#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 |
#define CASE_SET | ( | statval, | |
prop, | |||
dataprop ) |
Referenced by Game::handleClientEvent_HudChange().
#define GET_KEY_NAME | ( | KEY | ) | gettext(getKeySetting(#KEY).name()) |
#define SIZE_TAG "size[11,5.5,true]" |
Referenced by Game::showDeathFormspecLegacy(), and Game::showPauseMenu().
using PausedNodesList = std::vector<std::pair<irr_ptr<scene::IAnimatedMeshSceneNode>, float>> |
typedef s32 SamplerLayer_t |
|
static |
References pauseNodeAnimation().
Referenced by Game::pauseAnimation(), and pauseNodeAnimation().
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().
|
static |
Referenced by Game::handlePointingAtObject().