Releases: Valkryst/VTerminal
Releases · Valkryst/VTerminal
3.3.0-BETA
- Added a few text manipulation functions to the TextArea class, untested.
- Fixed a big issue where components on Layer components weren't correctly using the intersects function, so Button components and such weren't working.
- There's still a similar, related to this, which is currently being worked on.
- Reworked the POM file and swapped from Travis CI to AWS CodeBuild.
- Simplified some code.
3.2.1-BETA
- Adds an additional setPosition function to the TileGrid class, so the position can be set using a Point object.
3.2.0-BETA
- Adds the id variable to the Component class.
- Automatically initialized to a unique UUID value on creation.
- Can be set to any string by the user.
- Adds the getComponentsByID function to both the Screen and Layer classes.
- Allows the user to retrieve a list of all components, using a specific ID, which have been added to the Screen or Layer.
3.1.0-BETA
- Removes the use/need for the LayerBuilder class.
3.0.1-BETA
- Adds the setPosition(x, y) function to the TileGrid class.
- Adds 12/14pt font sizes for the DejaVu Sans Mono font.
3.0.0-BETA
This release is a major rewrite from the 2.x.x-BETA releases.
If you're updating from a previous version, it will help to view the Wiki's updated code samples. I haven't found it too difficult to update from 2.20.0-BETA to 3.0.0-BETA, but there are definitely enough changes to warrent re-writing most code written for 2.20.0-BETA.
- Added support for GUI color themes, known as ColorPalettes in VTerminal.
- A number of palettes have been added, you can view them here.
- Added support for Full-Screen Exclusive Mode, so you can run VTerminal fullscreened.
- Added sub-character printing for the ImagePrinter class.
- The image is split into 2x2 chunks of pixels.
- The 2x2 chunk is checked to ensure that it only contains two colors.
- The 2x2 chunk's pixels are mapped to one of the pixel characters, such as ▘, ▀, and ▚.
- A Tile is set to use the approprate fore/background colors as well as the appropriate pixel character to represent the 2x2 chunk.
- Components:
- Removed the TextField component and TextFieldBuilder class as they were almost identical to TextArea and TextAreaBuilder.
- Removed the dynamic feature of the TextArea component. You can no-longer insert more text than is visible on the screen. This may be re-implemented in the future.
- Fixed all known bugs from version 2.20.0-BETA.
- Removed all usage of the Observer Pattern along with dependence on VRadio.
- Removed the AsciiString class as well as all of it's helper functions.
- Removed the Ray/Glow shaders.
- Removed the RetroDays and FreeMono fonts.
- Renamed AsciiCharacter to Tile and AsciiTile to GraphicTile.
- Rewrote all code to work with the new TileGrid class.
- Simplified the use of EventListeners.
- Rewrote code to use AWT components only, rather than combining a JFrame with a Canvas.
- Rewrote the color swapping algorithm, in the ImageCache class, to allow for antialised fonts.
2.20.0-BETA
First release in a while, unsure of all the changes, but one major bug was fixed and there are a number of smaller bug fixes, optimizations, and function body changes.
2.17.0-BETA
- Added a number of shaders.
- CharChromeShader
- CharEdgeDetectionshader
- ChromeShader
- EdgeDetectionShader
- EmbossShader
- OilPaintShader
- PixelateShader
- Renamed CharacterShader to CharShader.
2.16.0-BETA
- Added the CharacterShader interface and reworked the existing shaders, so that they either implement directly from Shader or from CharacterShader.
- Reorganized shader package structure.
- Rewrote a small portion of the AsciiCharacter and AsciiTile classes Draw function in order to prevent some unnecessary re-generating of sprite images.
- Updated the AsciiTile class to only allow shaders that do not implement CharacterShader.
2.15.0-BETA
- Adds the TintShader and ShadeShader classes.
- Removes the dynamic redraw flag from the Panel & PanelBuilder classes.
- Misc bug fixes, code changes, and JavaDoc improvements.
- Rewrites the tint/shade function of AsciiString, so that they use the new TintShader and ShadeShader classes.