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LightX API documentation
Last modified on Mon, 5th May 2008 at 15:08 BST by zippletMajor classes (subsystems)
- lxgfx
- lxsound
- lxinputjoypad
- lxinputmouse
- lxinputkeyboard
- lximgloader
- lxsoundbank
- lxmusicbank
- lxgfxbank
Templates
Platforms
- Windows 98/ME/2000/XP (95 not supported) - supported in first release
- Linux - at first using SDL. Requires unified application window, lxgfxlinuxsdl and an entire set of input classes.
- Nintendo DS - much later
LightX concepts
- Setting up a project to be built with LightX
- Initialising and shutting down LightX subsystems
- Surfaces, basic drawing and clipping
- The frames, backbuffers, flipping and vertical synchronisation
- Application window handling (windows)
- Accessing surface buffers directly
- Alpha transparency
- Colourkey masking
- Loading image files into surfaces
- Handling input from the keyboard, mouse and game controllers
Todo
- game frame timing functions
- nice way to terminate game during bootstrap if errors occur
- supply application base path to UAW
- UAW error handling for missing game bmp
- UAW must init null sound class if sound init fails
- UAW must take note of "sound support" option
- Mouse class: grab the system cursor image and use it as the default cursor (currently there is no default cursor)
Non critical todo
- tlxinputjoypaddirectinput
- ZSIC classes
- imgloaderall has problems under wine with the BMP format, specifically converting 16 colour. (tested in 16bpp mode). Does not occur with cedega/cxoffice.
- "on blt2: rectangle provided was invalid" error in wine/cxoffice. Runs fine under cedega aslong as 32bpp mode is in use.
- "X offsetmap" blitting function (Thunder Force IV, water scrolling effect; sonic 1, titlescreen)
- lxgfxwrap needs to cleanly destroy primary surface on shutdowngraphics
- mouse wheel support, mouse catch (moving the mouse cursor) support