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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)
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23 changed files with 209 additions and 764 deletions
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@ -983,7 +983,6 @@ public:
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//bool createGlWindow(char* title, int width, int height, int bits, bool fullscreenflag);
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bool createWindow(int width, int height, int bits, bool fullscreen, std::string windowTitle="");
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//void setWindowTitle(const std::string &title); // func not yet written
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void resize3D();
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void clearBuffers();
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void render(int startLayer=-1, int endLayer=-1, bool useFrameBufferIfAvail=true);
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void showBuffer();
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@ -1023,7 +1022,6 @@ public:
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void toggleScreenMode(int t=0);
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void enable2D(int pixelScaleX=0, int pixelScaleY=0, bool forcePixelScale=false);
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void enable3D();
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void addRenderObject(RenderObject *o, int layer=0);
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void switchRenderObjectLayer(RenderObject *o, int toLayer);
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void addResource(Resource *r);
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@ -1123,8 +1121,6 @@ public:
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int width, height;
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int mode;
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enum Modes { MODE_NONE=-1, MODE_3D=0, MODE_2D };
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InterpolatedVector globalScale;
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@ -1140,9 +1136,6 @@ public:
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int fps;
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bool loopDone;
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std::vector<Light> lights;
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Mouse mouse;
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AfterEffectManager *afterEffectManager;
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