInterval(on ? 1 : 0); }
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