[#7660] Solaris 10 x86 support (Makefiles) Hopefully it will not mess up anything for anyone else. I removed some hardcoded static libs and made NAN_*_LIB definitions so they could be overridden, to allow greater flexability. Let me know if there are any problems/questions. Kent
		
			
				
	
	
		
			321 lines
		
	
	
		
			7.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			321 lines
		
	
	
		
			7.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**
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 * $Id$
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 * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version. The Blender
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 * Foundation also sells licenses for use in proprietary software under
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 * the Blender License.  See http://www.blender.org/BL/ for information
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 * about this.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
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 *
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 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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 *
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 * Contributor(s): none yet.
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 *
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 * ***** END GPL/BL DUAL LICENSE BLOCK *****
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 */
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#include "KX_BlenderGL.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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/* 
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 * This little block needed for linking to Blender... 
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 */
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#ifdef WIN32
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#include "BLI_winstuff.h"
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#endif
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#include <stdlib.h>
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#include <string.h>
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#include "BMF_Api.h"
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#ifdef __APPLE__
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#define GL_GLEXT_LEGACY 1
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#include <OpenGL/gl.h>
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#include <OpenGL/glu.h>
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#else
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#include <GL/gl.h>
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#if defined(__sun__) && !defined(__sparc__)
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#include <mesa/glu.h>
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#else
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#include <GL/glu.h>
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#endif
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#endif
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#include "RAS_OpenGLRasterizer/RAS_GLExtensionManager.h"
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#include "RAS_OpenGLRasterizer/ARB_multitexture.h"
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#include "BL_Material.h" // MAXTEX
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/* Data types encoding the game world: */
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_world_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_image_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_material_types.h"
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#include "BKE_global.h"
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#include "BKE_bmfont.h"
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#include "BKE_image.h"
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#include "BIF_gl.h"
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extern "C" {
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#include "BDR_drawmesh.h"
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#include "BIF_mywindow.h"
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#include "BIF_toolbox.h"
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#include "BIF_graphics.h" /* For CURSOR_NONE CURSOR_WAIT CURSOR_STD */
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}
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/* end of blender block */
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#ifdef __APPLE__
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#include <OpenGL/gl.h>
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#else
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#include <GL/gl.h>
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#endif
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/* was in drawmesh.c */
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void spack(unsigned int ucol)
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{
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	char *cp= (char *)&ucol;
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	glColor3ub(cp[3], cp[2], cp[1]);
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}
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void BL_warp_pointer(int x,int y)
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{
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	warp_pointer(x,y);
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}
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void BL_SwapBuffers()
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{
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	myswapbuffers();
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}
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void BL_RenderText(int mode,const char* textstr,int textlen,struct MTFace* tface,
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                   unsigned int *col,float v1[3],float v2[3],float v3[3],float v4[3])
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{
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	Image* ima;
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	if(mode & TF_BMFONT) {
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			//char string[MAX_PROPSTRING];
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			int characters, index, character;
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			float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
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//			bProperty *prop;
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			// string = "Frank van Beek";
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			characters = textlen;
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			ima = (struct Image*) tface->tpage;
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			if (ima == NULL) {
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				characters = 0;
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			}
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			if(!col) glColor3f(1.0f, 1.0f, 1.0f);
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			glPushMatrix();
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			for (index = 0; index < characters; index++) {
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				// lets calculate offset stuff
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				character = textstr[index];
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				// space starts at offset 1
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				// character = character - ' ' + 1;
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				matrixGlyph((ImBuf *)ima->ibufs.first, character, & centerx, ¢ery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
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				glBegin(GL_POLYGON);
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				// printf(" %c %f %f %f %f\n", character, tface->uv[0][0], tface->uv[0][1], );
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				// glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
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				glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
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				if(col) spack(col[0]);
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				// glVertex3fv(v1);
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				glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
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				glTexCoord2f((tface->uv[1][0] - centerx) * sizex + transx, (tface->uv[1][1] - centery) * sizey + transy);
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				if(col) spack(col[1]);
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				// glVertex3fv(v2);
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				glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
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				glTexCoord2f((tface->uv[2][0] - centerx) * sizex + transx, (tface->uv[2][1] - centery) * sizey + transy);
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				if(col) spack(col[2]);
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				// glVertex3fv(v3);
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				glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
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				if(v4) {
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					// glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, 1.0 - (1.0 - tface->uv[3][1]) * sizey - transy);
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					glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, (tface->uv[3][1] - centery) * sizey + transy);
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					if(col) spack(col[3]);
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					// glVertex3fv(v4);
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					glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
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				}
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				glEnd();
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				glTranslatef(advance, 0.0, 0.0);
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			}
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			glPopMatrix();
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		}
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}
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void DisableForText()
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{
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	if(glIsEnabled(GL_BLEND))
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		glDisable(GL_BLEND);
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	if(glIsEnabled(GL_LIGHTING)) {
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		glDisable(GL_LIGHTING);
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		glDisable(GL_COLOR_MATERIAL);
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	}
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#ifdef GL_ARB_multitexture
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	for(int i=0; i<MAXTEX; i++) {
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		if(bgl::RAS_EXT_support._ARB_multitexture)
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			bgl::blActiveTextureARB(GL_TEXTURE0_ARB+i);
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#ifdef GL_ARB_texture_cube_map
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	if(bgl::RAS_EXT_support._ARB_texture_cube_map)
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		if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
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			glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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#endif
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		if(glIsEnabled(GL_TEXTURE_2D))
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			glDisable(GL_TEXTURE_2D);
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	}
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#else//GL_ARB_multitexture
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	if(glIsEnabled(GL_TEXTURE_2D))
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		glDisable(GL_TEXTURE_2D);
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#endif
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}
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void BL_print_gamedebug_line(char* text, int xco, int yco, int width, int height)
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{	
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	/* gl prepping */
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	DisableForText();
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	//glDisable(GL_TEXTURE_2D);
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	glMatrixMode(GL_PROJECTION);
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	glPushMatrix();
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	glLoadIdentity();
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	glOrtho(0, width,
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			0, height, 0, 1);
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	glMatrixMode(GL_MODELVIEW);
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	glPushMatrix();
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	glLoadIdentity();
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	glMatrixMode(GL_TEXTURE);
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	glPushMatrix();
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	glLoadIdentity();
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	/* the actual drawing */
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	glColor3ub(255, 255, 255);
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	glRasterPos2s(xco, height-yco);
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	BMF_DrawString(G.fonts, text);
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	glMatrixMode(GL_TEXTURE);
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	glPopMatrix();
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	glMatrixMode(GL_PROJECTION);
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	glPopMatrix();
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	glMatrixMode(GL_MODELVIEW);
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	glPopMatrix();
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	glEnable(GL_DEPTH_TEST);
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}
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void BL_print_gamedebug_line_padded(char* text, int xco, int yco, int width, int height)
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{
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	/* This is a rather important line :( The gl-mode hasn't been left
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	 * behind quite as neatly as we'd have wanted to. I don't know
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	 * what cause it, though :/ .*/
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	DisableForText();
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	//glDisable(GL_TEXTURE_2D);
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	glMatrixMode(GL_PROJECTION);
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	glPushMatrix();
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	glLoadIdentity();
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	glOrtho(0, width,
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			0, height, 0, 1);
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	glMatrixMode(GL_MODELVIEW);
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	glPushMatrix();
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	glLoadIdentity();
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	glMatrixMode(GL_TEXTURE);
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	glPushMatrix();
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	glLoadIdentity();
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	/* draw in black first*/
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	glColor3ub(0, 0, 0);
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	glRasterPos2s(xco+1, height-yco-1);
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	BMF_DrawString(G.fonts, text);
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	glColor3ub(255, 255, 255);
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	glRasterPos2s(xco, height-yco);
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	BMF_DrawString(G.fonts, text);
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	glMatrixMode(GL_TEXTURE);
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	glPopMatrix();
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	glMatrixMode(GL_PROJECTION);
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	glPopMatrix();
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	glMatrixMode(GL_MODELVIEW);
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	glPopMatrix();
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	glEnable(GL_DEPTH_TEST);
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}
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void BL_HideMouse()
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{
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	set_cursor(CURSOR_NONE);
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}
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void BL_WaitMouse()
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{
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	set_cursor(CURSOR_WAIT);
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}
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void BL_NormalMouse()
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{
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	set_cursor(CURSOR_STD);
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}
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#define MAX_FILE_LENGTH 512
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void BL_MakeScreenShot(struct ScrArea *area, const char* filename)
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{
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	char copyfilename[MAX_FILE_LENGTH];
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	strcpy(copyfilename,filename);
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	// filename read - only
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	  /* XXX will need to change at some point */
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	BIF_screendump(0);
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	// write+read filename
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	write_screendump((char*) copyfilename);
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}
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