J :
* Update for linux support.
This commit is contained in:
@@ -3,15 +3,17 @@
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// JGE++ is a hardware accelerated 2D game SDK for PSP/Windows.
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//
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// Licensed under the BSD license, see LICENSE in JGE root for details.
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//
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//
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// Copyright (c) 2007 James Hui (a.k.a. Dr.Watson) <jhkhui@gmail.com>
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//
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//
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//-------------------------------------------------------------------------------------
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#ifndef _JTYPES_H
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#define _JTYPES_H
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#ifdef WIN32
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#if defined (WIN32) || defined (LINUX)
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#include <sys/types.h>
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#else
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@@ -19,7 +21,7 @@
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#include <pspgum.h>
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#include <pspkernel.h>
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#include <pspdisplay.h>
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#include <pspdebug.h>
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#include <pspdebug.h>
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#include <pspctrl.h>
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#include <time.h>
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#include <string.h>
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@@ -64,12 +66,19 @@
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#define BLEND_OPTION_BLEND GU_TFX_BLEND
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#endif
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#if defined (WIN32)
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#ifdef WIN32
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#include <windows.h>
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#include <gl/gl.h>
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#include <gl/glu.h>
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#endif
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#ifdef LINUX
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typedef unsigned char byte;
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typedef unsigned long DWORD;
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typedef unsigned char BYTE;
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typedef bool BOOL;
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#endif
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#if defined (WIN32) || defined (LINUX)
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include "../Dependencies/include/fmod.h"
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@@ -79,13 +88,20 @@
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//#define u8 BYTE
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//#define u16 WORD
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//#define u32 DWORD
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/*
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typedef signed char s8;
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typedef signed short s16;
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typedef signed long s32;
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typedef unsigned char u8;
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typedef unsigned short u16;
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//Long ?
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typedef unsigned int u32;
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typedef unsigned long u32;
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*/
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typedef int8_t s8;
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typedef int16_t s16;
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typedef int32_t s32;
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typedef uint8_t u8;
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typedef uint16_t u16;
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typedef uint32_t u32;
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#define BLEND_ZERO GL_ZERO
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@@ -103,7 +119,7 @@
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#define ARGB(a, r, g, b) ((a << 24) | (r << 16) | (g << 8) | b)
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#define RGBA(r, g, b, a) ((a << 24) | (b << 16) | (g << 8) | r)
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enum PspCtrlButtons
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typedef enum PspCtrlButtons
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{
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PSP_CTRL_SELECT = 0x000001,
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PSP_CTRL_START = 0x000008,
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@@ -119,8 +135,8 @@
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PSP_CTRL_SQUARE = 0x008000,
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PSP_CTRL_HOME = 0x010000,
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PSP_CTRL_HOLD = 0x020000,
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PSP_CTRL_NOTE = 0x800000,
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};
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PSP_CTRL_NOTE = 0x800000
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} PspCtrlButtons;
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#define PIXEL_TYPE DWORD
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@@ -191,11 +207,10 @@
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#define FRAME_BUFFER_SIZE FRAME_BUFFER_WIDTH*SCREEN_HEIGHT*PIXEL_SIZE
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#define SLICE_SIZE_F 64.0f
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//LONG ???
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typedef unsigned int DWORD;
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typedef unsigned long DWORD;
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#define BLEND_ZERO 0x1000
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#define BLEND_ONE 0x1002
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#define BLEND_ONE 0x1002
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#define BLEND_SRC_COLOR GU_SRC_COLOR
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#define BLEND_ONE_MINUS_SRC_COLOR GU_ONE_MINUS_SRC_COLOR
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#define BLEND_SRC_ALPHA GU_SRC_ALPHA
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@@ -212,7 +227,7 @@
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//PIXEL_TYPE color;
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//ScePspFVector3 normal;
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ScePspFVector3 pos;
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} PSPVertex3D;
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} PSPVertex3D;
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#endif
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@@ -304,7 +319,7 @@ public:
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int mFilter;
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#ifdef WIN32
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#if defined (WIN32) || defined (LINUX)
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GLuint mTexId;
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#else
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@@ -316,10 +331,10 @@ public:
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//////////////////////////////////////////////////////////////////////////
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/// Custom filter for processing the texture image while loading. You
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/// Custom filter for processing the texture image while loading. You
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/// can change the pixels by using a custom filter before the image is
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/// created as a texture.
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///
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///
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//////////////////////////////////////////////////////////////////////////
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class JImageFilter
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{
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@@ -339,7 +354,7 @@ public:
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//////////////////////////////////////////////////////////////////////////
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/// Image quad.
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///
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///
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//////////////////////////////////////////////////////////////////////////
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class JQuad
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{
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@@ -347,74 +362,74 @@ public:
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//////////////////////////////////////////////////////////////////////////
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/// Constructor.
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///
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///
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/// @param tex - Texture of the quad.
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/// @param x - X position of the quad in texture.
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/// @param y - Y position of the quad in texture.
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/// @param width - Width of the quad.
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/// @param height - Height of the quad.
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///
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///
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//////////////////////////////////////////////////////////////////////////
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JQuad(JTexture *tex, float x, float y, float width, float height);
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//////////////////////////////////////////////////////////////////////////
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/// Set blending color of the quad.
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///
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///
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/// @param color - Color.
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///
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///
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//////////////////////////////////////////////////////////////////////////
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void SetColor(PIXEL_TYPE color);
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//////////////////////////////////////////////////////////////////////////
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/// Set anchor point of the quad.
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///
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///
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/// @param x - X position of the anchor point.
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/// @param y - Y position of the anchor point.
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///
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///
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//////////////////////////////////////////////////////////////////////////
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void SetHotSpot(float x, float y);
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//////////////////////////////////////////////////////////////////////////
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/// Set UV positions of the quad.
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///
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///
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/// @param x - X position of the quad in texture.
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/// @param y - Y position of the quad in texture.
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/// @param w - Width of the quad.
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/// @param h - Height of the quad.
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///
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///
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//////////////////////////////////////////////////////////////////////////
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void SetTextureRect(float x, float y, float w, float h);
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//////////////////////////////////////////////////////////////////////////
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/// Get UV positions of the quad.
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///
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///
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/// @return x - X position of the quad in texture.
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/// @return y - Y position of the quad in texture.
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/// @return w - Width of the quad.
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/// @return h - Height of the quad.
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///
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///
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//////////////////////////////////////////////////////////////////////////
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void GetTextureRect(float *x, float *y, float *w, float *h);
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//////////////////////////////////////////////////////////////////////////
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/// Set horizontal flipping.
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///
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///
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/// @param hflip - flipping flag;
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///
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///
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//////////////////////////////////////////////////////////////////////////
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void SetHFlip(bool hflip) { mHFlipped = hflip; }
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//////////////////////////////////////////////////////////////////////////
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/// Set vetical flipping.
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///
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///
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/// @param hflip - flipping flag;
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///
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///
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//////////////////////////////////////////////////////////////////////////
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void SetVFlip(bool vflip) { mVFlipped = vflip; }
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JTexture* mTex;
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#ifdef WIN32
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#if defined (WIN32) || defined(LINUX)
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float mTX0;
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float mTY0;
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float mTX1;
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@@ -441,9 +456,9 @@ public:
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//////////////////////////////////////////////////////////////////////////
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/// \enum JFONT_TEXT_ALIGNMENT
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///
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///
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/// Font alignment.
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///
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///
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//////////////////////////////////////////////////////////////////////////
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enum JFONT_TEXT_ALIGNMENT
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{
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