Make include-what-you-use happy with some files in source/tools/atlas
and fix what needs to be fixed.
Add "source" to include path for AtlasUI target to allow for absolute
includes. In the future all but one should be removed.
Drop check for at least boost 1.40.
Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Some return values can be assigned to a `const auto`, somewhere `dir` is
mutated so the whole result has to be assigned to a non `const` variable
and once only dir is used, so structured binding isn't used there.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful
Will add linter rule in seperate commit
Happy recompiling everyone!
Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
Adds camera control to Atlas player panel
Changes map reader to handle per-player starting camera position. See
#55
Adds entity name filter to Atlas object panel
Fixes bug in Atlas map settings (caused crash when object panel was not
loaded)
This was SVN commit r9617.
. the massive renaming undertaking: camelCase functions -> PascalCase.
. add some cppdoc.
. minor additional renaming improvements: e.g. GetIsClosed -> IsClosed
. in entity code, replace constructs like "pvec = new vector; return
pvec; use *pvec; delete pvec" with a simple stack variable passed as
output parameter (avoid unnecessary dynamic allocs)
. timer: simpler handling of raw ticks vs normal timer (less #if)
This was SVN commit r5017.
- Made some classes not be singletons, since there's no reason why they
should be.
- Made them non-global too (because globals have unclear lifetimes, and
make it harder to test things, etc). They're now owned by CGameView and
CWorld, and mostly accessed via g_Game or arguments (vaguely trying to
avoid the graphics code calling into the game code).
- Moved CGameView implementation into pimpl, so the header file isn't
so heavy.
- Changed a few pointers into references, to indicate that they're
never NULL.
This was SVN commit r4756.
* Skinning is done in a way that works when there's more than one bone
influencing a vertex.
* PMDs now store vertexes in world-space instead of bind-space. (The
loader converts the old-version PMDs so they still work.)
* Moved SkinPoint, SkinNormal into CModelDef so it could use them when
loading the old PMDs.
* Made the FastNormals approach non-optional, so the inverse-transpose
bone matrices could be removed. Changed the explanation of why it's a
valid approach.
* Quaternion: Made GetInverse assume that the quaternions have unit
length (which they do when they're representing 3D rotations).
* lib: Added support for DDS files that aren't a multiple of 4x4 (most
useful for 1x1, 2x2, etc that are still powers of two).
* Actor Viewer: Added white terrain texture to the minimal test mod, so
shadows are visible. Changed default so walk/run animations don't move
the unit along the ground.
* Removed some redundant repetition in doc comments.
* Removed some unnecessary #includes.
This was SVN commit r4696.
Also right-click-and-drag to rotate the camera vertically.
Fixed LookAt code (the algorithm in the gluLookAt man page seems to be
wrong).
This was SVN commit r4394.
Changed player-id code a bit so the entity and actor and unit should
stay in sync more often. (The entity/actor/unit mixing still looks a bit
dodgy and unreliable, though.)
Simplified console help code.
Allowed init/shutdown to be done with the simulation/world/etc parts
disabled (so the actor viewer can load faster).
This was SVN commit r4289.
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared
use. Disabled message-handling callback while blocked on the game, and
stopped creating dialog boxes inside the game thread in order to avoid
deadlocks (hopefully). Support multiple Views (for independent sets of
camera/update/render code). Recalculate territory boundaries when
necessary. Changed default list of animations to match those currently
used by actors.
# Tidied up more code.
Moved some more #includes out of .h files, to minimise unnecessary
compilation.
MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2
(use PI/2), MAX3, ABS (use abs)).
ObjectManager: Removed some ScEd-specific things.
Unit: Moved creation out of UnitManager, so units can be created without
adding to the manager. Changed CStr8 to the more conventional CStr.
app_hooks: Removed warning for setting multiple times.
win: Restored SEH catcher.
GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do
what it says it does ("force renderer to load everything") since we're
loading-on-demand most stuff and it doesn't seem especially useful since
we'd prefer to minimise loading times (but feel free to correct me if
I'm wrong). (And because it crashes when things need to be initialised
in a different order, so it's easier to remove than to understand and
fix it.)
PatchRData, Renderer: Work sensibly when there's no game (hence no LOS
manager, water, etc).
LOSManager: Use entity position instead of actor position when possible.
TerritoryManager: Allow delayed recalculations (so Atlas can issue lots
of move+recalculate commands per frame).
Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to
be deleted manually.
This was SVN commit r4261.
Interact.cpp: Added category to LOG calls.
Atlas: Renamed all handler source files, so they won't conflict with
other files of the same name. (Fixes bug #77)
This was SVN commit r3721.
2006-04-03 21:08:58 +00:00
Renamed from source/tools/atlas/GameInterface/Handlers/CameraCtrl.cpp (Browse further)