quick fix - gui doesn't compile in vc6 => remove from project
This was SVN commit r41.
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a4e9a0d374
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071dca65cc
@ -15,9 +15,9 @@
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#include "vfs.h"
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#include "vfs.h"
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#include "ia32.h"
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#include "ia32.h"
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///// janwas I added this
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#ifndef NO_GUI
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#include "gui/GUI.h"
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#include "gui/GUI.h"
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/////
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#endif
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u32 game_ticks;
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u32 game_ticks;
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@ -118,6 +118,8 @@ static int set_vmode(int w, int h, int bpp)
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}
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}
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// break out of main loop
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static bool quit = false;
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static bool handler(const SDL_Event& ev)
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static bool handler(const SDL_Event& ev)
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{
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{
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@ -131,7 +133,8 @@ static bool handler(const SDL_Event& ev)
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switch(c)
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switch(c)
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{
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{
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case SDLK_ESCAPE:
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case SDLK_ESCAPE:
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exit(0);
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quit = true;
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break;
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}
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}
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break;
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break;
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@ -200,10 +203,10 @@ const float x = 600.0f, y = 512.0f;
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glprintf("%d FPS", fps);
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glprintf("%d FPS", fps);
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////// janwas
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#ifndef NO_GUI
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glLoadIdentity();
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glLoadIdentity();
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g_GUI.Draw();
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g_GUI.Draw();
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//////
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#endif
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// restore
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// restore
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@ -230,13 +233,6 @@ int main(int argc, char* argv[])
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detect();
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detect();
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///// janwas: place this wherever
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new CGUI; // we should have a place for all singleton news
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g_GUI.Initialize();
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g_GUI.LoadXMLFile("hello.xml");
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//g_GUI.LoadXMLFile("sprite1.xml");
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/////
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// init SDL
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// init SDL
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if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_NOPARACHUTE) < 0)
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if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_NOPARACHUTE) < 0)
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{
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{
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@ -273,11 +269,27 @@ glEnable (GL_DEPTH_TEST);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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// TODO: all loading should go through the VFS; for now, we allow normal access
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// this has to come before VFS init, as it changes the current dir
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#ifndef NO_GUI
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new CGUI; // we should have a place for all singleton news
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g_GUI.Initialize();
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g_GUI.LoadXMLFile("hello.xml");
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//g_GUI.LoadXMLFile("sprite1.xml");
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#endif
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vfs_set_root(argv[0], "data");
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vfs_set_root(argv[0], "data");
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// tex = tex_load("0adlogo2.bmp");
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// tex = tex_load("0adlogo2.bmp");
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// tex_upload(tex);
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// tex_upload(tex);
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font = font_load("verdana.fnt");
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font = font_load("verdana.fnt");
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terr_init();
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terr_init();
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in_add_handler(handler);
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in_add_handler(handler);
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@ -287,7 +299,7 @@ in_add_handler(terr_handler);
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const double TICK_TIME = 30e-3; // [s]
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const double TICK_TIME = 30e-3; // [s]
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double time0 = get_time();
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double time0 = get_time();
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for(;;)
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while(!quit)
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{
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{
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// TODO: limiter in case simulation can't keep up?
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// TODO: limiter in case simulation can't keep up?
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double time1 = get_time();
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double time1 = get_time();
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@ -305,10 +317,10 @@ in_add_handler(terr_handler);
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calc_fps();
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calc_fps();
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}
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}
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///// Janwas place this wherever
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#ifndef NO_GUI
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g_GUI.Destroy();
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g_GUI.Destroy();
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delete CGUI::GetSingletonPtr(); // again, we should have all singleton deletes somewhere
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delete CGUI::GetSingletonPtr(); // again, we should have all singleton deletes somewhere
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/////
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#endif
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return 0;
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return 0;
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}
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}
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@ -235,15 +235,23 @@ SOURCE=..\gui\CGUISprite.h
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# End Source File
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# End Source File
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# Begin Source File
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# Begin Source File
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SOURCE=..\gui\GUI.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\gui\GUI.h
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SOURCE=..\gui\GUI.h
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# End Source File
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# End Source File
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# Begin Source File
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# Begin Source File
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SOURCE=..\gui\guimain.cpp
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SOURCE=..\gui\GUIbase.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\gui\GUIbase.h
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# End Source File
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# Begin Source File
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SOURCE=..\gui\GUIutil.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\gui\GUIutil.h
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# End Source File
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# End Source File
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# Begin Source File
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# Begin Source File
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@ -204,12 +204,16 @@
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RelativePath="..\gui\CGUISprite.cpp"/>
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RelativePath="..\gui\CGUISprite.cpp"/>
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<File
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<File
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RelativePath="..\gui\CGUISprite.h"/>
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RelativePath="..\gui\CGUISprite.h"/>
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<File
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RelativePath="..\gui\GUI.cpp"/>
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<File
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<File
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RelativePath="..\gui\GUI.h"/>
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RelativePath="..\gui\GUI.h"/>
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<File
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<File
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RelativePath="..\gui\guimain.cpp"/>
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RelativePath="..\gui\GUIbase.cpp"/>
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<File
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RelativePath="..\gui\GUIbase.h"/>
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<File
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RelativePath="..\gui\GUIutil.cpp"/>
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<File
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RelativePath="..\gui\GUIutil.h"/>
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<File
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<File
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RelativePath="..\gui\XercesErrorHandler.cpp"/>
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RelativePath="..\gui\XercesErrorHandler.cpp"/>
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<File
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<File
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