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https://github.com/ZDoom/gzdoom-gles.git
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- c_dispatch header cleanup and splitting of gamestate into a separate header, to avoid polluting low level code with game specific headers.
This commit is contained in:
parent
b7ff7302e5
commit
31fbff85f4
7 changed files with 39 additions and 38 deletions
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@ -39,6 +39,12 @@ extern "C" int myvsnprintf(char* buffer, size_t count, const char* format, va_li
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#define TEXTCOLOR_SAPPHIRE "\034Y"
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#define TEXTCOLOR_SAPPHIRE "\034Y"
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#define TEXTCOLOR_TEAL "\034Z"
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#define TEXTCOLOR_TEAL "\034Z"
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#define TEXTCOLOR_NORMAL "\034-"
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#define TEXTCOLOR_BOLD "\034+"
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#define TEXTCOLOR_CHAT "\034*"
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#define TEXTCOLOR_TEAMCHAT "\034!"
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// game print flags
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// game print flags
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enum
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enum
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{
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{
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@ -40,22 +40,20 @@
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#include <ctype.h>
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#include <ctype.h>
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#include "templates.h"
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#include "templates.h"
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#include "doomtype.h"
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#include "cmdlib.h"
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#include "cmdlib.h"
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#include "c_console.h"
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#include "c_console.h"
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#include "c_dispatch.h"
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#include "c_dispatch.h"
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#include "m_argv.h"
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#include "m_argv.h"
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#include "g_game.h"
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#include "gamestate.h"
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#include "d_player.h"
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#include "configfile.h"
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#include "configfile.h"
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#include "v_text.h"
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#include "printf.h"
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#include "c_cvars.h"
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#include "c_buttons.h"
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// Todo: Get rid of
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#include "d_net.h"
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#include "d_net.h"
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#include "d_main.h"
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#include "d_main.h"
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#include "serializer.h"
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#include "menu/menu.h"
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#include "vm.h"
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#include "g_levellocals.h"
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#include "c_buttons.h"
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// MACROS ------------------------------------------------------------------
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// MACROS ------------------------------------------------------------------
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@ -1089,7 +1087,7 @@ bool C_ExecFile (const char *file)
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exec->ExecCommands();
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exec->ExecCommands();
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if (exec->Pullins.Size() > 0)
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if (exec->Pullins.Size() > 0)
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{
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{
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Printf(TEXTCOLOR_BOLD "Notice: Pullin files were ignored.\n");
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Printf(TEXTCOLOR_RED "Notice: Pullin files were ignored.\n");
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}
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}
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delete exec;
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delete exec;
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}
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}
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@ -56,6 +56,7 @@ struct FExecList
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};
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};
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extern bool ParsingKeyConf, UnsafeExecutionContext;
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extern bool ParsingKeyConf, UnsafeExecutionContext;
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extern FString StoredWarp; // [RH] +warp at the command line
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extern bool CheckCheatmode (bool printmsg = true);
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extern bool CheckCheatmode (bool printmsg = true);
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@ -64,8 +64,6 @@ extern FString startmap; // [RH] Actual map name now
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extern bool autostart;
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extern bool autostart;
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extern FString StoredWarp; // [RH] +warp at the command line
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// Selected by user.
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// Selected by user.
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EXTERN_CVAR (Int, gameskill);
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EXTERN_CVAR (Int, gameskill);
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extern int NextSkill; // [RH] Skill to use at next level load
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extern int NextSkill; // [RH] Skill to use at next level load
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22
src/g_game.h
22
src/g_game.h
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@ -32,28 +32,8 @@ struct event_t;
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#include "dobjgc.h"
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#include "dobjgc.h"
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#include "name.h"
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#include "name.h"
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#include "gamestate.h"
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// The current state of the game: whether we are
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// playing, gazing at the intermission screen,
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// the game final animation, or a demo.
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enum gamestate_t : int
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{
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GS_LEVEL,
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GS_INTERMISSION,
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GS_FINALE,
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GS_DEMOSCREEN,
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GS_FULLCONSOLE, // [RH] Fullscreen console
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GS_HIDECONSOLE, // [RH] The menu just did something that should hide fs console
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GS_STARTUP, // [RH] Console is fullscreen, and game is just starting
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GS_TITLELEVEL, // [RH] A combination of GS_LEVEL and GS_DEMOSCREEN
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GS_FORCEWIPE = -1,
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GS_FORCEWIPEFADE = -2,
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GS_FORCEWIPEBURN = -3,
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GS_FORCEWIPEMELT = -4
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};
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extern gamestate_t gamestate;
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// wipegamestate can be set to -1
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// wipegamestate can be set to -1
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// to force a wipe on the next draw
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// to force a wipe on the next draw
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@ -46,11 +46,6 @@ struct FBrokenLines
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#define TEXTCOLOR_ESCAPE '\034'
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#define TEXTCOLOR_ESCAPE '\034'
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#define TEXTCOLOR_ESCAPESTR "\034"
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#define TEXTCOLOR_ESCAPESTR "\034"
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#define TEXTCOLOR_NORMAL "\034-"
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#define TEXTCOLOR_BOLD "\034+"
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#define TEXTCOLOR_CHAT "\034*"
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#define TEXTCOLOR_TEAMCHAT "\034!"
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TArray<FBrokenLines> V_BreakLines (FFont *font, int maxwidth, const uint8_t *str, bool preservecolor = false);
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TArray<FBrokenLines> V_BreakLines (FFont *font, int maxwidth, const uint8_t *str, bool preservecolor = false);
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inline TArray<FBrokenLines> V_BreakLines (FFont *font, int maxwidth, const char *str, bool preservecolor = false)
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inline TArray<FBrokenLines> V_BreakLines (FFont *font, int maxwidth, const char *str, bool preservecolor = false)
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23
src/gamestate.h
Normal file
23
src/gamestate.h
Normal file
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@ -0,0 +1,23 @@
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#pragma once
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// The current state of the game: whether we are
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// playing, gazing at the intermission screen,
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// the game final animation, or a demo.
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enum gamestate_t : int
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{
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GS_LEVEL,
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GS_INTERMISSION,
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GS_FINALE,
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GS_DEMOSCREEN,
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GS_FULLCONSOLE, // [RH] Fullscreen console
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GS_HIDECONSOLE, // [RH] The menu just did something that should hide fs console
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GS_STARTUP, // [RH] Console is fullscreen, and game is just starting
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GS_TITLELEVEL, // [RH] A combination of GS_LEVEL and GS_DEMOSCREEN
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GS_FORCEWIPE = -1,
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GS_FORCEWIPEFADE = -2,
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GS_FORCEWIPEBURN = -3,
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GS_FORCEWIPEMELT = -4
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};
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extern gamestate_t gamestate;
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