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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

@ -23,19 +23,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "RenderObject.h"
class QuadLight
{
public:
QuadLight(Vector position, Vector color, int dist);
Vector position, color;
int dist;
static std::vector<QuadLight> quadLights;
static void addQuadLight(const QuadLight &quadLight);
static void clearQuadLights();
};
class OutlineRect : public RenderObject
{
public:
@ -78,7 +65,6 @@ 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 render();
void repeatTextureToFill(bool on);
void refreshRepeatTextureToFill();
bool isRepeatingTextureToFill() const { return repeatingTextureToFill; }
@ -88,8 +74,6 @@ public:
float getStripSegmentSize();
void resetStrip();
Vector ** getDrawGrid() { return drawGrid; }
static bool flipTY;
void reloadDevice();
@ -110,7 +94,6 @@ public:
char autoWidth, autoHeight; // char to save space
bool quadLighting;
bool renderQuad, renderBorder, renderCenter;
bool stripVert;
std::vector<Vector>strip;
@ -121,7 +104,6 @@ public:
protected:
bool repeatingTextureToFill;
Vector lightingColor;
float gridTimer;
int xDivs, yDivs;
Vector ** drawGrid;
@ -138,7 +120,6 @@ protected:
float drawGridTimeMultiplier;
bool drawGridOut;
static int _w2, _h2;
static Vector renderBorderColor;
void onSetTexture();