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fix: Remove deprecations for 1.10.0 #2809

Merged
merged 16 commits into from
Oct 11, 2023
1 change: 0 additions & 1 deletion .github/.cspell/gamedev_dictionary.txt
Original file line number Diff line number Diff line change
Expand Up @@ -27,7 +27,6 @@ hitbox # the collision box around objects for the purposes of collision detectio
hitboxes # plural of hitbox
ints # short for integers
jank # stutter or inconsistent gap or timing
janky # quality of expressing jank
lerp # short for linear interpolation
LTRB # left top right bottom
LTRBR # left top right bottom radius
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3 changes: 1 addition & 2 deletions .github/.cspell/people_usernames.txt
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Expand Up @@ -5,8 +5,7 @@ erayzesen # erayzesen.itch.io
erickzanardo # github.com/erickzanardo
feroult # github.com/feroult
Klingsbo # github.com/spydon
luan # github.com/luanpotter
luanpotter # github.com/luanpotter
luanpotter # github.com/luanpotter
Lukas # github.com/spydon
pgainullin # github.com/pgainullin
Schnurber # github.com/schnurber
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229 changes: 0 additions & 229 deletions doc/flame/camera_and_viewport.md

This file was deleted.

14 changes: 0 additions & 14 deletions doc/flame/camera_component.md
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Expand Up @@ -258,17 +258,3 @@ if (!camera.canSee(component)) {
component.removeFromParent(); // Cull the component
}
```


## Comparison to the deprecated camera

Compared to the deprecated [Camera](camera_and_viewport.md), the `CameraComponent`
has several advantages:

- Multiple cameras can be added to the game at the same time;
- More flexibility in choosing the placement and the size of the viewport;
- Switching camera from one world to another can happen instantaneously,
without having to unmount one world and then mount another;
- Support rotation of the world view;
- Effects can be applied either to the viewport, or to the viewfinder;
- More flexible camera controllers.
1 change: 0 additions & 1 deletion doc/flame/flame.md
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Expand Up @@ -14,7 +14,6 @@
- [Layout](layout/layout.md)
- [Overlays](overlays.md)
- [Other](other/other.md)
- [Camera & Viewport (deprecated)](camera_and_viewport.md)

```{toctree}
:hidden:
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25 changes: 0 additions & 25 deletions doc/flame/inputs/drag_events.md
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@@ -1,10 +1,5 @@
# Drag Events

```{note}
This document describes the new drag events API. The old (legacy) approach,
which is still supported, is described in [](gesture_input.md).
```

**Drag events** occur when the user moves their finger across the screen of the device, or when they
move the mouse while holding its button down.

Expand Down Expand Up @@ -141,23 +136,3 @@ class MyComponent extends PositionComponent with DragCallbacks {
}
}
```


### HasDraggablesBridge

This marker mixin can be used to indicate that the game has both the "new-style" components that
use the `DragCallbacks` mixin, and the "old-style" components that use the `Draggable` mixin. In
effect, every drag event will be propagated twice through the system: first trying to reach the
components with `DragCallbacks` mixin, and then components with `Draggable`.

```dart
class MyGame extends FlameGame with HasDraggablesBridge {
// ...
}
```

The purpose of this mixin is to ease the transition from the old event delivery system to the
new one. With this mixin, you can transition your `Draggable` components into using `DragCallbacks`
one by one, verifying that your game continues to work at every step.

Use of this mixin for any new project is highly discouraged.
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