Refactor the_game() to make it more understandable and maintainable.
The following is a record of 31 commits before squashing:
Revert "Remove m_ext_ptr in GUIFormSpecMenu, replaced by refcount mechanism"
This reverts commit b49e5cfc70
.
Basic reformatting with astyle
-- additional formatting will be modified, manually, as the need for it is encountered
Start "outlining" what a MinetestApp class might look like
Add MinetestApp::shutdown()
Converted class member functions to camelCase and created protos for new functions
First stage of connect to server done
Add get itemdefs/nodedefs/media code
Init clouds, camera, sky, init GUI, HUD
Input handling
Client events, camera, sound, draw
Fix wield hand getting stuck digging and add debug text back
Fix FPS
Added profiler graph back
Fix FPS issue
Need to work out what went wrong and clean up the copy/paste stuff
Annotate
Various:
Rewrote limitFps()
Limited scope of some variables
Jitter calcs
Reduce scope of objects
Move some stuff out of ::run and minor formatting cleanup
Scope reduction
Function splits
Removed old (broken) limitFps()
Added exception handling back
Fixed some formatting
Reverted commented out unit tests (uncommented them)
Slow clouds down on loading and media screens so the behaviour is like the original the_game()
Formatting/style (no functional changes)
Manually reapply upstream b49e5cf: Remove m_ext_ptr in GUIFormSpecMenu, replaced by refcount mechanism
Fixed silly errors on my part
Minor formatting cleanups
Removed strange differentiation in FPS limiting when loading
FPS limiting was done differently if cloud_menu_background was true, which does not make sense
Cleaning up
Add some comments
master
parent
9e811a92e7
commit
429ecb2b94
5597
src/game.cpp
5597
src/game.cpp
File diff suppressed because it is too large
Load Diff
55
src/game.h
55
src/game.h
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@ -35,11 +35,14 @@ class KeyList : protected std::list<KeyPress>
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{
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const_iterator f(begin());
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const_iterator e(end());
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while (f!=e) {
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while (f != e) {
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if (*f == key)
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return f;
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++f;
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}
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return e;
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}
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@ -47,16 +50,22 @@ class KeyList : protected std::list<KeyPress>
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{
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iterator f(begin());
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iterator e(end());
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while (f!=e) {
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while (f != e) {
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if (*f == key)
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return f;
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++f;
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}
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return e;
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}
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public:
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void clear() { super::clear(); }
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void clear()
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{
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super::clear();
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}
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void set(const KeyPress &key)
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{
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@ -67,6 +76,7 @@ public:
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void unset(const KeyPress &key)
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{
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iterator p(find(key));
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if (p != end())
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erase(p);
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}
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@ -74,6 +84,7 @@ public:
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void toggle(const KeyPress &key)
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{
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iterator p(this->find(key));
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if (p != end())
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erase(p);
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else
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@ -98,7 +109,7 @@ public:
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virtual bool isKeyDown(const KeyPress &keyCode) = 0;
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virtual bool wasKeyDown(const KeyPress &keyCode) = 0;
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virtual v2s32 getMousePos() = 0;
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virtual void setMousePos(s32 x, s32 y) = 0;
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@ -114,33 +125,31 @@ public:
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virtual bool getRightReleased() = 0;
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virtual void resetLeftReleased() = 0;
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virtual void resetRightReleased() = 0;
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virtual s32 getMouseWheel() = 0;
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virtual void step(float dtime) {};
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virtual void step(float dtime) {}
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virtual void clear() {};
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virtual void clear() {}
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};
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class ChatBackend; /* to avoid having to include chat.h */
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struct SubgameSpec;
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void the_game(
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bool &kill,
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bool random_input,
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InputHandler *input,
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IrrlichtDevice *device,
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gui::IGUIFont* font,
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std::string map_dir,
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std::string playername,
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std::string password,
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std::string address, // If "", local server is used
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u16 port,
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std::wstring &error_message,
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ChatBackend &chat_backend,
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const SubgameSpec &gamespec, // Used for local game
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bool simple_singleplayer_mode
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);
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void the_game(bool *kill,
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bool random_input,
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InputHandler *input,
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IrrlichtDevice *device,
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gui::IGUIFont *font,
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const std::string &map_dir,
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const std::string &playername,
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const std::string &password,
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const std::string &address, // If "", local server is used
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u16 port,
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std::wstring &error_message,
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ChatBackend &chat_backend,
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const SubgameSpec &gamespec, // Used for local game
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bool simple_singleplayer_mode);
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#endif
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@ -1861,7 +1861,7 @@ int main(int argc, char *argv[])
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g_touchscreengui = receiver->m_touchscreengui;
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#endif
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the_game(
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kill,
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&kill,
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random_input,
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input,
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device,
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