adding text surfaces to m_texts, switched floats to Uint8's for SDL_Color
git-svn-id: svn://anubis/anaglym/trunk@157 99a6e188-d820-4881-8870-2d33a10e2619
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4831fd7658
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12
Engine.cc
12
Engine.cc
@ -79,6 +79,7 @@ Engine::Engine(const string & path, Video & video)
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: m_video(video)
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: m_video(video)
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{
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{
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m_next_object_index = 1;
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m_next_object_index = 1;
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m_next_text_index = 1;
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m_eye[0] = 0;
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m_eye[0] = 0;
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m_eye[1] = -1;
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m_eye[1] = -1;
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m_eye[2] = 0;
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m_eye[2] = 0;
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@ -462,8 +463,8 @@ void Engine::debug_hook(lua_Debug * debug)
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}
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}
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}
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}
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int Engine::renderText(const char * text, int mode, float r, float g, float b,
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int Engine::renderText(const char * text, int mode, Uint8 r, Uint8 g, Uint8 b,
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float br, float bg, float bb)
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Uint8 br, Uint8 bg, Uint8 bb)
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{
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{
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SDL_Surface * surf = NULL;
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SDL_Surface * surf = NULL;
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SDL_Color color = {r, g, b};
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SDL_Color color = {r, g, b};
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@ -480,6 +481,13 @@ int Engine::renderText(const char * text, int mode, float r, float g, float b,
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surf = TTF_RenderText_Blended(m_font, text, color);
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surf = TTF_RenderText_Blended(m_font, text, color);
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break;
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break;
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}
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}
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if (surf != NULL)
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{
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int id = m_next_text_index++;
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m_texts[id] = surf;
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return id;
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}
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return 0;
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}
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}
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/* called by SDL when the update timer expires */
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/* called by SDL when the update timer expires */
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7
Engine.h
7
Engine.h
@ -135,8 +135,8 @@ class Engine
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bool import(const char * name);
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bool import(const char * name);
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GLuint loadTexture(const char * name);
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GLuint loadTexture(const char * name);
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void debug_hook(lua_Debug * debug);
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void debug_hook(lua_Debug * debug);
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int renderText(const char * text, int mode, float r, float g, float b,
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int renderText(const char * text, int mode, Uint8 r, Uint8 g, Uint8 b,
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float br = 0.0, float bg = 0.0, float bb = 0.0);
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Uint8 br = 0, Uint8 bg = 0, Uint8 bb = 0);
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/* lua services */
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/* lua services */
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int setCamera(lua_State * L);
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int setCamera(lua_State * L);
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@ -169,8 +169,9 @@ class Engine
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std::string m_engine_path;
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std::string m_engine_path;
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OdeWorld m_world;
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OdeWorld m_world;
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std::map<int, Object *> m_objects;
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std::map<int, Object *> m_objects;
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std::map<int, SDL_Surface *> m_texts;
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int m_next_object_index;
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int m_next_object_index;
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std::map<int, SDL_Surface *> m_texts;
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int m_next_text_index;
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GLdouble m_eye[3];
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GLdouble m_eye[3];
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GLdouble m_center[3];
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GLdouble m_center[3];
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GLdouble m_up[3];
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GLdouble m_up[3];
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