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