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path: root/src/particles.cpp
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* Soft node overlay (#5186)Dániel Juhász2017-04-21
* Add hardware node coloring. Includes:Dániel Juhász2017-01-23
* Add particle animation, glowsfan52017-01-18
* Environment & IGameDef code refactoring (#4985)Ner'zhul2017-01-09
* Add 2D sheet animation for nodessfan52017-01-02
* Move TileAnimation code to seperate filesfan52017-01-02
* Particles: Make attached particle spawners respect the parent's yaworwell962016-11-18
* Revert "Adding particle blend, glow and animation (#4705)"sfan52016-11-14
* Adding particle blend, glow and animation (#4705)Foghrye42016-11-15
* ParticleSpawner: fix offset being added twiceGael-de-Sailly2016-10-25
* Attached particle spawnersraymoo2016-10-13
* Particles: Add option to remove particles on collisionAuke Kok2016-05-28
* ParticleManager::handleParticleEvent: use switchLoic Blot2016-03-30
* v2d & aabbox3d<f32> & sky cleanupsnerzhul2016-02-11
* Don't pass non-const references to collision methodsest312016-01-29
* Change i++ to ++iDavid Jones2015-08-25
* Clean up threadingShadowNinja2015-08-23
* fix infinite spawnersobneq2015-04-18
* Move globals from main.cpp to more sane locationsCraig Robbins2015-04-01
* Move texture_min_size even further down the pipe. Now, textures are JIT-upsca...Aaron Suen2015-03-31
* Replace std::list to std::vector into tile.cpp (m_texture_trash) and move til...Loic Blot2015-03-05
* Fix some rendering glitchesBlockMen2015-03-05
* Revert "Fix particles draworder" (issue #2388)Loic Blot2015-02-27
* Fix particles draworderBlockMen2015-02-21
* Fix particles causing unitialised data being used due to use of incorrect uni...Craig Robbins2015-01-18
* Fix memory leaks due to messed up memory handling for particles as well as th...sapier2015-01-09
* Remove most exceptions from getNode() (and variants)Craig Robbins2014-11-14
* Fix rendering glitches when far from the center of the mapNovatux2014-03-04
* Allow vertical axis particle rotation constraintkhonkhortisan2014-01-13
* Fix particle code ignoring return value of std::vector::erase(). Wat.Kahrl2013-12-23
* Remove texture atlas / AtlasPointer, rename getTextureRaw to getTextureKahrl2013-07-02
* Closed add object <-> object collision handlingsapier2013-03-28
* Allow spawning particles from the server, from luaJeija2013-03-23
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* Add particlesJeija2013-01-14
pan class="hl opt">); } if(!m_stack.empty()) m_stack.back()->setVisible(false); m_stack.push_back(menu); } virtual void deletingMenu(GUIModalMenu *menu) { // Remove all entries if there are duplicates bool removed_entry; do{ removed_entry = false; for(std::list<GUIModalMenu*>::iterator i = m_stack.begin(); i != m_stack.end(); ++i) { if(*i == menu) { m_stack.erase(i); removed_entry = true; break; } } }while(removed_entry); /*core::list<GUIModalMenu*>::Iterator i = m_stack.getLast(); assert(*i == menu); m_stack.erase(i);*/ if(!m_stack.empty()) m_stack.back()->setVisible(true); } // Returns true to prevent further processing virtual bool preprocessEvent(const SEvent& event) { if(!m_stack.empty()) return m_stack.back()->preprocessEvent(event); else return false; } u32 menuCount() { return m_stack.size(); } bool pausesGame() { for(std::list<GUIModalMenu*>::iterator i = m_stack.begin(); i != m_stack.end(); ++i) { if((*i)->pausesGame()) return true; } return false; } std::list<GUIModalMenu*> m_stack; }; extern MainMenuManager g_menumgr; extern bool noMenuActive(); class MainGameCallback : public IGameCallback { public: MainGameCallback(IrrlichtDevice *a_device): disconnect_requested(false), changepassword_requested(false), changevolume_requested(false), keyconfig_requested(false), shutdown_requested(false), keyconfig_changed(false), device(a_device) { } virtual void exitToOS() { shutdown_requested = true; #ifndef __ANDROID__ device->closeDevice(); #endif } virtual void disconnect() { disconnect_requested = true; } virtual void changePassword() { changepassword_requested = true; } virtual void changeVolume() { changevolume_requested = true; } virtual void keyConfig() { keyconfig_requested = true; } virtual void signalKeyConfigChange() { keyconfig_changed = true; } bool disconnect_requested; bool changepassword_requested; bool changevolume_requested; bool keyconfig_requested; bool shutdown_requested; bool keyconfig_changed; IrrlichtDevice *device; }; extern MainGameCallback *g_gamecallback; #endif