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Remove some old, unused code
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parent
e661743775
commit
36f33da9a8
2 changed files with 0 additions and 43 deletions
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@ -190,44 +190,6 @@ void Quad::resetGrid()
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}
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}
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}
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}
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void Quad::spawnChildClone(float t)
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{
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if (!this->texture) return;
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Quad *q = new Quad;
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q->setTexture(this->texture->name);
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q->setLife(t+0.1f);
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q->setDecayRate(1);
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q->width = this->width;
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q->height = this->height;
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q->alpha = 1;
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q->alpha.interpolateTo(0, t);
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if (isfh())
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q->flipHorizontal();
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q->position = this->position;
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q->followCamera = this->followCamera;
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q->scale = this->scale;
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q->offset = this->offset;
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q->blendType = this->blendType;
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//q->parentManagedPointer = true;
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//q->renderBeforeParent = false;
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core->getTopStateData()->addRenderObject(q, this->layer);
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//addChild(q);
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}
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/*
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smoothly transition to texture
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by creating a copy of the current quad on top and fading it out
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*/
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void Quad::setTextureSmooth(const std::string &texture, float t)
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{
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if (this->texture && !this->texture->name.empty())
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{
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spawnChildClone(t);
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//core->getTopStateData()->addRenderObject(q, this->layer);
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}
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this->setTexture(texture);
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}
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void Quad::initQuad()
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void Quad::initQuad()
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{
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{
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repeatToFillScale = Vector(1,1);
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repeatToFillScale = Vector(1,1);
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@ -52,10 +52,6 @@ public:
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void flipVertical();
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void flipVertical();
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void flipHorizontal();
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void flipHorizontal();
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void setTextureSmooth(const std::string &texture, float t);
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void spawnChildClone(float t);
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void burn();
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void unburn();
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void setWidthHeight(float w, float h=-1);
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void setWidthHeight(float w, float h=-1);
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void setWidth(float w);
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void setWidth(float w);
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void setHeight(float h);
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void setHeight(float h);
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@ -64,7 +60,6 @@ public:
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void setSegs(int x, int y, float dgox, float dgoy, float dgmx, float dgmy, float dgtm, bool dgo);
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void setSegs(int x, int y, float dgox, float dgoy, float dgmx, float dgmy, float dgtm, bool dgo);
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void setDrawGridAlpha(int x, int y, float alpha);
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void setDrawGridAlpha(int x, int y, float alpha);
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void calculateQuadLighting();
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void repeatTextureToFill(bool on);
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void repeatTextureToFill(bool on);
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void refreshRepeatTextureToFill();
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void refreshRepeatTextureToFill();
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bool isRepeatingTextureToFill() const { return repeatingTextureToFill; }
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bool isRepeatingTextureToFill() const { return repeatingTextureToFill; }
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