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Misc code cleanups, little SkeletalSprite loading improvement.

- Removed some unused member variables.

- The BBGE_BUILD_WIDESCREEN define is now gone.

- Added an TiXMLDocument cache to prevent parsing the same file
once for each entity on the map with the same skeletal.

- Removed Lua func entity_warpToPathStart, which was essentially a no-op
because Entity::followingPath was always NULL. Removed related code.

- Set texture wrap only when required.

(Some changes taken from https://bitbucket.org/mattbierner/ios-aquaria,
special thanks for changeset 72d6460d9e60)
This commit is contained in:
fgenesis 2012-02-19 04:57:04 +01:00
parent 568178bbb4
commit 9b63b400d5
23 changed files with 209 additions and 764 deletions

View file

@ -983,7 +983,6 @@ public:
//bool createGlWindow(char* title, int width, int height, int bits, bool fullscreenflag);
bool createWindow(int width, int height, int bits, bool fullscreen, std::string windowTitle="");
//void setWindowTitle(const std::string &title); // func not yet written
void resize3D();
void clearBuffers();
void render(int startLayer=-1, int endLayer=-1, bool useFrameBufferIfAvail=true);
void showBuffer();
@ -1023,7 +1022,6 @@ public:
void toggleScreenMode(int t=0);
void enable2D(int pixelScaleX=0, int pixelScaleY=0, bool forcePixelScale=false);
void enable3D();
void addRenderObject(RenderObject *o, int layer=0);
void switchRenderObjectLayer(RenderObject *o, int toLayer);
void addResource(Resource *r);
@ -1123,8 +1121,6 @@ public:
int width, height;
int mode;
enum Modes { MODE_NONE=-1, MODE_3D=0, MODE_2D };
InterpolatedVector globalScale;
@ -1140,9 +1136,6 @@ public:
int fps;
bool loopDone;
std::vector<Light> lights;
Mouse mouse;
AfterEffectManager *afterEffectManager;