cache rendering of UILabel
This commit is contained in:
parent
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commit
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107
TODO
107
TODO
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@ -1,26 +1,20 @@
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====================================================
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====================================================
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High priority TODO in order (before first public disclose)
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High priority TODO in order (before first public disclose)
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[bart] chat with tabs
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termiante chat
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[bart] scrollbar
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scrollbar
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[bart] scrollable widgets
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scrollable widgets
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[bart] complete miniwindow (close, minimize, resize)
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complete miniwindow (close, minimize, resize, move)
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[bart] move windows
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move windows
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[bart] add top menu buttons
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add top menu buttons
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[bart] console scrolling
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modules managment interface
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[bart] modules managment interface
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adjust interface design
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[bart] adjust interface design
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display exit box when exiting from game
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attack modes
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[baxnie] display exit box when exiting from game
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player status icons (poison, etc)
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[baxnie] auto walk
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container windows
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[baxnie] attack modes
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move items
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[baxnie] player status icons (poison, etc)
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use with
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[baxnie] container windows
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[baxnie] move items
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[baxnie] use with
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[baxnie] hotkeys window
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[baxnie] trade window
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[baxnie] battle list
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@ -28,25 +22,27 @@ High priority TODO in order (before first public disclose)
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Low priority TODO
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Low priority TODO
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== Core
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== Core
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[bart] review directories loading search
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review directories loading search
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[bart] load modules from zip packages
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load modules from zip packages
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[bart] create a class for reading binary files
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create a class for reading binary files
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[bart] rework lua/c++ logger
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rework lua/c++ logger
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[bart] make protocol class compatible with old tibia protocols
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ake protocol class compatible with old tibia protocols
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== Graphics
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== Graphics
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[bart] use CoordsBuffer in font
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use CoordsBuffer in font
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[bart] cache renders into framebuffers
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cache renders into framebuffers
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[bart] use hardware buffer
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use hardware buffer
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[bart] use indices
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use indices
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fix opacity and cached framebuffers conflict
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== Lua
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== Lua
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[bart] make possible to bind non LuaObject derived classes on lua engine (for usage with Point,Rect,Color,Size)
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make possible to bind non LuaObject derived classes on lua engine (for usage with Point,Rect,Color,Size)
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[bart] review usage of x,y/width,height in lua instead of point/size
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review usage of x,y/width,height in lua instead of point/size
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== Platform
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== Platform
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[bart] port to MacOs and iphone
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port to MacOs and iphone
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change win32 mouse cursor icon
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change win32 mouse cursor icon
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rework win32 key input system
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== UI
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== UI
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[bart] fix massive hotkeys when holding down a key
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[bart] fix massive hotkeys when holding down a key
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@ -66,26 +62,29 @@ change win32 mouse cursor icon
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[bart] make api to enable/disable capture of events to avoid massive event processing
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[bart] make api to enable/disable capture of events to avoid massive event processing
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[bart] review style apply system
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[bart] review style apply system
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== Client modules
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[bart] make possible to reload modules
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== Client
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== Client
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[bart] implement left panel with dragging windows
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make possible to reload modules
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[bart] clean sprites cache periodically
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terminal/console scrolling
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[bart] create a shader manager
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auto walk
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[bart] find a way to load map rendering styles
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hotkeys window
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[bart] move redering of creatures names, skulls, etc to UI
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trade window
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[bart] cache screen creatures in a list on map
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battle list
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[bart] handle corrupt errors in dat/spr
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implement left panel with dragging windows
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[bart] remake spr/dat using OTML and image files
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clean sprites cache periodically
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[bart] rework map tile rendering (cache visible tiles, etc)
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create a shader manager
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[bart] minimap window
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find a way to load map rendering styles
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[bart] draw lights using shaders
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move redering of creatures names, skulls, etc to UI
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[bart] limit FPS in options
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cache screen creatures in a list on map
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[bart] resize map, right panel
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handle corrupt errors in dat/spr
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[baxnie] do lua game event calls from Game instead from GameProtocol
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remake spr/dat using OTML and image files
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[baxnie] login queue
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rework map tile rendering (cache visible tiles, etc)
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[baxnie] questlog
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minimap window
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[baxnie] edit texts
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draw lights using shaders
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[baxnie] ignore list
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limit FPS in options
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[baxnie] viplist marks
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resize map, right panel
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do lua game event calls from Game instead from GameProtocol
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login queue
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questlog
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edit texts
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ignore list
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viplist marks
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@ -1,6 +1,6 @@
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Client = {}
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Client = {}
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local function setupWindow()
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function Client.init()
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g_window.show()
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g_window.show()
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g_window.setMinimumSize({ width = 600, height = 480 })
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g_window.setMinimumSize({ width = 600, height = 480 })
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@ -29,11 +29,8 @@ local function setupWindow()
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g_window.setIcon(resolvepath('clienticon.png'))
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g_window.setIcon(resolvepath('clienticon.png'))
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end
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end
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function Client.init()
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setupWindow()
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end
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function Client.terminate()
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function Client.terminate()
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-- save window configs
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Settings.set('window-size', g_window.getUnmaximizedSize())
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Settings.set('window-size', g_window.getUnmaximizedSize())
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Settings.set('window-pos', g_window.getUnmaximizedPos())
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Settings.set('window-pos', g_window.getUnmaximizedPos())
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Settings.set('window-maximized', g_window.isMaximized())
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Settings.set('window-maximized', g_window.isMaximized())
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@ -8,5 +8,5 @@ Module
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require 'options'
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require 'options'
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Options.init()
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Options.init()
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onUnload:
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onUnload: |
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Options.terminate()
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Options.terminate()
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@ -55,8 +55,8 @@ local function onWidgetStyleApply(widget, styleName, styleNode)
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end
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end
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end
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end
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--connect(UIWidget, { onStyleApply = onWidgetStyleApply,
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connect(UIWidget, { onStyleApply = onWidgetStyleApply,
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-- onHoverChange = onWidgetHoverChange})
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onHoverChange = onWidgetHoverChange})
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-- UIWidget extensions
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-- UIWidget extensions
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function UIWidget:setTooltip(text)
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function UIWidget:setTooltip(text)
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@ -42,6 +42,9 @@ FrameBuffer::~FrameBuffer()
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void FrameBuffer::resize(const Size& size)
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void FrameBuffer::resize(const Size& size)
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{
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{
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if(m_texture && m_texture->getSize() == size)
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return;
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internalBind();
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internalBind();
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m_texture = TexturePtr(new Texture(size.width(), size.height(), 4));
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m_texture = TexturePtr(new Texture(size.width(), size.height(), 4));
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m_texture->setSmooth(true);
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m_texture->setSmooth(true);
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case CompositionMode_Multiply:
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case CompositionMode_Multiply:
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glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
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break;
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break;
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case CompositionMode_Addition:
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case CompositionMode_Add:
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glBlendFunc(GL_ONE, GL_ONE);
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break;
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break;
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}
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}
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}
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}
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enum CompositionMode {
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enum CompositionMode {
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CompositionMode_Normal,
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CompositionMode_Normal,
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CompositionMode_Multiply,
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CompositionMode_Multiply,
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CompositionMode_Addition
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CompositionMode_Add
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};
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};
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void init();
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void init();
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void setCustomProgram(PainterShaderProgramPtr program);
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void setCustomProgram(PainterShaderProgramPtr program);
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void releaseCustomProgram() { m_customProgram = nullptr; }
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void releaseCustomProgram() { m_customProgram = nullptr; }
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void setCompositionMode(CompositionMode compositionMode);
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void setCompositionMode(CompositionMode compositionMode);
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void resetCompositionMode() { setCompositionMode(CompositionMode_Normal); }
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void setProjectionMatrix(const Matrix3& projectionMatrix) { m_projectionMatrix = projectionMatrix; }
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void setProjectionMatrix(const Matrix3& projectionMatrix) { m_projectionMatrix = projectionMatrix; }
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Matrix3 getProjectionMatrix() { return m_projectionMatrix; }
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Matrix3 getProjectionMatrix() { return m_projectionMatrix; }
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else if(childNode->value() == "multiply")
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else if(childNode->value() == "multiply")
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m_pCompositionMode = Painter::CompositionMode_Multiply;
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m_pCompositionMode = Painter::CompositionMode_Multiply;
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else if(childNode->value() == "addition")
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else if(childNode->value() == "addition")
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m_pCompositionMode = Painter::CompositionMode_Addition;
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m_pCompositionMode = Painter::CompositionMode_Add;
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}
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}
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}
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}
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break;
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break;
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case UnmapNotify:
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case UnmapNotify:
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m_visible = false;
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m_visible = false;
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releaseAllKeys();
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break;
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break;
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case FocusIn:
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case FocusIn:
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m_focused = true;
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m_focused = true;
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void initText();
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void initText();
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void parseTextStyle(const OTMLNodePtr& styleNode);
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void parseTextStyle(const OTMLNodePtr& styleNode);
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Boolean<true> m_textMustRecache;
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FrameBufferPtr m_textFramebuffer;
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Size m_textCachedBoxSize;
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protected:
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protected:
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void drawText(const Rect& screenCoords);
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void drawText(const Rect& screenCoords);
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void clearText() { setText(""); }
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void clearText() { setText(""); }
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void setText(const std::string& text);
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void setText(const std::string& text);
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void setTextAlign(Fw::AlignmentFlag align) { m_textAlign = align; }
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void setTextAlign(Fw::AlignmentFlag align) { m_textAlign = align; m_textMustRecache = true; }
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void setTextOffset(const Point& offset) { m_textOffset = offset; }
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void setTextOffset(const Point& offset) { m_textOffset = offset; m_textMustRecache = true; }
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void setFont(const std::string& fontName);
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void setFont(const std::string& fontName);
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std::string getText() { return m_text; }
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std::string getText() { return m_text; }
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#include "uitranslator.h"
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#include "uitranslator.h"
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#include <framework/graphics/fontmanager.h>
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#include <framework/graphics/fontmanager.h>
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#include <framework/graphics/painter.h>
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#include <framework/graphics/painter.h>
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#include <framework/graphics/framebuffer.h>
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void UIWidget::initText()
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void UIWidget::initText()
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{
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{
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void UIWidget::drawText(const Rect& screenCoords)
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void UIWidget::drawText(const Rect& screenCoords)
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{
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{
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g_painter.setColor(m_color);
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if(m_text.length() == 0 || m_color.a() == 0)
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if(m_text.length() > 0 && m_color.a() > 0) {
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return;
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Rect textRect = screenCoords;
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textRect.translate(m_textOffset);
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Size boxSize = screenCoords.size();
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m_font->renderText(m_text, textRect, m_textAlign, m_color);
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if(boxSize != m_textCachedBoxSize || m_textMustRecache) {
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if(!m_textFramebuffer)
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m_textFramebuffer = FrameBufferPtr(new FrameBuffer(boxSize));
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else
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m_textFramebuffer->resize(boxSize);
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m_textFramebuffer->bind();
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Rect virtualTextRect(0, 0, boxSize);
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virtualTextRect.translate(m_textOffset);
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g_painter.setCompositionMode(Painter::CompositionMode_Add);
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m_font->renderText(m_text, virtualTextRect, m_textAlign, Fw::white);
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g_painter.resetCompositionMode();
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m_textFramebuffer->release();
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m_textMustRecache = false;
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m_textCachedBoxSize = boxSize;
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}
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}
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g_painter.setColor(m_color);
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m_textFramebuffer->draw(screenCoords);
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}
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}
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void UIWidget::onTextChange(const std::string& text)
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void UIWidget::onTextChange(const std::string& text)
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void UIWidget::setText(const std::string& text)
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void UIWidget::setText(const std::string& text)
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{
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{
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if(m_text != text) {
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if(m_text == text)
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return;
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m_text = text;
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m_text = text;
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// update rect size
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// update rect size
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@ -82,11 +103,12 @@ void UIWidget::setText(const std::string& text)
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}
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}
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onTextChange(text);
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onTextChange(text);
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}
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m_textMustRecache = true;
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}
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}
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void UIWidget::setFont(const std::string& fontName)
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void UIWidget::setFont(const std::string& fontName)
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{
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{
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m_font = g_fonts.getFont(fontName);
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m_font = g_fonts.getFont(fontName);
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onFontChange(fontName);
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onFontChange(fontName);
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m_textMustRecache = true;
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}
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}
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@ -162,7 +162,7 @@ void Game::processWalkCancel(Otc::Direction direction)
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void Game::walk(Otc::Direction direction)
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void Game::walk(Otc::Direction direction)
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{
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{
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if(!isOnline() || isDead() || !checkBotProtection())
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if(!isOnline() || !m_localPlayer->isKnown() || isDead() || !checkBotProtection())
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return;
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return;
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if(m_localPlayer->isFollowing())
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if(m_localPlayer->isFollowing())
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@ -39,6 +39,9 @@ bool LocalPlayer::canWalk(Otc::Direction direction)
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// check for blockable tiles in the walk direction
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// check for blockable tiles in the walk direction
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TilePtr tile = g_map.getTile(m_pos + Position::getPosFromDirection(direction));
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TilePtr tile = g_map.getTile(m_pos + Position::getPosFromDirection(direction));
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if(!tile)
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return false;
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if(!tile->isWalkable()) {
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if(!tile->isWalkable()) {
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g_game.processTextMessage("statusSmall", "Sorry, not possible.");
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g_game.processTextMessage("statusSmall", "Sorry, not possible.");
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return false;
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return false;
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void setAttackingCreature(const CreaturePtr& creature);
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void setAttackingCreature(const CreaturePtr& creature);
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void setFollowingCreature(const CreaturePtr& creature);
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void setFollowingCreature(const CreaturePtr& creature);
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void setIcons(Otc::PlayerIcons icons) { m_icons = icons; }
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void setIcons(Otc::PlayerIcons icons) { m_icons = icons; }
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void setKnown(bool known) { m_known = known; }
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bool getCanReportBugs() { return m_canReportBugs; }
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bool getCanReportBugs() { return m_canReportBugs; }
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int getSkill(Otc::Skill skill, Otc::SkillType skillType) { return m_skills[skill][skillType]; }
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int getSkill(Otc::Skill skill, Otc::SkillType skillType) { return m_skills[skill][skillType]; }
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@ -42,6 +43,7 @@ public:
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CreaturePtr getFollowingCreature() { return m_followingCreature; }
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CreaturePtr getFollowingCreature() { return m_followingCreature; }
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Otc::PlayerIcons getIcons() { return m_icons; }
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Otc::PlayerIcons getIcons() { return m_icons; }
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bool isKnown() { return m_known; }
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bool isAttacking() { return m_attackingCreature != nullptr; }
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bool isAttacking() { return m_attackingCreature != nullptr; }
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bool isFollowing() { return m_followingCreature != nullptr; }
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bool isFollowing() { return m_followingCreature != nullptr; }
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@ -65,6 +67,7 @@ public:
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private:
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private:
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bool m_canReportBugs;
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bool m_canReportBugs;
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bool m_known;
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CreaturePtr m_attackingCreature, m_followingCreature;
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CreaturePtr m_attackingCreature, m_followingCreature;
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Otc::PlayerIcons m_icons;
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Otc::PlayerIcons m_icons;
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int m_skills[Otc::LastSkill][Otc::LastSkillType];
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int m_skills[Otc::LastSkill][Otc::LastSkillType];
|
||||||
|
|
|
@ -1142,6 +1142,10 @@ ThingPtr ProtocolGame::internalGetThing(InputMessage& msg)
|
||||||
creature->setEmblem(emblem);
|
creature->setEmblem(emblem);
|
||||||
creature->setPassable(passable);
|
creature->setPassable(passable);
|
||||||
creature->cancelWalk(direction);
|
creature->cancelWalk(direction);
|
||||||
|
|
||||||
|
if(creature == m_localPlayer) {
|
||||||
|
m_localPlayer->setKnown(true);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
thing = creature;
|
thing = creature;
|
||||||
|
|
Loading…
Reference in New Issue