Admin
|
e047d2a790
|
platform, widgets, audio_route, ai: window crossfades and whole-frame presents, caption controls that click, themed menus, a stereo-pair audio tap, and the AI chat on local Claude Code / Codex with images -- a window can snapshot its presented frame and crossfade it over the next one (0.25 s, Metal; other backends cut), and can hold a frame until everything in it is on the GPU so a relayout appears in one step; app controls in the caption bar answer the window's drag query as client so real clicks reach them; menus scroll within the window and keep a readable text/background contrast, drop-downs take their popup look from the host; relief surfaces gain a texture light knee, spill tint and screen colour maps. audio_route taps a player's output on the device's own stereo pair (no system downmix, device rate and channel order) and reports its format and permission without prompting. The AI chat can use a logged-in Claude Code or Codex CLI as its model (tools as tagged text blocks), attach dropped images, and pick its model; the speech lib gains opt-in GPU pacing, a shorter audio context and a token cap; audio tags expose bpm. The remote bridge gains window resize and drag-query probes
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
|
2026-09-24 13:48:31 +02:00 |
|
Admin
|
149138afc7
|
widgets, platform: a texture can light the relief buffer, menus take colour chips, and a style reload recompiles changed shader functions -- relief_texture_light makes any texture a light source for neighbouring surfaces: the relief pass runs after the texture's producing pass in the same frame and repaints only when that producer painted, with a soft knee (and damping of near-white frames) so a flash does not flood every bevel; the buffer gained a fifth, widest blur level so spill washes the near half of a neighbouring face, surfaces take a style-wide spill tint and ceiling, and ReliefView caps can follow a held button. MenuRow::swatch(fill, dot) puts a colour chip before a row's label. A style reload re-evaluates Splash modules under the names they had, so the object- and function-address shader caches handed back the previous shader or another template's (changes landing a reload late, or on the wrong surface); a pending style reload now clears those two caches like a file-change live edit does, keeping the code-keyed cache so unchanged shaders do not recompile. examples/skeuomorph gains an animated plasma screen lighting the keys beside it. glass renders pixel-identical, hello_world differs only in its animated GIF
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
|
2026-09-24 01:11:51 +02:00 |
|
Admin
|
1c64cfdfeb
|
widgets, draw: skeuomorphic surfaces light each other through an optional relief buffer -- mod.sdf.Material shades a widget from its own SDF (height profile, normals, key light, inner shadow, AO, rim, gloss, cast shadow, revolve-profile knobs, a ±1 LSB screen dither and optional grain); widgets that opt in register lit shapes (rounded box or disc with a height and an emissive colour) keyed by their draw list, and the window renders them once into a quarter-resolution f16 height+emissive buffer with its own blur chain, rebuilt only when the shapes change, so a lit LED spills onto its neighbours' bevels, raised parts cast AO between widgets, and nothing renders at rest. Material draws bind the same textures, so batching is unchanged (39 draw calls with and without). A window with no lit shapes allocates and records nothing; hello_world and glass render pixel-identical to before. examples/skeuomorph shows a Bluetooth key, lit ON/OFF buttons, a knob with an LED ring and a segmented control
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
|
2026-09-23 23:49:22 +02:00 |
|