mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-13 16:07:40 +00:00
- temporarily disabled wipe code and removed old function stubs.
This still needs work. # Conflicts: # src/gl/data/gl_attributebuffer.cpp
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3 changed files with 4 additions and 28 deletions
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@ -888,10 +888,12 @@ void D_Display ()
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I_FreezeTime(true);
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I_FreezeTime(true);
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screen->End2D();
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screen->End2D();
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auto wipend = screen->WipeEndScreen ();
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auto wipend = screen->WipeEndScreen ();
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auto wiper = Wiper::Create(wipe_type);
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wipestart = I_msTime();
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wipestart = I_msTime();
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NetUpdate(); // send out any new accumulation
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NetUpdate(); // send out any new accumulation
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/*
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do
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do
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{
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{
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do
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do
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@ -908,7 +910,8 @@ void D_Display ()
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screen->End2DAndUpdate ();
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screen->End2DAndUpdate ();
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NetUpdate (); // [RH] not sure this is needed anymore
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NetUpdate (); // [RH] not sure this is needed anymore
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} while (!done);
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} while (!done);
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screen->WipeCleanup();
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*/
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delete wiper;
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I_FreezeTime(false);
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I_FreezeTime(false);
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GSnd->SetSfxPaused(false, 1);
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GSnd->SetSfxPaused(false, 1);
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}
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}
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@ -339,31 +339,6 @@ FTexture *DFrameBuffer::WipeEndScreen()
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return nullptr;
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return nullptr;
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}
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}
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//==========================================================================
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//
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// DFrameBuffer :: WipeDo
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//
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// Draws one frame of a screenwipe. Should be called no more than 35
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// times per second. If called less than that, ticks indicates how many
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// ticks have passed since the last call.
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//
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//==========================================================================
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bool DFrameBuffer::WipeDo(int ticks)
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{
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return false;
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}
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//==========================================================================
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//
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// DFrameBuffer :: WipeCleanup
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//
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//==========================================================================
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void DFrameBuffer::WipeCleanup()
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{
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}
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//==========================================================================
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//==========================================================================
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//
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//
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// DFrameBuffer :: InitPalette
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// DFrameBuffer :: InitPalette
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@ -472,8 +472,6 @@ public:
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// Screen wiping
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// Screen wiping
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virtual FTexture *WipeStartScreen();
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virtual FTexture *WipeStartScreen();
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virtual FTexture *WipeEndScreen();
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virtual FTexture *WipeEndScreen();
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virtual bool WipeDo(int ticks);
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virtual void WipeCleanup();
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virtual void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) { if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D(); }
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virtual void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) { if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D(); }
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