#include "game.h"#include <cmath>#include "IAttributes.h"#include "client/renderingengine.h"#include "camera.h"#include "client.h"#include "client/clientevent.h"#include "client/gameui.h"#include "client/game_formspec.h"#include "client/inputhandler.h"#include "client/texturepaths.h"#include "client/keys.h"#include "client/joystick_controller.h"#include "client/mapblock_mesh.h"#include "client/sound.h"#include "clientmap.h"#include "clientmedia.h"#include "clouds.h"#include "config.h"#include "content_cao.h"#include "content/subgames.h"#include "client/event_manager.h"#include "fontengine.h"#include "gui/touchcontrols.h"#include "itemdef.h"#include "log.h"#include "log_internal.h"#include "gameparams.h"#include "gettext.h"#include "gui/guiChatConsole.h"#include "texturesource.h"#include "gui/mainmenumanager.h"#include "gui/profilergraph.h"#include "minimap.h"#include "nodedef.h"#include "nodemetadata.h"#include "particles.h"#include "porting.h"#include "profiler.h"#include "raycast.h"#include "server.h"#include "settings.h"#include "shader.h"#include "sky.h"#include "threading/lambda.h"#include "translation.h"#include "util/basic_macros.h"#include "util/directiontables.h"#include "util/pointedthing.h"#include "util/quicktune_shortcutter.h"#include "irr_ptr.h"#include "version.h"#include "script/scripting_client.h"#include "hud.h"#include "clientdynamicinfo.h"#include <IAnimatedMeshSceneNode.h>#include "util/tracy_wrapper.h"#include "client/sound/sound_openal.h"Classes | |
| class | NodeDugEvent |
| class | SoundMaker |
| class | GameGlobalShaderConstantSetter |
| class | GameGlobalShaderConstantSetterFactory |
| struct | GameRunData |
| struct | ClientEventHandler |
| class | Game |
| struct | Game::Flags |
Macros | |
| #define | CASE_SET(statval, prop, dataprop) |
Typedefs | |
| typedef s32 | SamplerLayer_t |
| using | PausedNodesList = std::vector<std::pair<irr_ptr<scene::IAnimatedMeshSceneNode>, float>> |
Functions | |
| static void | pauseNodeAnimation (PausedNodesList &paused, scene::ISceneNode *node) |
| void | the_game (bool *kill, InputHandler *input, RenderingEngine *rendering_engine, const GameStartData &start_data, std::string &error_message, ChatBackend &chat_backend, bool *reconnect_requested) |
Variables | |
| static const float | object_hit_delay = 0.2 |
| static const u16 | bbox_debug_flag = scene::EDS_BBOX_ALL |
| #define CASE_SET | ( | statval, | |
| prop, | |||
| dataprop ) |
Referenced by Game::handleClientEvent_HudChange().
| using PausedNodesList = std::vector<std::pair<irr_ptr<scene::IAnimatedMeshSceneNode>, float>> |
| typedef s32 SamplerLayer_t |
|
static |
References pauseNodeAnimation().
Referenced by Game::pauseAnimation(), and pauseNodeAnimation().
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Here is the caller graph for this function:| void the_game | ( | bool * | kill, |
| InputHandler * | input, | ||
| RenderingEngine * | rendering_engine, | ||
| const GameStartData & | start_data, | ||
| std::string & | error_message, | ||
| ChatBackend & | chat_backend, | ||
| bool * | reconnect_requested ) |
References errorstream, fmtgettext(), Game::run(), Game::shutdown(), Game::startup(), strgettext(), and BaseException::what().
Referenced by ClientLauncher::run().
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static |
Referenced by Game::toggleDebug(), and Game::updateDebugState().
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static |
Referenced by Game::handlePointingAtObject().