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staticboolTexture2DTo3D(void *pImageBuffer, int ImageWidth, int ImageHeight, int ImageColorChannelCount, int SplitCountWidth, int SplitCountHeight, void *pTarget3DImageData, int &Target3DImageWidth, int &Target3DImageHeight);
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@@ -209,7 +208,7 @@ class CCommandProcessorFragment_OpenGL2 : public CCommandProcessorFragment_OpenG
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intCGraphicsBackend_SDL_OpenGL::Init(constchar *pName, int *pScreen, int *pWidth, int *pHeight, int *pRefreshRate, int FsaaSamples, int Flags, int *pDesktopWidth, int *pDesktopHeight, int *pCurrentWidth, int *pCurrentHeight, IStorage *pStorage)
{
// print sdl version
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@@ -851,7 +868,7 @@ int CGraphicsBackend_SDL_OpenGL::Init(const char *pName, int *pScreen, int *pWid
// now change it back to fullscreen, this will restore the above set state, bcs SDL saves fullscreen modes appart from other video modes (as of SDL 2.0.16)
// now change it back to fullscreen, this will restore the above set state, bcs SDL saves fullscreen modes appart from other video modes (as of SDL 2.0.16)
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virtualintInit(constchar *pName, int *Screen, int *pWidth, int *pHeight, int *pRefreshRate, int FsaaSamples, int Flags, int *pDesktopWidth, int *pDesktopHeight, int *pCurrentWidth, int *pCurrentHeight, classIStorage *pStorage);
virtualintShutdown();
Expand All
@@ -253,17 +254,20 @@ class CGraphicsBackend_SDL_OpenGL : public CGraphicsBackend_Threaded
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auto &&CheckSelectionStart = [&](bool CheckOuter, int CursorX, int CursorY, int &SelectionChar, bool &SelectionUsedCase, float LastCharX, float LastCharWidth, float CharX, float CharWidth, float CharY) {
if(!SelectionStarted && !SelectionUsedCase)
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@@ -1110,15 +1106,11 @@ class CTextRender : public IEngineTextRender
}
};
auto &&CheckOutsideChar = [&](bool CheckOuter, int CursorX, int CursorY, float CharX, float CharWidth, float CharY) -> bool {
if((CharX + CharWidth / 2 > CursorX &&
CharY - Size <= CursorY &&
CharY > CursorY) ||
(CheckOuter &&
CharY <= CursorY))
{
returntrue;
}
returnfalse;
return (CharX + CharWidth / 2 > CursorX &&
CharY - Size <= CursorY &&
CharY > CursorY) ||
(CheckOuter &&
CharY <= CursorY);
};
auto &&CheckSelectionEnd = [&](bool CheckOuter, int CursorX, int CursorY, int &SelectionChar, bool &SelectionUsedCase, float CharX, float CharWidth, float CharY) {
if(SelectionStarted && !SelectionUsedCase)
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@@ -1402,7 +1394,7 @@ class CTextRender : public IEngineTextRender
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MACRO_CONFIG_STR(PlayerName, player_name, 16, "", CFGFLAG_SAVE | CFGFLAG_CLIENT, "Name of the player")
MACRO_CONFIG_STR(PlayerClan, player_clan, 12, "", CFGFLAG_SAVE | CFGFLAG_CLIENT, "Clan of the player")
MACRO_CONFIG_INT(PlayerCountry, player_country, -1, -1, 1000, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Country of the player")
MACRO_CONFIG_STR(PlayerName, player_name, 16, "", CFGFLAG_SAVE | CFGFLAG_CLIENT | CFGFLAG_INSENSITIVE, "Name of the player")
MACRO_CONFIG_STR(PlayerClan, player_clan, 12, "", CFGFLAG_SAVE | CFGFLAG_CLIENT | CFGFLAG_INSENSITIVE, "Clan of the player")
MACRO_CONFIG_INT(PlayerCountry, player_country, -1, -1, 1000, CFGFLAG_SAVE | CFGFLAG_CLIENT | CFGFLAG_INSENSITIVE, "Country of the player")
MACRO_CONFIG_STR(Password, password, 32, "", CFGFLAG_CLIENT | CFGFLAG_SERVER | CFGFLAG_NONTEEHISTORIC, "Password to the server")
MACRO_CONFIG_STR(Logfile, logfile, 128, "", CFGFLAG_SAVE | CFGFLAG_CLIENT | CFGFLAG_SERVER, "Filename to log all output to")
MACRO_CONFIG_INT(ConsoleOutputLevel, console_output_level, 0, 0, 2, CFGFLAG_CLIENT | CFGFLAG_SERVER, "Adjusts the amount of information in the console")
MACRO_CONFIG_INT(GfxBackgroundRender, gfx_backgroundrender, 1, 0, 1, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Render graphics when window is in background")
MACRO_CONFIG_INT(GfxTextOverlay, gfx_text_overlay, 10, 1, 100, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Stop rendering textoverlay in editor or with entities: high value = less details = more speed")
#if !defined(CONF_PLATFORM_MACOS)
MACRO_CONFIG_INT(GfxAsyncRenderOld, gfx_asyncrender_old, 1, 0, 1, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Do rendering async from the the update")
#else
MACRO_CONFIG_INT(GfxAsyncRenderOld, gfx_asyncrender_old, 0, 0, 0, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Do rendering async from the the update")
#endif
MACRO_CONFIG_INT(GfxTuneOverlay, gfx_tune_overlay, 20, 1, 100, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Stop rendering text overlay in tuning zone in editor: high value = less details = more speed")
MACRO_CONFIG_INT(GfxQuadAsTriangle, gfx_quad_as_triangle, 0, 0, 1, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Render quads as triangles (fixes quad coloring on some GPUs)")
MACRO_CONFIG_INT(ClPort, cl_port, 0, 0, 65535, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Port to use for client connections to server (0 to choose a random port, requires a restart)")
MACRO_CONFIG_INT(ClDummyPort, cl_dummy_port, 0, 0, 65535, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Port to use for dummy connections to server (0 to choose a random port, requires a restart)")
MACRO_CONFIG_INT(ClContactPort, cl_contact_port, 0, 0, 65535, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Port to use for serverinfo connections to server (0 to choose a random port, requires a restart)")
MACRO_CONFIG_STR(SvRulesLine10, sv_rules_line10, 128, "", CFGFLAG_SERVER, "Rules line 10")
MACRO_CONFIG_INT(SvTeam, sv_team, 1, 0, 3, CFGFLAG_SERVER | CFGFLAG_GAME, "Teams configuration (0 = off, 1 = on but optional, 2 = must play only with teams, 3 = forced random team only for you)")
MACRO_CONFIG_INT(SvTeamMaxSize, sv_max_team_size, MAX_CLIENTS, 1, MAX_CLIENTS, CFGFLAG_SERVER | CFGFLAG_GAME, "Maximum team size (from 2 to 64)")
MACRO_CONFIG_INT(SvMinTeamSize, sv_min_team_size, 2, 1, MAX_CLIENTS, CFGFLAG_SERVER | CFGFLAG_GAME, "Minimum team size (finishing in a team smaller than this size gives you no teamrank)")
MACRO_CONFIG_INT(SvMapVote, sv_map_vote, 1, 0, 1, CFGFLAG_SERVER, "Whether to allow /map")
MACRO_CONFIG_STR(SvAnnouncementFileName, sv_announcement_filename, 24, "announcement.txt", CFGFLAG_SERVER, "file which will have the announcement, each one at a line")
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