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Eliminating obsolete #ifdefs and friends (#26)
The following options have been applied globally, using unifdef(1): ```c #undef BBGE_BUILD_DIRECTX #define BBGE_BUILD_OPENGL 1 #define GL_GLEXT_LEGACY 1 #define HAVE_PUTENV 1 #define TIXML_USE_STL 1 #define BBGE_BUILD_SDL 1 ```
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dff33b0530
commit
276265be1d
54 changed files with 1 additions and 2248 deletions
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@ -89,13 +89,11 @@ Joystick::Joystick()
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{
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xinited = false;
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stickIndex = -1;
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#ifdef BBGE_BUILD_SDL
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# ifdef BBGE_BUILD_SDL2
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sdl_controller = NULL;
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sdl_haptic = NULL;
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# endif
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sdl_joy = NULL;
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#endif
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#if defined(__LINUX__) && !defined(BBGE_BUILD_SDL2)
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eventfd = -1;
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effectid = -1;
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@ -124,11 +122,8 @@ Joystick::Joystick()
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void Joystick::init(int stick)
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{
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#if defined(BBGE_BUILD_SDL) || defined(__LINUX__)
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std::ostringstream os;
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#endif
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#ifdef BBGE_BUILD_SDL
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stickIndex = stick;
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const int numJoy = SDL_NumJoysticks();
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os << "Found [" << numJoy << "] joysticks";
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@ -184,7 +179,6 @@ void Joystick::init(int stick)
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{
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debugLog("Not enough Joystick(s) found");
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}
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#endif
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#if defined(__LINUX__) && !defined(BBGE_BUILD_SDL2)
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os.seekp(0);
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@ -233,9 +227,6 @@ void Joystick::init(int stick)
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debugLog("after catch");
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#if !defined(BBGE_BUILD_SDL)
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inited = xinited;
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#endif
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#endif
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}
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@ -250,7 +241,6 @@ void Joystick::shutdown()
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eventfd = -1;
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}
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#endif
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#ifdef BBGE_BUILD_SDL
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#ifdef BBGE_BUILD_SDL2
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if (sdl_haptic)
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{
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@ -269,7 +259,6 @@ void Joystick::shutdown()
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SDL_JoystickClose(sdl_joy);
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sdl_joy = 0;
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}
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#endif
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}
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void Joystick::rumble(float leftMotor, float rightMotor, float time)
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@ -389,7 +378,6 @@ void Joystick::callibrate(Vector &calvec, float deadZone)
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void Joystick::update(float dt)
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{
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#ifdef BBGE_BUILD_SDL
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if (core->joystickEnabled && inited && sdl_joy && stickIndex != -1)
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{
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#ifdef BBGE_BUILD_SDL2
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@ -499,7 +487,6 @@ void Joystick::update(float dt)
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}
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#endif
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if (clearRumbleTime >= 0)
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{
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@ -533,24 +520,6 @@ void Joystick::update(float dt)
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#if !defined(BBGE_BUILD_SDL)
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buttons[0] = xinp.Gamepad.wButtons & XINPUT_GAMEPAD_A?DOWN:UP;
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buttons[1] = xinp.Gamepad.wButtons & XINPUT_GAMEPAD_B?DOWN:UP;
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buttons[2] = xinp.Gamepad.wButtons & XINPUT_GAMEPAD_X?DOWN:UP;
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buttons[3] = xinp.Gamepad.wButtons & XINPUT_GAMEPAD_Y?DOWN:UP;
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position = Vector(xinp.Gamepad.sThumbLX, xinp.Gamepad.sThumbLY)/32768.0f;
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position.y = -rightStick.y;
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rightStick = Vector(xinp.Gamepad.sThumbRX, xinp.Gamepad.sThumbRY)/32768.0f;
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rightStick.y = -rightStick.y;
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callibrate(position, deadZone1);
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callibrate(rightStick, deadZone2);
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#endif
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btnStart = xinp.Gamepad.wButtons & XINPUT_GAMEPAD_START;
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btnSelect = xinp.Gamepad.wButtons & XINPUT_GAMEPAD_BACK;
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