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https://github.com/glest/glest-source.git
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Fixed the god-awful indentation
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@@ -17,67 +17,75 @@
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using namespace Shared::Map;
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namespace Shared { namespace Graphics {
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namespace Shared {
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namespace Graphics {
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class GraphicsFactory;
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class Context;
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class Texture2D;
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class Model;
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class GraphicsFactory;
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class Context;
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class Texture2D;
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class Model;
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enum ResourceScope {
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rsGlobal,
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rsMenu,
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rsGame,
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enum ResourceScope {
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rsGlobal,
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rsMenu,
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rsGame,
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rsCount
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};
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rsCount
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};
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class RendererInterface {
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public:
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virtual Texture2D *newTexture2D(ResourceScope rs) = 0;
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virtual Model *newModel(ResourceScope rs,const string &path,bool deletePixMapAfterLoad=false,std::map<string,vector<pair<string, string> > > *loadedFileList=NULL, string *sourceLoader=NULL) = 0;
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class RendererInterface {
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public:
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virtual Texture2D *newTexture2D(ResourceScope rs) = 0;
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virtual Model *newModel(ResourceScope rs, const string &path, bool deletePixMapAfterLoad = false, std::map<string, vector<pair<string, string> > > *loadedFileList = NULL, string *sourceLoader = NULL) = 0;
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virtual ~RendererInterface() {}
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};
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virtual ~RendererInterface() {
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}
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};
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class RendererMapInterface {
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public:
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virtual void initMapSurface(int clientW, int clientH) = 0;
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virtual void renderMap(MapPreview *map, int x, int y, int clientW, int clientH, int cellSize, bool grid, bool heightMap, bool hideWater) = 0;
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class RendererMapInterface {
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public:
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virtual void initMapSurface(int clientW, int clientH) = 0;
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virtual void renderMap(MapPreview *map, int x, int y, int clientW, int clientH, int cellSize, bool grid, bool heightMap, bool hideWater) = 0;
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virtual ~RendererMapInterface() {}
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};
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virtual ~RendererMapInterface() {
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}
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};
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// =====================================================
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// class GraphicsInterface
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//
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/// Interface for the graphic engine
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// =====================================================
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// =====================================================
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// class GraphicsInterface
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//
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/// Interface for the graphic engine
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// =====================================================
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class GraphicsInterface {
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private:
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GraphicsFactory *graphicsFactory;
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Context *currentContext;
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class GraphicsInterface {
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private:
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GraphicsFactory *graphicsFactory;
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Context *currentContext;
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private:
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friend class TextureManager;
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friend class FontManager;
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private:
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friend class TextureManager;
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friend class FontManager;
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private:
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GraphicsInterface();
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GraphicsInterface(GraphicsInterface &);
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void operator=(GraphicsInterface &);
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private:
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GraphicsInterface();
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GraphicsInterface(GraphicsInterface &);
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void operator=(GraphicsInterface &);
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public:
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static GraphicsInterface &getInstance();
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public:
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static GraphicsInterface &getInstance();
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void setFactory(GraphicsFactory *graphicsFactory);
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void setCurrentContext(Context *context);
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void setFactory(GraphicsFactory *graphicsFactory);
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void setCurrentContext(Context *context);
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Context *getCurrentContext() const {return currentContext;}
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GraphicsFactory *getFactory() const {return graphicsFactory;}
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};
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Context *getCurrentContext() const {
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return currentContext;
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}
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GraphicsFactory *getFactory() const {
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return graphicsFactory;
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}
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};
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}}//end namespace
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}
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}//end namespace
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#endif
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