Luanti 5.10.0-dev
 
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game.cpp File Reference
#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/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 "gui/guiFormSpecMenu.h"
#include "gui/guiKeyChangeMenu.h"
#include "gui/guiPasswordChange.h"
#include "gui/guiOpenURL.h"
#include "gui/guiVolumeChange.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

struct  TextDestNodeMetadata
 
struct  TextDestPlayerInventory
 
struct  LocalFormspecHandler
 
class  NodeMetadataFormSource
 
class  PlayerInventoryFormSource
 
class  NodeDugEvent
 
class  SoundMaker
 
class  GameGlobalShaderConstantSetter
 
class  GameGlobalShaderConstantSetterFactory
 
struct  GameRunData
 
struct  ClientEventHandler
 
class  Game
 
struct  Game::Flags
 

Macros

#define SIZE_TAG   "size[11,5.5,true]"
 
#define CASE_SET(statval, prop, dataprop)
 
#define GET_KEY_NAME(KEY)   gettext(getKeySetting(#KEY).name())
 

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
 

Macro Definition Documentation

◆ CASE_SET

#define CASE_SET ( statval,
prop,
dataprop )
Value:
case statval: \
e->prop = event->hudchange->dataprop; \
break

Referenced by Game::handleClientEvent_HudChange().

◆ GET_KEY_NAME

#define GET_KEY_NAME ( KEY)    gettext(getKeySetting(#KEY).name())

◆ SIZE_TAG

#define SIZE_TAG   "size[11,5.5,true]"

Typedef Documentation

◆ PausedNodesList

using PausedNodesList = std::vector<std::pair<irr_ptr<scene::IAnimatedMeshSceneNode>, float>>

◆ SamplerLayer_t

typedef s32 SamplerLayer_t

Function Documentation

◆ pauseNodeAnimation()

static void pauseNodeAnimation ( PausedNodesList & paused,
scene::ISceneNode * node )
static

References pauseNodeAnimation().

Referenced by Game::pauseAnimation(), and pauseNodeAnimation().

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◆ the_game()

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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Variable Documentation

◆ object_hit_delay

const float object_hit_delay = 0.2
static