parent
76074ad81a
commit
af3badf7a9
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@ -38,8 +38,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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/* mainmenumanager.h
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*/
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gui::IGUIEnvironment *guienv = NULL;
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gui::IGUIStaticText *guiroot = NULL;
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gui::IGUIEnvironment *guienv = nullptr;
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gui::IGUIStaticText *guiroot = nullptr;
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MainMenuManager g_menumgr;
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bool isMenuActive()
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@ -48,7 +48,7 @@ bool isMenuActive()
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}
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// Passed to menus to allow disconnecting and exiting
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MainGameCallback *g_gamecallback = NULL;
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MainGameCallback *g_gamecallback = nullptr;
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ClientLauncher::~ClientLauncher()
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@ -28,25 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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class ClientLauncher
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{
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public:
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ClientLauncher() :
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list_video_modes(false),
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skip_main_menu(false),
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use_freetype(false),
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random_input(false),
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address(""),
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playername(""),
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password(""),
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device(NULL),
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input(NULL),
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receiver(NULL),
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skin(NULL),
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font(NULL),
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simple_singleplayer_mode(false),
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current_playername("inv£lid"),
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current_password(""),
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current_address("does-not-exist"),
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current_port(0)
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{}
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ClientLauncher() {}
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~ClientLauncher();
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@ -66,29 +48,29 @@ protected:
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void speed_tests();
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bool print_video_modes();
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bool list_video_modes;
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bool skip_main_menu;
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bool use_freetype;
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bool random_input;
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std::string address;
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std::string playername;
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std::string password;
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IrrlichtDevice *device;
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InputHandler *input;
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MyEventReceiver *receiver;
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gui::IGUISkin *skin;
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gui::IGUIFont *font;
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scene::ISceneManager *smgr;
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bool list_video_modes = false;
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bool skip_main_menu = false;
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bool use_freetype = false;
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bool random_input = false;
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std::string address = "";
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std::string playername = "";
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std::string password = "";
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IrrlichtDevice *device = nullptr;
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InputHandler *input = nullptr;
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MyEventReceiver *receiver = nullptr;
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gui::IGUISkin *skin = nullptr;
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gui::IGUIFont *font = nullptr;
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scene::ISceneManager *smgr = nullptr;
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SubgameSpec gamespec;
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WorldSpec worldspec;
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bool simple_singleplayer_mode;
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// These are set up based on the menu and other things
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// TODO: Are these required since there's already playername, password, etc
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std::string current_playername;
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std::string current_password;
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std::string current_address;
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int current_port;
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std::string current_playername = "inv£lid";
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std::string current_password = "";
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std::string current_address = "does-not-exist";
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int current_port = 0;
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};
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#endif
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@ -141,24 +141,23 @@ public:
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MyEventReceiver()
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{
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clearInput();
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#ifdef HAVE_TOUCHSCREENGUI
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m_touchscreengui = NULL;
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#endif
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}
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bool leftclicked;
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bool rightclicked;
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bool leftreleased;
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bool rightreleased;
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bool leftclicked = false;
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bool rightclicked = false;
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bool leftreleased = false;
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bool rightreleased = false;
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bool left_active;
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bool middle_active;
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bool right_active;
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bool left_active = false;
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bool middle_active = false;
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bool right_active = false;
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s32 mouse_wheel;
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s32 mouse_wheel = 0;
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JoystickController *joystick;
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JoystickController *joystick = nullptr;
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#ifdef HAVE_TOUCHSCREENGUI
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TouchScreenGUI *m_touchscreengui;
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@ -221,7 +220,7 @@ class RealInputHandler : public InputHandler
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{
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public:
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RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver)
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: m_device(device), m_receiver(receiver), m_mousepos(0, 0)
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: m_device(device), m_receiver(receiver)
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{
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m_receiver->joystick = &joystick;
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}
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@ -277,24 +276,15 @@ public:
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}
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private:
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IrrlichtDevice *m_device;
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MyEventReceiver *m_receiver;
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IrrlichtDevice *m_device = nullptr;
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MyEventReceiver *m_receiver = nullptr;
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v2s32 m_mousepos;
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};
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class RandomInputHandler : public InputHandler
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{
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public:
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RandomInputHandler()
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{
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leftdown = false;
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rightdown = false;
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leftclicked = false;
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rightclicked = false;
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leftreleased = false;
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rightreleased = false;
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keydown.clear();
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}
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RandomInputHandler() {}
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virtual bool isKeyDown(const KeyPress &keyCode) { return keydown[keyCode]; }
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virtual bool wasKeyDown(const KeyPress &keyCode) { return false; }
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virtual v2s32 getMousePos() { return mousepos; }
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@ -390,12 +380,12 @@ private:
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KeyList keydown;
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v2s32 mousepos;
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v2s32 mousespeed;
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bool leftdown;
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bool rightdown;
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bool leftclicked;
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bool rightclicked;
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bool leftreleased;
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bool rightreleased;
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bool leftdown = false;
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bool rightdown = false;
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bool leftclicked = false;
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bool rightclicked = false;
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bool leftreleased = false;
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bool rightreleased = false;
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};
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#endif
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@ -154,12 +154,9 @@ JoystickLayout create_xbox_layout()
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return jlo;
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}
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JoystickController::JoystickController()
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JoystickController::JoystickController() :
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doubling_dtime(g_settings->getFloat("repeat_joystick_button_time"))
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{
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m_joystick_id = 0;
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doubling_dtime = g_settings->getFloat("repeat_joystick_button_time");
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for (size_t i = 0; i < KeyType::INTERNAL_ENUM_COUNT; i++) {
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m_past_pressed_time[i] = 0;
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}
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@ -155,7 +155,7 @@ private:
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s16 m_axes_vals[JA_COUNT];
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u8 m_joystick_id;
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u8 m_joystick_id = 0;
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std::bitset<KeyType::INTERNAL_ENUM_COUNT> m_pressed_keys;
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@ -69,7 +69,7 @@ void clearTextureNameCache();
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namespace irr {namespace scene {class IMesh;}}
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struct TextureFromMeshParams
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{
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scene::IMesh *mesh;
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scene::IMesh *mesh = nullptr;
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core::dimension2d<u32> dim;
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std::string rtt_texture_name;
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bool delete_texture_on_shutdown;
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@ -92,7 +92,7 @@ public:
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ISimpleTextureSource(){}
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virtual ~ISimpleTextureSource(){}
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virtual video::ITexture* getTexture(
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const std::string &name, u32 *id = NULL) = 0;
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const std::string &name, u32 *id = nullptr) = 0;
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};
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class ITextureSource : public ISimpleTextureSource
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@ -104,9 +104,9 @@ public:
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virtual std::string getTextureName(u32 id)=0;
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virtual video::ITexture* getTexture(u32 id)=0;
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virtual video::ITexture* getTexture(
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const std::string &name, u32 *id = NULL)=0;
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const std::string &name, u32 *id = nullptr)=0;
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virtual video::ITexture* getTextureForMesh(
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const std::string &name, u32 *id = NULL) = 0;
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const std::string &name, u32 *id = nullptr) = 0;
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/*!
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* Returns a palette from the given texture name.
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* The pointer is valid until the texture source is
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@ -132,7 +132,7 @@ public:
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virtual std::string getTextureName(u32 id)=0;
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virtual video::ITexture* getTexture(u32 id)=0;
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virtual video::ITexture* getTexture(
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const std::string &name, u32 *id = NULL)=0;
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const std::string &name, u32 *id = nullptr)=0;
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virtual IrrlichtDevice* getDevice()=0;
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virtual bool isKnownSourceImage(const std::string &name)=0;
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virtual video::ITexture* generateTextureFromMesh(
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*/
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struct FrameSpec
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{
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FrameSpec():
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texture_id(0),
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texture(NULL),
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normal_texture(NULL),
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flags_texture(NULL)
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{
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}
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u32 texture_id;
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video::ITexture *texture;
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video::ITexture *normal_texture;
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video::ITexture *flags_texture;
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FrameSpec() {}
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u32 texture_id = 0;
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video::ITexture *texture = nullptr;
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video::ITexture *normal_texture = nullptr;
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video::ITexture *flags_texture = nullptr;
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};
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#define MAX_TILE_LAYERS 2
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//! Defines a layer of a tile.
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struct TileLayer
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{
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TileLayer():
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texture(NULL),
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normal_texture(NULL),
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flags_texture(NULL),
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shader_id(0),
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texture_id(0),
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animation_frame_length_ms(0),
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animation_frame_count(1),
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material_type(TILE_MATERIAL_BASIC),
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material_flags(
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//0 // <- DEBUG, Use the one below
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MATERIAL_FLAG_BACKFACE_CULLING |
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MATERIAL_FLAG_TILEABLE_HORIZONTAL|
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MATERIAL_FLAG_TILEABLE_VERTICAL
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),
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has_color(false),
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color()
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{
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}
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TileLayer() {}
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/*!
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* Two layers are equal if they can be merged.
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// Ordered for size, please do not reorder
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video::ITexture *texture;
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video::ITexture *normal_texture;
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video::ITexture *flags_texture;
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video::ITexture *texture = nullptr;
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video::ITexture *normal_texture = nullptr;
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video::ITexture *flags_texture = nullptr;
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u32 shader_id;
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u32 shader_id = 0;
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u32 texture_id;
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u32 texture_id = 0;
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u16 animation_frame_length_ms;
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u8 animation_frame_count;
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u16 animation_frame_length_ms = 0;
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u8 animation_frame_count = 1;
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u8 material_type;
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u8 material_flags;
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u8 material_type = TILE_MATERIAL_BASIC;
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u8 material_flags =
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//0 // <- DEBUG, Use the one below
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MATERIAL_FLAG_BACKFACE_CULLING |
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MATERIAL_FLAG_TILEABLE_HORIZONTAL|
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MATERIAL_FLAG_TILEABLE_VERTICAL;
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//! If true, the tile has its own color.
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bool has_color;
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bool has_color = false;
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std::vector<FrameSpec> frames;
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*/
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struct TileSpec
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{
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TileSpec():
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rotation(0),
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emissive_light(0)
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{
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TileSpec() {
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for (int layer = 0; layer < MAX_TILE_LAYERS; layer++)
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layers[layer] = TileLayer();
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}
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&& emissive_light == other.emissive_light;
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}
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u8 rotation;
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u8 rotation = 0;
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//! This much light does the tile emit.
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u8 emissive_light;
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u8 emissive_light = 0;
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//! The first is base texture, the second is overlay.
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TileLayer layers[MAX_TILE_LAYERS];
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};
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