Mercurial > fife-parpg
annotate engine/core/controller/engine.cpp @ 669:46258f467c8c
* Fixed the clear screen problems. The screen is now automatically cleared every frame by the engine if there are no maps loaded. In the process I removed the setClearBackBuffer() function from the RenderBackend.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Mon, 08 Nov 2010 21:36:38 +0000 |
parents | 3944096d12ce |
children | ca1fcb96907d |
rev | line source |
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0
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1 /*************************************************************************** |
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2 * Copyright (C) 2005-2008 by the FIFE team * |
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3 * http://www.fifengine.de * |
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4 * This file is part of FIFE. * |
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5 * * |
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6 * FIFE is free software; you can redistribute it and/or * |
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7 * modify it under the terms of the GNU Lesser General Public * |
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8 * License as published by the Free Software Foundation; either * |
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9 * version 2.1 of the License, or (at your option) any later version. * |
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10 * * |
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11 * This library is distributed in the hope that it will be useful, * |
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12 * but WITHOUT ANY WARRANTY; without even the implied warranty of * |
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13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * |
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14 * Lesser General Public License for more details. * |
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15 * * |
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16 * You should have received a copy of the GNU Lesser General Public * |
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17 * License along with this library; if not, write to the * |
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18 * Free Software Foundation, Inc., * |
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19 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * |
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20 ***************************************************************************/ |
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21 |
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22 // Standard C++ library includes |
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23 #include <iostream> |
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24 #include <algorithm> |
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25 |
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26 // 3rd party library includes |
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27 #include <SDL.h> |
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28 #include <SDL_ttf.h> |
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29 |
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30 // FIFE includes |
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31 // These includes are split up in two parts, separated by one empty line |
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32 // First block: files included from the FIFE root src directory |
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33 // Second block: files included from the same folder |
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34 #include "util/base/exception.h" |
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35 #include "util/log/logger.h" |
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36 #include "util/time/timemanager.h" |
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37 #include "audio/soundmanager.h" |
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38 #include "gui/console/console.h" |
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39 #include "gui/guimanager.h" |
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40 #include "vfs/vfs.h" |
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41 #include "vfs/vfsdirectory.h" |
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42 #include "vfs/directoryprovider.h" |
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43 #ifdef HAVE_ZIP |
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44 #include "vfs/zip/zipprovider.h" |
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45 #endif |
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46 #include "eventchannel/eventmanager.h" |
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47 #include "video/imagepool.h" |
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48 #include "video/animationpool.h" |
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49 #include "audio/soundclippool.h" |
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50 #include "video/renderbackend.h" |
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51 #include "video/cursor.h" |
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* Added a simple method to query the default video card capabilities. This is still a work in progress. You can now get a list of ScreenModes the device supports. ScreenMode includes information on the screen resolution, if the mode is fullscreen/windowed and if it would use the OpenGL or SDL renderer.
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52 #include "video/devicecaps.h" |
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53 #ifdef HAVE_OPENGL |
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54 #include "video/opengl/fife_opengl.h" |
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55 #include "video/opengl/renderbackendopengl.h" |
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56 #include "gui/base/opengl/opengl_gui_graphics.h" |
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57 #endif |
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58 #include "gui/base/sdl/sdl_gui_graphics.h" |
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59 #include "gui/base/gui_font.h" |
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60 #include "video/sdl/renderbackendsdl.h" |
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61 #include "video/fonts/abstractfont.h" |
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62 #include "loaders/native/video_loaders/subimage_loader.h" |
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63 #include "loaders/native/video_loaders/image_loader.h" |
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64 #include "loaders/native/audio_loaders/ogg_loader.h" |
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65 #include "model/model.h" |
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66 #include "pathfinder/routepather/routepather.h" |
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67 #include "model/metamodel/grids/hexgrid.h" |
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68 #include "model/metamodel/grids/squaregrid.h" |
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69 #include "view/renderers/quadtreerenderer.h" |
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70 #include "view/renderers/gridrenderer.h" |
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71 #include "view/renderers/instancerenderer.h" |
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72 #include "view/renderers/coordinaterenderer.h" |
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73 #include "view/renderers/floatingtextrenderer.h" |
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74 #include "view/renderers/cellselectionrenderer.h" |
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75 #include "view/renderers/blockinginforenderer.h" |
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76 #include "view/renderers/genericrenderer.h" |
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77 #include "view/renderers/lightrenderer.h" |
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78 #include "video/image.h" |
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79 #include "gui/console/console.h" |
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80 #include "engine.h" |
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81 |
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82 #ifdef USE_COCOA |
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83 |
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84 #include <objc/message.h> |
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85 #include <dlfcn.h> |
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86 |
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87 int main(int argc, char **argv) |
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88 { |
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89 return 0; |
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90 } |
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91 #endif |
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92 |
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93 namespace FIFE { |
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94 static Logger _log(LM_CONTROLLER); |
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95 |
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96 Engine::Engine(): |
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97 m_renderbackend(0), |
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98 m_guimanager(0), |
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99 m_eventmanager(0), |
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100 m_soundmanager(0), |
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101 m_timemanager(0), |
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102 m_imagepool(0), |
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103 m_animpool(0), |
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104 m_soundclippool(0), |
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105 m_vfs(0), |
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106 m_model(0), |
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107 m_gui_graphics(0), |
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108 m_logmanager(0), |
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109 m_cursor(0), |
643
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110 m_settings(), |
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111 m_devcaps(), |
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112 m_changelisteners() { |
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113 #ifdef USE_COCOA |
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114 // The next lines ensure that Cocoa is initialzed correctly. |
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115 // This is needed for SDL to function properly on MAC OS X. |
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116 void* cocoa_lib; |
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117 cocoa_lib = dlopen( "/System/Library/Frameworks/Cocoa.framework/Cocoa", RTLD_LAZY ); |
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118 void (*nsappload)(void); |
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119 nsappload = (void(*)()) dlsym( cocoa_lib, "NSApplicationLoad"); |
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120 nsappload(); |
287
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121 |
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122 // Create an autorelease pool, so autoreleased SDL objects don't leak. |
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123 objc_object *NSAutoreleasePool = objc_getClass("NSAutoreleasePool"); |
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124 m_autoreleasePool = |
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125 objc_msgSend(NSAutoreleasePool, sel_registerName("new")); |
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126 #endif |
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127 preInit(); |
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128 } |
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129 |
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130 EngineSettings& Engine::getSettings() { |
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131 return m_settings; |
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132 } |
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133 |
642
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134 const DeviceCaps& Engine::getDeviceCaps() const { |
635
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135 return m_devcaps; |
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136 } |
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137 |
654
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138 Image* Engine::changeScreenMode(const ScreenMode& mode){ |
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139 m_cursor->invalidate(); |
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140 m_imagepool->invalidateLoadedImages(); |
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141 m_defaultfont->invalidate(); |
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142 m_guimanager->invalidateFonts(); |
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143 |
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144 Image* screen = m_renderbackend->setScreenMode(mode); |
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145 |
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146 m_guimanager->resizeTopContainer(0,0,mode.getWidth(), mode.getHeight()); |
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147 m_guimanager->getConsole()->reLayout(); |
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148 |
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149 std::vector<IEngineChangeListener*>::iterator i = m_changelisteners.begin(); |
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150 while (i != m_changelisteners.end()) { |
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151 (*i)->onScreenModeChanged(mode); |
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152 ++i; |
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153 } |
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154 |
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155 return screen; |
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156 } |
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157 |
0
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158 void Engine::preInit() { |
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159 m_logmanager = LogManager::instance(); |
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160 |
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161 FL_LOG(_log, "================== Engine pre-init start ================="); |
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162 m_timemanager = new TimeManager(); |
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163 FL_LOG(_log, "Time manager created"); |
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164 |
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165 FL_LOG(_log, "Creating VFS"); |
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166 m_vfs = new VFS(); |
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167 |
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168 FL_LOG(_log, "Adding root directory to VFS"); |
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169 m_vfs->addSource( new VFSDirectory(m_vfs) ); |
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170 m_vfs->addProvider( new DirectoryProvider() ); |
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171 #ifdef HAVE_ZIP |
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172 FL_LOG(_log, "Adding zip provider to VFS"); |
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173 m_vfs->addProvider( new ZipProvider() ); |
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174 #endif |
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175 //m_vfs->addProvider(ProviderDAT2()); |
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176 //m_vfs->addProvider(ProviderDAT1()); |
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177 FL_LOG(_log, "Engine pre-init done"); |
144
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178 m_destroyed = false; |
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179 } |
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180 |
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181 void Engine::init() { |
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182 FL_LOG(_log, "Engine initialize start"); |
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183 m_settings.validate(); |
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184 FL_LOG(_log, "Engine settings validated"); |
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185 |
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186 // If failed to init SDL throw exception. |
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187 if (SDL_Init(SDL_INIT_NOPARACHUTE | SDL_INIT_TIMER) < 0) { |
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188 throw SDLException(SDL_GetError()); |
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189 } |
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190 |
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191 SDL_EnableUNICODE(1); |
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192 SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); |
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193 TTF_Init(); |
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194 |
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195 FL_LOG(_log, "Creating event manager"); |
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196 m_eventmanager = new EventManager(); |
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197 |
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198 FL_LOG(_log, "Creating pools"); |
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199 m_imagepool = new ImagePool(); |
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200 m_animpool = new AnimationPool(); |
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201 m_soundclippool = new SoundClipPool(); |
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202 m_imagepool->addResourceLoader(new SubImageLoader()); |
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203 m_imagepool->addResourceLoader(new ImageLoader(m_vfs)); |
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204 m_soundclippool->addResourceLoader(new OggLoader(m_vfs)); |
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205 |
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206 FL_LOG(_log, "Creating render backend"); |
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207 std::string rbackend(m_settings.getRenderBackend()); |
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208 if (rbackend == "SDL") { |
425
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209 m_renderbackend = new RenderBackendSDL(m_settings.getColorKey()); |
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210 FL_LOG(_log, "SDL Render backend created"); |
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211 } else { |
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212 #ifdef HAVE_OPENGL |
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213 m_renderbackend = new RenderBackendOpenGL(m_settings.getColorKey()); |
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214 FL_LOG(_log, "OpenGL Render backend created"); |
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215 #else |
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216 m_renderbackend = new RenderBackendSDL(m_settings.getColorKey()); |
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217 // Remember the choice so we pick the right graphics class. |
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218 rbackend = "SDL"; |
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219 FL_WARN(_log, "Tried to select OpenGL, even though it is not compiled into the engine. Falling back to SDL Render backend"); |
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220 #endif |
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221 } |
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222 FL_LOG(_log, "Initializing render backend"); |
425
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223 m_renderbackend->setColorKeyEnabled(m_settings.isColorKeyEnabled()); |
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* The engine now checks to make sure the selected driver is supported by the users OS.
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224 |
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225 std::string driver = m_settings.getVideoDriver(); |
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226 std::vector<std::string> drivers = m_devcaps.getAvailableDrivers(); |
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227 |
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228 if (driver != ""){ |
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229 if (std::find (drivers.begin(), drivers.end(), driver) == drivers.end()) { |
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230 FL_WARN(_log, "Selected driver is not supported for your Operating System! Reverting to default driver."); |
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231 driver = ""; |
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232 } |
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233 } |
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234 |
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235 m_renderbackend->init(driver); |
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236 |
635
3094988564d5
* Added a simple method to query the default video card capabilities. This is still a work in progress. You can now get a list of ScreenModes the device supports. ScreenMode includes information on the screen resolution, if the mode is fullscreen/windowed and if it would use the OpenGL or SDL renderer.
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237 FL_LOG(_log, "Querying device capabilities"); |
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238 m_devcaps.fillDeviceCaps(); |
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239 |
650
51bbda7676f0
* Fixed some more integer definitions
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240 uint16_t bpp = m_settings.getBitsPerPixel(); |
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241 |
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242 m_screenMode = m_devcaps.getNearestScreenMode( |
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243 m_settings.getScreenWidth(), |
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244 m_settings.getScreenHeight(), |
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07b1cf8e92b5
* Major improvements to fife_math.h and added corresponding Python bindings. Users now have access to FIFE's internal math functions. These functions are recommended to be used by all clients if required. Note: this may cause some problems with certain compilers. I hope this wont have to be reverted. TODO: remove the static constant globals somehow.
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245 bpp, |
642
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246 rbackend, |
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247 m_settings.isFullScreen()); |
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248 |
0
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249 FL_LOG(_log, "Creating main screen"); |
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250 m_renderbackend->createMainScreen( |
642
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251 m_screenMode, |
61
18c2a21ac0ad
allow clients to set a custom window title and icon
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252 m_settings.getWindowTitle(), |
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253 m_settings.getWindowIcon()); |
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254 FL_LOG(_log, "Main screen created"); |
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255 |
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256 #ifdef HAVE_OPENGL |
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257 if( rbackend != "SDL" ) { |
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258 m_gui_graphics = new OpenGLGuiGraphics(*m_imagepool); |
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259 } |
661
e3140f01749d
* Merged the light branch back into trunk.
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260 |
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261 if (m_settings.getLightingModel() != 0) { |
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262 m_renderbackend->setLightingModel(m_settings.getLightingModel()); |
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263 } |
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264 |
0
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265 #endif |
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266 if( rbackend == "SDL" ) { |
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267 m_gui_graphics = new SdlGuiGraphics(*m_imagepool); |
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268 } |
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269 FL_LOG(_log, "Constructing GUI manager"); |
157
bb9902910067
input_rework merged!
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270 m_guimanager = new GUIManager(*m_imagepool); |
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input_rework merged!
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271 FL_LOG(_log, "Events bind to GUI manager"); |
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272 m_eventmanager->addSdlEventListener(m_guimanager); |
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273 |
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274 FL_LOG(_log, "Creating default font"); |
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275 m_defaultfont = m_guimanager->setDefaultFont( |
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276 m_settings.getDefaultFontPath(), |
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277 m_settings.getDefaultFontSize(), |
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278 m_settings.getDefaultFontGlyphs()); |
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279 FL_LOG(_log, "Initializing GUI manager"); |
654
5d6b1820b953
* Added the ability to change screen modes on the fly. This works both in OpenGL and SDL modes.
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280 m_guimanager->init(m_gui_graphics, m_renderbackend->getScreenWidth(), m_renderbackend->getScreenHeight()); |
0
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* Datasets becomes the new trunk and retires after that :-)
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281 FL_LOG(_log, "GUI manager initialized"); |
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282 SDL_EnableUNICODE(1); |
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283 |
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284 FL_LOG(_log, "Creating sound manager"); |
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* Datasets becomes the new trunk and retires after that :-)
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285 m_soundmanager = new SoundManager(m_soundclippool); |
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* Datasets becomes the new trunk and retires after that :-)
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286 m_soundmanager->setVolume(static_cast<float>(m_settings.getInitialVolume()) / 10); |
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* Datasets becomes the new trunk and retires after that :-)
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287 |
422
9d94f4676d17
Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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288 FL_LOG(_log, "Creating renderers"); |
9d94f4676d17
Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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289 m_renderers.push_back(new InstanceRenderer(m_renderbackend, 10, m_imagepool, m_animpool)); |
9d94f4676d17
Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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290 m_renderers.push_back(new GridRenderer(m_renderbackend, 20)); |
9d94f4676d17
Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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291 m_renderers.push_back(new CellSelectionRenderer(m_renderbackend, 30)); |
9d94f4676d17
Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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292 m_renderers.push_back(new BlockingInfoRenderer(m_renderbackend, 40)); |
9d94f4676d17
Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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293 m_renderers.push_back(new FloatingTextRenderer(m_renderbackend, 50, dynamic_cast<AbstractFont*>(m_defaultfont))); |
9d94f4676d17
Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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294 m_renderers.push_back(new QuadTreeRenderer(m_renderbackend, 60)); |
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Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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295 m_renderers.push_back(new CoordinateRenderer(m_renderbackend, 70, dynamic_cast<AbstractFont*>(m_defaultfont))); |
9d94f4676d17
Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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296 m_renderers.push_back(new GenericRenderer(m_renderbackend, 80, m_imagepool, m_animpool)); |
661
e3140f01749d
* Merged the light branch back into trunk.
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297 m_renderers.push_back(new LightRenderer(m_renderbackend, 90, m_imagepool, m_animpool)); |
422
9d94f4676d17
Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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298 |
0
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* Datasets becomes the new trunk and retires after that :-)
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299 FL_LOG(_log, "Creating model"); |
422
9d94f4676d17
Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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300 m_model = new Model(m_renderbackend, m_renderers, m_imagepool, m_animpool); |
0
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301 FL_LOG(_log, "Adding pathers to model"); |
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302 m_model->adoptPather(new RoutePather()); |
33
112fc4af772d
moved grid ownership to model in similar way as with pathers
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32
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303 FL_LOG(_log, "Adding grid prototypes to model"); |
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304 m_model->adoptCellGrid(new SquareGrid()); |
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moved grid ownership to model in similar way as with pathers
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305 m_model->adoptCellGrid(new HexGrid()); |
0
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* Datasets becomes the new trunk and retires after that :-)
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306 |
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307 m_cursor = new Cursor(m_imagepool, m_animpool, m_renderbackend); |
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308 FL_LOG(_log, "Engine intialized"); |
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* Datasets becomes the new trunk and retires after that :-)
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309 } |
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310 |
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311 Engine::~Engine() { |
144
d2f1e81fbe2c
* Fixed a scons issue, where libraries checked for C instead of C++
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312 if( !m_destroyed ) { |
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* Fixed a scons issue, where libraries checked for C instead of C++
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313 destroy(); |
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314 } |
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315 } |
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316 |
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* Fixed a scons issue, where libraries checked for C instead of C++
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317 void Engine::destroy() { |
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318 FL_LOG(_log, "Destructing engine"); |
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* Datasets becomes the new trunk and retires after that :-)
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319 delete m_cursor; |
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* Datasets becomes the new trunk and retires after that :-)
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320 delete m_model; |
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* Datasets becomes the new trunk and retires after that :-)
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321 delete m_soundmanager; |
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* Datasets becomes the new trunk and retires after that :-)
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322 delete m_guimanager; |
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323 delete m_gui_graphics; |
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324 |
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325 // Note the dependancy between image and animation pools |
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326 // as animations reference images they have to be deleted |
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* Datasets becomes the new trunk and retires after that :-)
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327 // before clearing the image pool. |
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* Datasets becomes the new trunk and retires after that :-)
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328 delete m_animpool; |
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* Datasets becomes the new trunk and retires after that :-)
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329 delete m_imagepool; |
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* Datasets becomes the new trunk and retires after that :-)
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330 delete m_eventmanager; |
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* Datasets becomes the new trunk and retires after that :-)
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331 |
422
9d94f4676d17
Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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332 // properly remove all the renderers created during init |
9d94f4676d17
Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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333 std::vector<RendererBase*>::iterator rendererIter = m_renderers.begin(); |
9d94f4676d17
Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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334 for ( ; rendererIter != m_renderers.end(); ++rendererIter) |
9d94f4676d17
Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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335 { |
9d94f4676d17
Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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336 delete *rendererIter; |
9d94f4676d17
Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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337 } |
9d94f4676d17
Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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338 m_renderers.clear(); |
9d94f4676d17
Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
vtchill@33b003aa-7bff-0310-803a-e67f0ece8222
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339 |
144
d2f1e81fbe2c
* Fixed a scons issue, where libraries checked for C instead of C++
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340 m_renderbackend->deinit(); |
d2f1e81fbe2c
* Fixed a scons issue, where libraries checked for C instead of C++
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341 delete m_renderbackend; |
d2f1e81fbe2c
* Fixed a scons issue, where libraries checked for C instead of C++
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342 |
0
4a0efb7baf70
* Datasets becomes the new trunk and retires after that :-)
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343 delete m_vfs; |
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* Datasets becomes the new trunk and retires after that :-)
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344 |
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* Datasets becomes the new trunk and retires after that :-)
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345 delete m_timemanager; |
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* Datasets becomes the new trunk and retires after that :-)
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346 |
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* Datasets becomes the new trunk and retires after that :-)
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|
347 TTF_Quit(); |
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* Datasets becomes the new trunk and retires after that :-)
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|
348 SDL_Quit(); |
646
07b1cf8e92b5
* Major improvements to fife_math.h and added corresponding Python bindings. Users now have access to FIFE's internal math functions. These functions are recommended to be used by all clients if required. Note: this may cause some problems with certain compilers. I hope this wont have to be reverted. TODO: remove the static constant globals somehow.
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349 |
287
fdb1e98fd8b6
* Create an autorelease pool, so autoreleased SDL objects don't leak (Mac OS X specific issue)
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350 #ifdef USE_COCOA |
fdb1e98fd8b6
* Create an autorelease pool, so autoreleased SDL objects don't leak (Mac OS X specific issue)
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351 objc_msgSend(m_autoreleasePool, sel_registerName("release")); |
fdb1e98fd8b6
* Create an autorelease pool, so autoreleased SDL objects don't leak (Mac OS X specific issue)
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352 #endif |
646
07b1cf8e92b5
* Major improvements to fife_math.h and added corresponding Python bindings. Users now have access to FIFE's internal math functions. These functions are recommended to be used by all clients if required. Note: this may cause some problems with certain compilers. I hope this wont have to be reverted. TODO: remove the static constant globals somehow.
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643
diff
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353 |
0
4a0efb7baf70
* Datasets becomes the new trunk and retires after that :-)
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354 FL_LOG(_log, "================== Engine destructed =================="); |
144
d2f1e81fbe2c
* Fixed a scons issue, where libraries checked for C instead of C++
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355 m_destroyed = true; |
0
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* Datasets becomes the new trunk and retires after that :-)
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356 //delete m_logmanager; |
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* Datasets becomes the new trunk and retires after that :-)
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357 } |
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* Datasets becomes the new trunk and retires after that :-)
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|
358 void Engine::initializePumping() { |
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* Datasets becomes the new trunk and retires after that :-)
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359 m_eventmanager->processEvents(); |
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360 } |
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361 |
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362 void Engine::pump() { |
83
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increased felt responsiveness by first processing events and then drawing the screen
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363 m_eventmanager->processEvents(); |
0
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364 m_renderbackend->startFrame(); |
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365 m_timemanager->update(); |
669
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* Fixed the clear screen problems. The screen is now automatically cleared every frame by the engine if there are no maps loaded. In the process I removed the setClearBackBuffer() function from the RenderBackend.
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366 |
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* Fixed the clear screen problems. The screen is now automatically cleared every frame by the engine if there are no maps loaded. In the process I removed the setClearBackBuffer() function from the RenderBackend.
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367 if (m_model->getNumMaps() == 0) { |
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* Fixed the clear screen problems. The screen is now automatically cleared every frame by the engine if there are no maps loaded. In the process I removed the setClearBackBuffer() function from the RenderBackend.
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368 m_renderbackend->clearBackBuffer(); |
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* Fixed the clear screen problems. The screen is now automatically cleared every frame by the engine if there are no maps loaded. In the process I removed the setClearBackBuffer() function from the RenderBackend.
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369 } |
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* Fixed the clear screen problems. The screen is now automatically cleared every frame by the engine if there are no maps loaded. In the process I removed the setClearBackBuffer() function from the RenderBackend.
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370 |
0
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371 m_model->update(); |
661
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* Merged the light branch back into trunk.
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372 #ifdef HAVE_OPENGL |
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373 if (m_settings.getLightingModel() == 1) { |
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374 m_renderbackend->disableLighting(); |
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375 } |
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376 #endif |
0
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377 m_guimanager->turn(); |
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378 m_cursor->draw(); |
661
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379 #ifdef HAVE_OPENGL |
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380 if (m_settings.getLightingModel() == 1) { |
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381 m_renderbackend->enableLighting(); |
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382 } |
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383 #endif |
0
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384 m_renderbackend->endFrame(); |
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385 } |
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* Datasets becomes the new trunk and retires after that :-)
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386 |
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* Datasets becomes the new trunk and retires after that :-)
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387 void Engine::finalizePumping() { |
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* Datasets becomes the new trunk and retires after that :-)
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388 // nothing here at the moment.. |
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* Datasets becomes the new trunk and retires after that :-)
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389 } |
654
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* Added the ability to change screen modes on the fly. This works both in OpenGL and SDL modes.
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390 |
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* Added the ability to change screen modes on the fly. This works both in OpenGL and SDL modes.
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391 void Engine::addChangeListener(IEngineChangeListener* listener) { |
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* Added the ability to change screen modes on the fly. This works both in OpenGL and SDL modes.
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392 m_changelisteners.push_back(listener); |
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393 } |
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* Added the ability to change screen modes on the fly. This works both in OpenGL and SDL modes.
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394 |
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* Added the ability to change screen modes on the fly. This works both in OpenGL and SDL modes.
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395 void Engine::removeChangeListener(IEngineChangeListener* listener) { |
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* Added the ability to change screen modes on the fly. This works both in OpenGL and SDL modes.
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396 std::vector<IEngineChangeListener*>::iterator i = m_changelisteners.begin(); |
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* Added the ability to change screen modes on the fly. This works both in OpenGL and SDL modes.
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397 while (i != m_changelisteners.end()) { |
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* Added the ability to change screen modes on the fly. This works both in OpenGL and SDL modes.
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398 if ((*i) == listener) { |
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* Added the ability to change screen modes on the fly. This works both in OpenGL and SDL modes.
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399 m_changelisteners.erase(i); |
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* Added the ability to change screen modes on the fly. This works both in OpenGL and SDL modes.
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400 return; |
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* Added the ability to change screen modes on the fly. This works both in OpenGL and SDL modes.
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401 } |
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* Added the ability to change screen modes on the fly. This works both in OpenGL and SDL modes.
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402 ++i; |
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* Added the ability to change screen modes on the fly. This works both in OpenGL and SDL modes.
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403 } |
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* Added the ability to change screen modes on the fly. This works both in OpenGL and SDL modes.
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404 } |
0
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* Datasets becomes the new trunk and retires after that :-)
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405 }//FIFE |
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* Datasets becomes the new trunk and retires after that :-)
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406 |
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* Datasets becomes the new trunk and retires after that :-)
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407 /* vim: set noexpandtab: set shiftwidth=2: set tabstop=2: */ |