Big changes here.

Created a backend system for the window-input management. So now it will be a los easier to port to another windows library/platform.
Since this is a big commit, it's probably that some bugs where introduced, but i tested all that i could, and it's working fine.
I'll probably add a cursor manager backend because right now there is no cursor management at all, i removed the CreateCursor function because it was unusable.
This commit is contained in:
spartanj
2011-02-09 03:30:05 -03:00
parent 7937c4c4d4
commit 896be4d28a
75 changed files with 5133 additions and 2302 deletions

View File

@@ -1,5 +1,9 @@
#include "cparticlesystem.hpp"
#include "glhelper.hpp"
#include "ctexturefactory.hpp"
#include "../window/cengine.hpp"
using namespace EE::Window;
namespace EE { namespace Graphics {
@@ -30,8 +34,6 @@ cParticleSystem::cParticleSystem() :
mY2( 0.f )
{
EE = cEngine::instance();
TF = cTextureFactory::instance();
}
cParticleSystem::~cParticleSystem() {
@@ -259,6 +261,8 @@ void cParticleSystem::Reset(cParticle* P) {
}
void cParticleSystem::Draw() {
cTextureFactory * TF = cTextureFactory::instance();
TF->Bind( mTexId );
TF->SetPreBlendFunc( ALPHA_BLENDONE );
@@ -306,7 +310,7 @@ void cParticleSystem::Draw() {
}
void cParticleSystem::Update( const eeFloat& Time ) {
eeFloat Elapsed = ( Time == -99999.f ) ? EE->Elapsed() : Time;
eeFloat Elapsed = ( Time == -99999.f ) ? cEngine::instance()->Elapsed() : Time;
Uint32 i;
for ( i = 0; i < mPCount; i++ ) {