stevenarella/Cargo.toml

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[package]
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name = "steven"
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version = "0.0.1"
authors = [ "Thinkofdeath <thinkofdeath@spigotmc.org>" ]
edition = "2018"
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[profile.dev]
# Steven runs horrendously slow with no optimizations, and often freezes.
# However, building with full -O3 optimizations takes too long for a debug build.
# Use an -O1 optimization level strikes a good compromise between build and program performance.
opt-level = 1
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[dependencies]
sha-1 = "0.8.0"
Use glutin to replace sdl2 (#35) * Add glutin dependency * Create a glutin window * Use the glutin window, basics work * Store DPI factor on game object, update on Resized * Use physical size for rendering only. Fixes UI scaled too small Fixes https://github.com/iceiix/steven/pull/35#issuecomment-442683373 See also https://github.com/iceiix/steven/issues/22 * Begin adding mouse input events * Listen for DeviceEvents * Call hover_at on mouse motion * Listen for CursorMoved window event, hovering works Glutin has separate WindowEvent::CursorMoved and DeviceEvent::MouseMotion events, for absolute cursor and relative mouse motion, respectively, instead of SDL's Event::MouseMotion for both. * Use tuple pattern matching instead of nested if for MouseInput * Implement left clicking * Use grab_cursor() to capture the cursor * Hide the cursor when grabbing * Implement MouseWheel event * Listen for keyboard input, escape key release * Keyboard input: console toggling, glutin calls backquote 'grave' * Implement fullscreen in glutin, updates https://github.com/iceiix/steven/pull/31 * Update settings for glutin VirtualKeyCode * Keyboard controls (note: must clear conf.cfg to use correct bindings) * Move DeviceEvent match arm up higher for clarity * Remove SDL * Pass physical dimensions to renderer tick so blit_framebuffer can use full size but the ui is still sized logically. * Listen for DeviceEvent::Text * Implement text input using ReceivedCharacter window event, works https://github.com/iceiix/steven/pull/35#issuecomment-443247267 * Request specific version of OpenGL, version 3.2 * Request OpenGL 3.2 but fallback to OpenGL ES 2.0 if available (not tested) * Set core profile and depth 24-bits, stencil 0-bits * Allow changing vsync, but require restarting (until https://github.com/tomaka/glutin/issues/693) * Clarify specific Rust version requirement * Import glutin::* in handle_window_event() to avoid overly repetitive code * Linux in VM fix: manually calculate delta in MouseMotion For the third issue on https://github.com/iceiix/steven/pull/35#issuecomment-443084458 https://github.com/tomaka/glutin/issues/1084 MouseMotion event returns absolute instead of relative values, when running Linux in a VM * Heuristic to detect absolute/relative MouseMotion from delta:(xrel, yrel); use a higher scaling factor * Add clipboard pasting with clipboard crate instead of sdl2 https://github.com/iceiix/steven/pull/35#issuecomment-443307295
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glutin = "0.19.0"
byteorder = "1.2.7"
Replace hyper with reqwest (#7) An old version of hyper was used before (0.8.0), in the process of updating to hyper 0.12.11, found this higher-level replacement/wrapper, reqwest 0.9.4 which is simpler to use than the latest hyper and serves the purpose of a simple HTTP client well * Begin updating to hyper 0.12.11 https://github.com/iceiix/steven/issues/4#issuecomment-425759778 * Use type variables for hyper::Client * Fix setting header syntax, Content-Type: application/json, 17->13 * Parse strings into URLs with url.parse::<hyper::Uri>().unwrap() https://github.com/hyperium/hyper/blob/b20971cb4e5f158844aec5829eea1854e5b7d4b6/examples/client.rs#L25 * Use hyper::Request::post() then client.request() since client.post() removed * wait() on the ResponseFuture to get the Result * try! to unwrap the Result * status() is now a method * Concatenate body chunks unwrap into bytes, then parse JSON from byte slice, instead of from_reader which didn't compile * Replace send() with wait() on ResponseFuture * Parse HeaderValue to u64 * Slices implement std::io::Read trait * Read into_bytes() instead of read_to_end() * Disable boxed logger for now to workaround 'expected function, found macro' * Remove unnecessary mutability, warnings * Hack to parse twice to avoid double move * Use hyper-rustls pure Rust implementation for TLS for HTTPS in hyper * Start converting to reqwest: add Protocol::Error and reqwest::Error conversion * Use reqwest, replacing hyper, in protocol * Convert resources to use reqwest instead of hyper * Convert skin download to reqwest, instead of hyper * Remove hyper * Revert unnecessary variable name change req/body to reduce diff * Revert unnecessary whitespace change to reduce diff, align indentation on . * Fix authenticating to server, wrong method and join URL * Update Cargo.lock
2018-10-27 20:03:34 -04:00
reqwest = "0.9.4"
serde = "1.0.79"
serde_json = "1.0.33"
flate2 = "1.0.2"
zip = "0.4.2"
image = "0.20.1"
rand = "0.5.5"
hex = "0.3.2"
base64 = "0.9.3"
log = { version = "0.4.6", features = ["std"] }
cgmath = "0.16.1"
lazy_static = "1.1.0"
collision = "0.18.0"
aes = "0.3.2"
cfb8 = "0.3.1"
rsa_public_encrypt_pkcs1 = "0.2.0"
Use glutin to replace sdl2 (#35) * Add glutin dependency * Create a glutin window * Use the glutin window, basics work * Store DPI factor on game object, update on Resized * Use physical size for rendering only. Fixes UI scaled too small Fixes https://github.com/iceiix/steven/pull/35#issuecomment-442683373 See also https://github.com/iceiix/steven/issues/22 * Begin adding mouse input events * Listen for DeviceEvents * Call hover_at on mouse motion * Listen for CursorMoved window event, hovering works Glutin has separate WindowEvent::CursorMoved and DeviceEvent::MouseMotion events, for absolute cursor and relative mouse motion, respectively, instead of SDL's Event::MouseMotion for both. * Use tuple pattern matching instead of nested if for MouseInput * Implement left clicking * Use grab_cursor() to capture the cursor * Hide the cursor when grabbing * Implement MouseWheel event * Listen for keyboard input, escape key release * Keyboard input: console toggling, glutin calls backquote 'grave' * Implement fullscreen in glutin, updates https://github.com/iceiix/steven/pull/31 * Update settings for glutin VirtualKeyCode * Keyboard controls (note: must clear conf.cfg to use correct bindings) * Move DeviceEvent match arm up higher for clarity * Remove SDL * Pass physical dimensions to renderer tick so blit_framebuffer can use full size but the ui is still sized logically. * Listen for DeviceEvent::Text * Implement text input using ReceivedCharacter window event, works https://github.com/iceiix/steven/pull/35#issuecomment-443247267 * Request specific version of OpenGL, version 3.2 * Request OpenGL 3.2 but fallback to OpenGL ES 2.0 if available (not tested) * Set core profile and depth 24-bits, stencil 0-bits * Allow changing vsync, but require restarting (until https://github.com/tomaka/glutin/issues/693) * Clarify specific Rust version requirement * Import glutin::* in handle_window_event() to avoid overly repetitive code * Linux in VM fix: manually calculate delta in MouseMotion For the third issue on https://github.com/iceiix/steven/pull/35#issuecomment-443084458 https://github.com/tomaka/glutin/issues/1084 MouseMotion event returns absolute instead of relative values, when running Linux in a VM * Heuristic to detect absolute/relative MouseMotion from delta:(xrel, yrel); use a higher scaling factor * Add clipboard pasting with clipboard crate instead of sdl2 https://github.com/iceiix/steven/pull/35#issuecomment-443307295
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clipboard = "0.5.0"
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# clippy = "*"
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[dependencies.steven_gl]
path = "./gl"
version = "0"
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[dependencies.steven_resources]
path = "./resources"
version = "0"
[dependencies.steven_blocks]
path = "./blocks"
version = "0"
[dependencies.steven_shared]
path = "./shared"
version = "0"