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https://github.com/TorqueGameEngines/Torque3D.git
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BitfieldConsoleBaseType::setData definition
also, preserve saved out 0 and -1 numbers to resrver 'none' and 'all' ditch 'no' materialdefinition::animtype
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64103a58aa
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3 changed files with 28 additions and 8 deletions
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@ -223,6 +223,15 @@ class BitfieldConsoleBaseType : public ConsoleBaseType
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const U32 numEnums = tbl->getNumValues();
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bool first = true;
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if (dptrVal.testStrict(-1)) //test for all
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{
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return Con::getReturnBuffer("-1");
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}
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else if (!dptrVal.test(-1)) //test for none
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{
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return Con::getReturnBuffer("0");
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}
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for (U32 i = 0; i < numEnums; i++)
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{
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if (dptrVal.test(BIT(i)))
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@ -242,10 +251,25 @@ class BitfieldConsoleBaseType : public ConsoleBaseType
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return Con::getReturnBuffer(returnBuffer);
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}
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void setData( void* dptr, S32 argc, const char** argv, const EnumTable*, BitSet32 ) override
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void setData( void* dptr, S32 argc, const char** argv, const EnumTable* tbl, BitSet32 ) override
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{
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if( argc != 1 ) return; \
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*((S32 *) dptr) = dAtoui(argv[0]); \
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if( argc != 1 ) return;
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S32 retVal = dAtoui(argv[0]);
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if (retVal == 0 && retVal != -1) //zero we need to double check. -1 we know is all on
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{
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BitSet32 mask;
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if (!tbl) tbl = getEnumTable();
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const U32 numEnums = tbl->getNumValues();
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String inString(argv[0]);
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for (U32 i = 0; i < numEnums; i++)
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{
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if (inString.find((*tbl)[i].getName()) != String::NPos)
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mask.set(BIT(i));
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}
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retVal = mask;
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}
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*((S32*)dptr) = retVal;
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}
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};
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@ -71,7 +71,6 @@ ConsoleDocClass(Material,
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ImplementBitfieldType(MaterialAnimType,
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"The type of animation effect to apply to this material.\n"
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"@ingroup GFX\n\n")
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{ Material::No, "$No", "No animations.\n"},
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{ Material::Scroll, "$Scroll", "Scroll the material along the X/Y axis.\n"},
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{ Material::Rotate, "$Rotate" , "Rotate the material around a point.\n" },
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{ Material::Wave, "$Wave" , "Warps the material with an animation using Sin, Triangle or Square mathematics.\n" },
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@ -82,9 +81,7 @@ EndImplementBitfieldType;
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ImplementEnumType(MaterialBlendOp,
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"The type of graphical blending operation to apply to this material\n"
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"@ingroup GFX\n\n")
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{
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Material::None, "None", "Disable blending for this material."
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},
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{ Material::None, "None", "Disable blending for this material."},
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{ Material::Mul, "Mul", "Multiplicative blending." },
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{ Material::PreMul, "PreMul", "Premultiplied alpha." },
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{ Material::Add, "Add", "Adds the color of the material to the frame buffer with full alpha for each pixel." },
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@ -115,7 +115,6 @@ public:
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enum AnimType
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{
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No = 0,
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Scroll = BIT(0),
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Rotate = BIT(1),
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Wave = BIT(2),
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