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https://github.com/love2d/love.git
synced 2026-08-14 01:20:56 +02:00
Misc. code cosmetics and improvements
This commit is contained in:
@@ -45,6 +45,7 @@ Graphics::Graphics()
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, lineWidth(1)
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, matrixLimit(0)
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, userMatrices(0)
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, colorMask()
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{
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currentWindow = love::window::sdl::Window::getSingleton();
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}
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@@ -35,11 +35,8 @@ namespace graphics
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namespace opengl
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{
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// OpenGL class instance singleton.
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OpenGL gl;
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OpenGL::OpenGL()
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: contexInitialized(false)
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: contextInitialized(false)
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, maxAnisotropy(1.0f)
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, state()
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{
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@@ -47,7 +44,7 @@ OpenGL::OpenGL()
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void OpenGL::initContext()
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{
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if (contexInitialized)
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if (contextInitialized)
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return;
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initOpenGLFunctions();
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@@ -99,15 +96,15 @@ void OpenGL::initContext()
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createDefaultTexture();
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contexInitialized = true;
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contextInitialized = true;
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}
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void OpenGL::deInitContext()
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{
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if (!contexInitialized)
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if (!contextInitialized)
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return;
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contexInitialized = false;
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contextInitialized = false;
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}
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void OpenGL::initOpenGLFunctions()
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@@ -396,6 +393,9 @@ graphics::Image::Wrap OpenGL::getTextureWrap()
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return w;
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}
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// OpenGL class instance singleton.
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OpenGL gl;
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} // opengl
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} // graphics
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} // love
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@@ -103,22 +103,22 @@ public:
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/**
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* Sets the image filter mode for the currently bound texture.
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* Returns the actual amount of anisotropic filtering set.
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*/
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**/
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float setTextureFilter(const graphics::Image::Filter &f);
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/**
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* Returns the image filter mode for the currently bound texture.
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*/
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**/
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graphics::Image::Filter getTextureFilter();
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/**
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* Sets the image wrap mode for the currently bound texture.
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*/
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**/
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void setTextureWrap(const graphics::Image::Wrap &w);
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/**
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* Returns the image wrap mode for the currently bound texture.
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*/
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**/
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graphics::Image::Wrap getTextureWrap();
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private:
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@@ -126,7 +126,7 @@ private:
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void initOpenGLFunctions();
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void createDefaultTexture();
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bool contexInitialized;
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bool contextInitialized;
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float maxAnisotropy;
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// Tracked OpenGL state.
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@@ -54,8 +54,8 @@ int w_getDimensions(lua_State *L);
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int w_isCreated(lua_State *L);
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int w_setScissor(lua_State *L);
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int w_getScissor(lua_State *L);
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int w_defineMask(lua_State *L);
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int w_setMask(lua_State *L);
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int w_newStencil(lua_State *L);
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int w_setStencil(lua_State *L);
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int w_setAlphaTest(lua_State *L);
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int w_getAlphaTest(lua_State *L);
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int w_newImage(lua_State *L);
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@@ -40,6 +40,7 @@ int w_ParticleSystem_setEmissionRate(lua_State *L);
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int w_ParticleSystem_setLifetime(lua_State *L);
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int w_ParticleSystem_setParticleLife(lua_State *L);
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int w_ParticleSystem_setPosition(lua_State *L);
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int w_ParticleSystem_setAreaSpread(lua_State *L);
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int w_ParticleSystem_setDirection(lua_State *L);
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int w_ParticleSystem_setSpread(lua_State *L);
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int w_ParticleSystem_setRelativeDirection(lua_State *L);
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@@ -58,6 +59,7 @@ int w_ParticleSystem_setOffset(lua_State *L);
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int w_ParticleSystem_getX(lua_State *L);
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int w_ParticleSystem_getY(lua_State *L);
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int w_ParticleSystem_getPosition(lua_State *L);
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int w_ParticleSystem_getAreaSpread(lua_State *L);
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int w_ParticleSystem_getDirection(lua_State *L);
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int w_ParticleSystem_getSpread(lua_State *L);
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int w_ParticleSystem_getOffsetX(lua_State *L);
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@@ -82,18 +82,12 @@ namespace math
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Math Math::instance;
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Math::Math()
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: rng(newRandomGenerator())
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: rng()
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{
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// prevent the runtime from free()-ing this
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retain();
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}
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Math::~Math()
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{
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if (rng)
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rng->release();
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}
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RandomGenerator *Math::newRandomGenerator()
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{
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return new RandomGenerator();
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@@ -41,18 +41,19 @@ class Math : public Module
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{
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private:
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RandomGenerator *rng;
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RandomGenerator rng;
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public:
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virtual ~Math();
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virtual ~Math()
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{}
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/**
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* @copydoc RandomGenerator::randomseed()
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**/
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inline void randomseed(uint64 seed)
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{
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rng->randomseed(seed);
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rng.randomseed(seed);
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}
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/**
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@@ -60,7 +61,7 @@ public:
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**/
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inline double random()
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{
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return rng->random();
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return rng.random();
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}
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/**
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@@ -68,7 +69,7 @@ public:
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**/
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inline double random(double max)
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{
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return rng->random(max);
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return rng.random(max);
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}
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/**
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@@ -76,7 +77,7 @@ public:
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**/
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inline double random(double min, double max)
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{
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return rng->random(min, max);
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return rng.random(min, max);
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}
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/**
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@@ -84,7 +85,7 @@ public:
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**/
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inline double randomnormal(double stddev)
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{
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return rng->randomnormal(stddev);
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return rng.randomnormal(stddev);
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}
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/**
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