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https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-22 17:49:43 +01:00
Extern gameScreen
, remove screenbuffer
I know earlier I removed the gameScreen extern in favor of using screenbuffer, but that was only to be consistent. After further consideration, I have found that it's actually really stupid. There's no reason to be accessing it through screenbuffer, and it's probably an artifact of 2.0-2.2 passing stack-allocated otherwise-global classes everywhere through function arguments. Also, it leads to stupid bugs where screenbuffer could potentially be NULL, which has already resulted in various annoying crashes in the past. Although those could be fixed by simply initializing screenbuffer at the very top of main(), but, why not just scrap the whole thing anyway? So that's what I'm doing. As a nice side effect, I've removed the transitive include of Screen.h from Graphics.h. This could've been done already since it only includes it for the pointer anyway, but it's still good to do it now.
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d0ffafe117
10 changed files with 37 additions and 64 deletions
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@ -16,6 +16,7 @@
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#include "KeyPoll.h"
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#include "Map.h"
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#include "Music.h"
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#include "Screen.h"
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#include "Script.h"
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#include "UtilityClass.h"
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@ -1921,10 +1922,10 @@ void editorinput(void)
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game.my = (float) key.my;
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ed.tilex=(game.mx - (game.mx%8))/8;
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ed.tiley=(game.my - (game.my%8))/8;
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if (graphics.screenbuffer->scalingMode == 1) {
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if (gameScreen.scalingMode == 1) {
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// In this mode specifically, we have to fix the mouse coordinates
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int winwidth, winheight;
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graphics.screenbuffer->GetWindowSize(&winwidth, &winheight);
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gameScreen.GetWindowSize(&winwidth, &winheight);
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ed.tilex = ed.tilex * 320 / winwidth;
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ed.tiley = ed.tiley * 240 / winheight;
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}
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@ -20,6 +20,7 @@
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#include "Map.h"
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#include "Music.h"
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#include "Network.h"
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#include "Screen.h"
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#include "Script.h"
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#include "UtilityClass.h"
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#include "Vlogging.h"
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@ -4326,13 +4327,8 @@ void Game::deserializesettings(tinyxml2::XMLElement* dataNode, ScreenSettings* s
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bool Game::savestats(bool sync /*= true*/)
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{
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if (graphics.screenbuffer == NULL)
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{
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return false;
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}
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ScreenSettings screen_settings;
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graphics.screenbuffer->GetSettings(&screen_settings);
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gameScreen.GetSettings(&screen_settings);
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return savestats(&screen_settings, sync);
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}
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@ -4596,13 +4592,8 @@ void Game::loadsettings(ScreenSettings* screen_settings)
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bool Game::savesettings(void)
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{
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if (graphics.screenbuffer == NULL)
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{
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return false;
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}
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ScreenSettings screen_settings;
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graphics.screenbuffer->GetSettings(&screen_settings);
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gameScreen.GetSettings(&screen_settings);
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return savesettings(&screen_settings);
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}
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@ -6094,7 +6085,7 @@ void Game::createmenu( enum Menu::MenuName t, bool samemenu/*= false*/ )
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case Menu::graphicoptions:
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option("toggle fullscreen");
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option("scaling mode");
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option("resize to nearest", graphics.screenbuffer->isWindowed);
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option("resize to nearest", gameScreen.isWindowed);
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option("toggle filter");
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option("toggle analogue");
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option("toggle vsync");
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@ -109,7 +109,6 @@ void Graphics::init(void)
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m = 0;
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linedelay = 0;
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menubuffer = NULL;
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screenbuffer = NULL;
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tempBuffer = NULL;
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warpbuffer = NULL;
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warpbuffer_lerp = NULL;
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@ -3014,7 +3013,7 @@ void Graphics::menuoffrender(void)
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BlitSurfaceStandard(tempBuffer, NULL, backBuffer, NULL);
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BlitSurfaceStandard(menubuffer, NULL, backBuffer, &offsetRect);
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screenbuffer->UpdateScreen(backBuffer, NULL);
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gameScreen.UpdateScreen(backBuffer, NULL);
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ClearSurface(backBuffer);
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}
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@ -3135,7 +3134,7 @@ void Graphics::flashlight(void)
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void Graphics::screenshake(void)
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{
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SDL_Rect shakeRect = {screenshake_x, screenshake_y, backBuffer->w, backBuffer->h};
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screenbuffer->UpdateScreen(backBuffer, &shakeRect);
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gameScreen.UpdateScreen(backBuffer, &shakeRect);
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ClearSurface(backBuffer);
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}
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@ -3148,12 +3147,7 @@ void Graphics::updatescreenshake(void)
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void Graphics::render(void)
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{
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if (screenbuffer == NULL)
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{
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return;
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}
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screenbuffer->UpdateScreen(backBuffer, NULL);
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gameScreen.UpdateScreen(backBuffer, NULL);
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}
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void Graphics::renderwithscreeneffects(void)
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@ -3180,7 +3174,7 @@ void Graphics::renderfixedpre(void)
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updatescreenshake();
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}
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if (screenbuffer != NULL && screenbuffer->badSignalEffect)
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if (gameScreen.badSignalEffect)
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{
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UpdateFilter();
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}
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@ -3414,10 +3408,7 @@ bool Graphics::reloadresources(void)
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images.push_back(grphx.im_image11);
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images.push_back(grphx.im_image12);
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if (screenbuffer != NULL)
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{
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screenbuffer->LoadIcon();
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}
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gameScreen.LoadIcon();
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music.destroy();
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music.init();
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@ -8,7 +8,6 @@
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#include "GraphicsResources.h"
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#include "GraphicsUtil.h"
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#include "Maths.h"
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#include "Screen.h"
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#include "Textbox.h"
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#include "TowerBG.h"
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@ -258,7 +257,6 @@ public:
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bool notextoutline;
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//buffer objects. //TODO refactor buffer objects
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SDL_Surface* backBuffer;
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Screen* screenbuffer;
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SDL_Surface* menubuffer;
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SDL_Surface* foregroundBuffer;
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SDL_Surface* tempBuffer;
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@ -13,6 +13,7 @@
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#include "MakeAndPlay.h"
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#include "Map.h"
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#include "Music.h"
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#include "Screen.h"
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#include "Script.h"
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#include "UtilityClass.h"
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#include "Vlogging.h"
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@ -559,7 +560,7 @@ static void menuactionpress(void)
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&& FILESYSTEM_openDirectory(FILESYSTEM_getUserLevelDirectory()))
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{
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music.playef(11);
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SDL_MinimizeWindow(graphics.screenbuffer->m_window);
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SDL_MinimizeWindow(gameScreen.m_window);
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}
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else
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{
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@ -604,30 +605,24 @@ static void menuactionpress(void)
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map.nexttowercolour();
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break;
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case Menu::graphicoptions:
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if (graphics.screenbuffer == NULL)
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{
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SDL_assert(0 && "Screenbuffer is NULL!");
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break;
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}
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switch (game.currentmenuoption)
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{
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case 0:
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music.playef(11);
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graphics.screenbuffer->toggleFullScreen();
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gameScreen.toggleFullScreen();
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game.savestatsandsettings_menu();
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break;
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case 1:
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music.playef(11);
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graphics.screenbuffer->toggleScalingMode();
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gameScreen.toggleScalingMode();
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game.savestatsandsettings_menu();
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break;
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case 2:
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// resize to nearest multiple
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if (graphics.screenbuffer->isWindowed)
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if (gameScreen.isWindowed)
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{
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music.playef(11);
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graphics.screenbuffer->ResizeToNearestMultiple();
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gameScreen.ResizeToNearestMultiple();
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game.savestatsandsettings_menu();
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}
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else
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@ -637,13 +632,13 @@ static void menuactionpress(void)
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break;
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case 3:
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music.playef(11);
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graphics.screenbuffer->toggleLinearFilter();
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gameScreen.toggleLinearFilter();
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game.savestatsandsettings_menu();
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break;
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case 4:
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//change smoothing
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music.playef(11);
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graphics.screenbuffer->badSignalEffect= !graphics.screenbuffer->badSignalEffect;
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gameScreen.badSignalEffect= !gameScreen.badSignalEffect;
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game.savestatsandsettings_menu();
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break;
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case 5:
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@ -651,7 +646,7 @@ static void menuactionpress(void)
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#if SDL_VERSION_ATLEAST(2, 0, 17)
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//toggle vsync
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music.playef(11);
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graphics.screenbuffer->toggleVSync();
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gameScreen.toggleVSync();
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game.savestatsandsettings_menu();
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#endif
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break;
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@ -9,6 +9,7 @@
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#include "GlitchrunnerMode.h"
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#include "Graphics.h"
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#include "Music.h"
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#include "Screen.h"
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#include "Vlogging.h"
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int inline KeyPoll::getThreshold(void)
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@ -67,10 +68,7 @@ bool KeyPoll::textentry(void)
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void KeyPoll::toggleFullscreen(void)
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{
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if (graphics.screenbuffer != NULL)
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{
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graphics.screenbuffer->toggleFullScreen();
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}
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gameScreen.toggleFullScreen();
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keymap.clear(); /* we lost the input due to a new window. */
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if (GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2))
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@ -337,7 +335,7 @@ void KeyPoll::Poll(void)
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{
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if (wasFullscreen)
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{
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graphics.screenbuffer->isWindowed = false;
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gameScreen.isWindowed = false;
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SDL_SetWindowFullscreen(
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SDL_GetWindowFromID(evt.window.windowID),
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SDL_WINDOW_FULLSCREEN_DESKTOP
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@ -359,8 +357,8 @@ void KeyPoll::Poll(void)
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if (SDL_strcmp(SDL_GetCurrentVideoDriver(), "x11") == 0)
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{
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wasFullscreen = !graphics.screenbuffer->isWindowed;
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graphics.screenbuffer->isWindowed = true;
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wasFullscreen = !gameScreen.isWindowed;
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gameScreen.isWindowed = true;
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SDL_SetWindowFullscreen(
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SDL_GetWindowFromID(evt.window.windowID),
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0
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@ -14,6 +14,7 @@
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#include "Map.h"
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#include "Maths.h"
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#include "Music.h"
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#include "Screen.h"
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#include "Script.h"
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#include "UtilityClass.h"
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#include "Version.h"
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}
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break;
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case Menu::graphicoptions:
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if (graphics.screenbuffer == NULL)
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{
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SDL_assert(0 && "Screenbuffer is NULL!");
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break;
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}
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switch (game.currentmenuoption)
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{
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case 0:
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graphics.bigprint( -1, 30, "Toggle Fullscreen", tr, tg, tb, true);
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graphics.Print( -1, 65, "Change to fullscreen/windowed mode.", tr, tg, tb, true);
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if (graphics.screenbuffer->isWindowed)
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if (gameScreen.isWindowed)
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{
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graphics.Print( -1, 85, "Current mode: WINDOWED", tr, tg, tb, true);
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}
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graphics.bigprint( -1, 30, "Scaling Mode", tr, tg, tb, true);
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graphics.Print( -1, 65, "Choose letterbox/stretch/integer mode.", tr, tg, tb, true);
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switch (graphics.screenbuffer->scalingMode)
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switch (gameScreen.scalingMode)
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{
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case 2:
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graphics.Print( -1, 85, "Current mode: INTEGER", tr, tg, tb, true);
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graphics.bigprint(-1, 30, "Resize to Nearest", tr, tg, tb, true);
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graphics.Print(-1, 65, "Resize to the nearest window size", tr, tg, tb, true);
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graphics.Print(-1, 75, "that is of an integer multiple.", tr, tg, tb, true);
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if (!graphics.screenbuffer->isWindowed)
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if (!gameScreen.isWindowed)
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{
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graphics.Print(-1, 95, "You must be in windowed mode", tr, tg, tb, true);
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graphics.Print(-1, 105, "to use this option.", tr, tg, tb, true);
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graphics.bigprint( -1, 30, "Toggle Filter", tr, tg, tb, true);
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graphics.Print( -1, 65, "Change to nearest/linear filter.", tr, tg, tb, true);
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if (graphics.screenbuffer->isFiltered)
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if (gameScreen.isFiltered)
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{
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graphics.Print( -1, 85, "Current mode: LINEAR", tr, tg, tb, true);
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}
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graphics.Print(-1, 75, "Edit the config file.", tr, tg, tb, true);
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#endif
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if (!graphics.screenbuffer->vsync)
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if (!gameScreen.vsync)
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{
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graphics.Print(-1, 85, "Current mode: VSYNC OFF", tr/2, tg/2, tb/2, true);
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}
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@ -1,3 +1,4 @@
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#define GAMESCREEN_DEFINITION
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#include "Screen.h"
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#include <SDL.h>
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@ -41,4 +41,8 @@ public:
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SDL_Surface* m_screen;
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};
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#ifndef GAMESCREEN_DEFINITION
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extern Screen gameScreen;
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#endif
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#endif /* SCREEN_H */
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@ -576,7 +576,6 @@ int main(int argc, char *argv[])
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game.loadsettings(&screen_settings);
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gameScreen.init(screen_settings);
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}
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graphics.screenbuffer = &gameScreen;
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graphics.create_buffers(gameScreen.GetFormat());
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