Apply LF line endings as an SVN property, this time on the JGE source files.
This commit is contained in:
@@ -1,47 +1,47 @@
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//-------------------------------------------------------------------------------------
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//
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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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// Copyright (c) 2007 James Hui (a.k.a. Dr.Watson) <jhkhui@gmail.com>
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//
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// Note: Inspired by HGE's DistortionMesh.
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//
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//-------------------------------------------------------------------------------------
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#ifndef _JDISTORT_MESH_H
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#define _JDISTORT_MESH_H
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#include "JRenderer.h"
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class JDistortionMesh
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{
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public:
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JDistortionMesh(JTexture *tex, float x, float y, float width, float height, int cols, int rows);
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~JDistortionMesh();
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void Render(float x, float y);
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void SetColor(int col, int row, PIXEL_TYPE color);
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void SetDisplacement(int col, int row, float dx, float dy);//, int ref);
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private:
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static JRenderer *mRenderer;
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Vertex* mVertices;
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int mRows;
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int mCols;
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float mCellWidth;
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float mCellHeight;
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float mTexX;
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float mTexY;
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float mTexWidth;
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float mTexHeight;
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JTexture* mTexture;
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JQuad* mQuad;
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};
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#endif
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//-------------------------------------------------------------------------------------
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//
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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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// Copyright (c) 2007 James Hui (a.k.a. Dr.Watson) <jhkhui@gmail.com>
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//
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// Note: Inspired by HGE's DistortionMesh.
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//
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//-------------------------------------------------------------------------------------
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#ifndef _JDISTORT_MESH_H
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#define _JDISTORT_MESH_H
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#include "JRenderer.h"
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class JDistortionMesh
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{
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public:
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JDistortionMesh(JTexture *tex, float x, float y, float width, float height, int cols, int rows);
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~JDistortionMesh();
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void Render(float x, float y);
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void SetColor(int col, int row, PIXEL_TYPE color);
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void SetDisplacement(int col, int row, float dx, float dy);//, int ref);
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private:
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static JRenderer *mRenderer;
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Vertex* mVertices;
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int mRows;
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int mCols;
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float mCellWidth;
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float mCellHeight;
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float mTexX;
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float mTexY;
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float mTexWidth;
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float mTexHeight;
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JTexture* mTexture;
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JQuad* mQuad;
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};
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#endif
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