Releases: BenMakesGames/PlayPlayMini
5.2.0
Summary:
- Performance of
WrapText
was increased (about 1/2 allocations, and 1/3 execution time), and more unit tests were added forWrapText
. - Added
LineSplitEnumerator
, andSpaceSplitEnumerator
, from https://www.meziantou.net/split-a-string-into-lines-without-allocation.htm, to support newWrapText
method; they'republic
, in case you happen to want to use them, yourself.
Context:
Calling WrapText
every frame isn't a great idea. If you're wrapping a couple short strings, it's probably fine, but it's better to pre-wrap any text you want to render.
That said, PlayPlayMini has convenience methods that, when used, may result in calling WrapText
every frame, so this update makes doing so less-bad.
4.7.1
Performance improvement: removed some allocations that were being performed during the main game loop.
4.7.0
Added early support for shaders! (Finally...)
- Use the new
PixelShaderMeta
record to specify a shader to load- As with all other assets, the shader must be added to your project's
Content.mgcb
- As with all other assets, the shader must be added to your project's
- Use
GraphicsManager.SetPostProcessingPixelShader(...)
to set a shader to apply to the entire screen; passnull
to clear the shader again
More uses will be added in future releases!
4.6.2
When using SetLostFocusGameState
, if the player gave focus to another application before your game was visible, your game would be rendered it unplayable (stuck, invisibly, in the lost focus state).
This has been fixed.
The lost focus state will no longer be switched to if:
- The game is not in any game state yet
- The game is in the state identified by
SetInitialGameState