From 36f33da9a89d3ff607cf93cb9145acaca4b31c5c Mon Sep 17 00:00:00 2001 From: fgenesis Date: Sun, 20 Mar 2016 19:14:48 +0100 Subject: [PATCH] Remove some old, unused code --- BBGE/Quad.cpp | 38 -------------------------------------- BBGE/Quad.h | 5 ----- 2 files changed, 43 deletions(-) diff --git a/BBGE/Quad.cpp b/BBGE/Quad.cpp index a8c8f41..82b73ab 100644 --- a/BBGE/Quad.cpp +++ b/BBGE/Quad.cpp @@ -190,44 +190,6 @@ void Quad::resetGrid() } } -void Quad::spawnChildClone(float t) -{ - if (!this->texture) return; - Quad *q = new Quad; - q->setTexture(this->texture->name); - q->setLife(t+0.1f); - q->setDecayRate(1); - q->width = this->width; - q->height = this->height; - q->alpha = 1; - q->alpha.interpolateTo(0, t); - if (isfh()) - q->flipHorizontal(); - q->position = this->position; - q->followCamera = this->followCamera; - q->scale = this->scale; - q->offset = this->offset; - q->blendType = this->blendType; - - //q->parentManagedPointer = true; - //q->renderBeforeParent = false; - core->getTopStateData()->addRenderObject(q, this->layer); - //addChild(q); -} -/* -smoothly transition to texture -by creating a copy of the current quad on top and fading it out -*/ -void Quad::setTextureSmooth(const std::string &texture, float t) -{ - if (this->texture && !this->texture->name.empty()) - { - spawnChildClone(t); - //core->getTopStateData()->addRenderObject(q, this->layer); - } - this->setTexture(texture); -} - void Quad::initQuad() { repeatToFillScale = Vector(1,1); diff --git a/BBGE/Quad.h b/BBGE/Quad.h index 8c8ad98..ec35ba6 100644 --- a/BBGE/Quad.h +++ b/BBGE/Quad.h @@ -52,10 +52,6 @@ public: void flipVertical(); void flipHorizontal(); - void setTextureSmooth(const std::string &texture, float t); - void spawnChildClone(float t); - void burn(); - void unburn(); void setWidthHeight(float w, float h=-1); void setWidth(float w); void setHeight(float h); @@ -64,7 +60,6 @@ public: void setSegs(int x, int y, float dgox, float dgoy, float dgmx, float dgmy, float dgtm, bool dgo); void setDrawGridAlpha(int x, int y, float alpha); - void calculateQuadLighting(); void repeatTextureToFill(bool on); void refreshRepeatTextureToFill(); bool isRepeatingTextureToFill() const { return repeatingTextureToFill; }