mirror of
https://github.com/SpartanJ/eepp.git
synced 2026-07-23 03:02:50 +03:00
Removed unused code on HaikuTTF.
Changed cZip class, now use another library ( libzip and zlib ).
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@@ -1,8 +1,8 @@
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#include "../ee.h"
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/**
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@TODO Create a Vertex Buffer Object class ( with and without GL_ARB_vertex_buffer_object ).
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@TODO Add support for Frame Buffer Object and to switch rendering to FBO and Screen.
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@TODO Create a Vertex Buffer Object class ( with and without GL_ARB_vertex_buffer_object ).
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@TODO Create a basic UI system ( add basic controls, add skinning support ).
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@TODO Support multitexturing.
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@TODO Encapsulate SDL and OpenGL ( and remove unnecessary dependencies ).
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@@ -66,7 +66,6 @@ class cEETest : private cThread {
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void Process();
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void Render();
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void Input();
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void InputCallback(EE_Event* event);
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void ParticlesCallback(cParticle* P, cParticleSystem* Me);
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void ParticlesThread();
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@@ -250,8 +249,6 @@ void cEETest::Init() {
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PS.resize(5);
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KM->PushCallback( std::bind1st( std::mem_fun( &cEETest::InputCallback ), this) );
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Scenes[0] = boost::bind( &cEETest::Screen1, this );
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Scenes[1] = boost::bind( &cEETest::Screen2, this );
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Scenes[2] = boost::bind( &cEETest::Screen3, this );
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@@ -437,8 +434,11 @@ void cEETest::LoadTextures() {
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std::vector<std::string> files = PakTest.GetFileList();
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for ( i = 0; i < files.size(); i++ ) {
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if ( "jpg" == FileExtension( files[i] ) )
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mResLoad.Add( new cTextureLoader( &PakTest, files[i] ) );
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std::string name( files[i] );
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if ( "jpg" == FileExtension( name ) ) {
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mResLoad.Add( new cTextureLoader( &PakTest, name ) );
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}
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}
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mResLoad.Add( new cSoundLoader( &SndMng, "mysound", &PAK, "sound.ogg" ) );
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@@ -1070,7 +1070,9 @@ void cEETest::Input() {
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if ( KM->IsKeyUp(KEY_D) )
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SP.ReverseAnim( !SP.ReverseAnim() );
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if ( !KM->MouseRightPressed() )
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if ( KM->MouseRightPressed() )
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DrawBack = true;
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else
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DrawBack = false;
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if ( KM->IsKeyUp( KEY_P ) )
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@@ -1122,15 +1124,6 @@ void cEETest::End() {
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cEngine::DestroySingleton();
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}
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void cEETest::InputCallback(EE_Event* event) {
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switch(event->type) {
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case SDL_MOUSEBUTTONDOWN:
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if (event->button.button == SDL_BUTTON_RIGHT)
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DrawBack = true;
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break;
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}
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}
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void cEETest::ParticlesCallback(cParticle* P, cParticleSystem* Me) {
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eeFloat x, y, radio;
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radio = (eeRandf(1.f, 1.2f) + sin( 20.0f / P->Id() )) * 24;
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