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https://github.com/TorqueGameEngines/Torque3D.git
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Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP
# Conflicts: # Engine/source/gfx/D3D11/gfxD3D11Device.cpp # Engine/source/lighting/lightManager.cpp # Templates/Full/game/levels/Empty Room.mis # Templates/Full/game/levels/Empty Terrain.mis
This commit is contained in:
commit
97ec99f704
235 changed files with 7064 additions and 3090 deletions
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@ -598,6 +598,7 @@ void PlatformWindowSDL::_processSDLEvent(SDL_Event &evt)
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SDL_GetWindowSize( mWindowHandle, &width, &height );
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mVideoMode.resolution.set( width, height );
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getGFXTarget()->resetMode();
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resizeEvent.trigger(getWindowId(), width, height);
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break;
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}
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@ -21,6 +21,7 @@
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//-----------------------------------------------------------------------------
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#include "windowManager/sdl/sdlWindowMgr.h"
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#include "platformSDL/sdlInputManager.h"
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#include "gfx/gfxDevice.h"
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#include "core/util/journal/process.h"
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#include "core/strings/unicode.h"
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@ -269,6 +270,13 @@ void PlatformWindowManagerSDL::_process()
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SDL_Event evt;
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while( SDL_PollEvent(&evt) )
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{
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if (evt.type >= SDL_JOYAXISMOTION && evt.type <= SDL_CONTROLLERDEVICEREMAPPED)
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{
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SDLInputManager* mgr = static_cast<SDLInputManager*>(Input::getManager());
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if (mgr)
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mgr->processEvent(evt);
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continue;
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}
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switch(evt.type)
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{
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case SDL_QUIT:
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@ -356,15 +364,16 @@ void PlatformWindowManagerSDL::_process()
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case(SDL_DROPCOMPLETE):
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{
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if (!Con::isFunction("onDropEnd"))
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break;
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Con::executef("onDropEnd");
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if (Con::isFunction("onDropEnd"))
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Con::executef("onDropEnd");
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break;
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}
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default:
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{
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//Con::printf("Event: %d", evt.type);
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#ifdef TORQUE_DEBUG
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Con::warnf("Unhandled SDL input event: 0x%04x", evt.type);
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#endif
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}
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}
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}
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@ -495,10 +504,12 @@ void InitWindowingSystem()
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AFTER_MODULE_INIT(gfx)
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{
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#if !defined(TORQUE_DEDICATED)
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int res = SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_EVENTS | SDL_INIT_NOPARACHUTE);
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AssertFatal(res != -1, avar("SDL error:%s", SDL_GetError()));
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// By default, SDL enables text input. We disable it on initialization, and
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// we will enable it whenever the time is right.
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SDL_StopTextInput();
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#endif
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}
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