Merge branch 'master' into jgrpp
# Conflicts: # src/lang/french.txt # src/network/network_udp.cpp
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@@ -510,7 +510,7 @@ OpenGLBackend::~OpenGLBackend()
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_glDeleteBuffers(1, &this->anim_pbo);
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}
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if (_glDeleteTextures != nullptr) {
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ClearCursorCache();
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this->InternalClearCursorCache();
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OpenGLSprite::Destroy();
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_glDeleteTextures(1, &this->vid_texture);
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@@ -1082,12 +1082,7 @@ void OpenGLBackend::PopulateCursorCache()
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this->clear_cursor_cache = false;
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this->last_sprite_pal = (PaletteID)-1;
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Sprite *sp;
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while ((sp = this->cursor_cache.Pop()) != nullptr) {
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OpenGLSprite *sprite = (OpenGLSprite *)sp->data;
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sprite->~OpenGLSprite();
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free(sp);
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}
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this->InternalClearCursorCache();
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}
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this->cursor_pos = _cursor.pos;
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@@ -1113,6 +1108,19 @@ void OpenGLBackend::PopulateCursorCache()
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/**
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* Clear all cached cursor sprites.
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*/
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void OpenGLBackend::InternalClearCursorCache()
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{
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Sprite *sp;
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while ((sp = this->cursor_cache.Pop()) != nullptr) {
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OpenGLSprite *sprite = (OpenGLSprite *)sp->data;
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sprite->~OpenGLSprite();
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free(sp);
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}
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}
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/**
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* Queue a request for cursor cache clear.
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*/
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void OpenGLBackend::ClearCursorCache()
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{
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/* If the game loop is threaded, this function might be called
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@@ -77,6 +77,8 @@ private:
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const char *Init();
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bool InitShaders();
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void InternalClearCursorCache();
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void RenderOglSprite(OpenGLSprite *gl_sprite, PaletteID pal, int x, int y, ZoomLevel zoom);
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public:
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@@ -20,7 +20,7 @@
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/** The SDL video driver. */
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class VideoDriver_SDL_Base : public VideoDriver {
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public:
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VideoDriver_SDL_Base() : sdl_window(nullptr) {}
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VideoDriver_SDL_Base() : sdl_window(nullptr), buffer_locked(false) {}
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const char *Start(const StringList ¶m) override;
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@@ -41,7 +41,7 @@ class VideoDriver : public Driver {
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const uint DEFAULT_WINDOW_HEIGHT = 480u; ///< Default window height.
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public:
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VideoDriver() : is_game_threaded(true), change_blitter(nullptr) {}
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VideoDriver() : fast_forward_key_pressed(false), fast_forward_via_key(false), is_game_threaded(true), change_blitter(nullptr) {}
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/**
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* Mark a particular area dirty.
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@@ -21,7 +21,7 @@
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/** Base class for Windows video drivers. */
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class VideoDriver_Win32Base : public VideoDriver {
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public:
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VideoDriver_Win32Base() : main_wnd(nullptr), fullscreen(false) {}
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VideoDriver_Win32Base() : main_wnd(nullptr), fullscreen(false), buffer_locked(false) {}
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void Stop() override;
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