The conventions I'm using are to put the entire copyright notice at the bottom of each file, and to put the summary of the source file's use at the top of the header. Putting the license text in each file avoids confusion, and is normal practice for many projects. Putting it at the bottom gets it out of the way; it's a ton of clutter to put at the top. The description is in the header. People who don't know what a class is for, or how to use it, are probably looking at the header to see the interface, not the implementation, so let's put the description in there. Keep it brief (one line); any substantial implementation notes should go in the source file.
113 lines
4.3 KiB
C++
113 lines
4.3 KiB
C++
/*
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* RageDisplay_Null: diagnostic display device
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*/
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#ifndef RAGEDISPLAY_NULL_H
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#define RAGEDISPLAY_NULL_H
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class RageDisplay_Null: public RageDisplay
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{
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public:
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RageDisplay_Null( VideoModeParams p );
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void Update( float fDeltaTime ) { }
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bool IsSoftwareRenderer() { return false; }
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void ResolutionChanged() { }
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const PixelFormatDesc *GetPixelFormatDesc(PixelFormat pf) const;
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void BeginFrame() { }
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void EndFrame();
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VideoModeParams GetVideoModeParams() const { return m_Params; }
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void SetBlendMode( BlendMode mode ) { }
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bool SupportsTextureFormat( PixelFormat pixfmt, bool realtime=false ) { return true; }
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bool Supports4BitPalettes() { return true; }
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unsigned CreateTexture(
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PixelFormat pixfmt,
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SDL_Surface* img,
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bool bGenerateMipMaps ) { return 1; }
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void UpdateTexture(
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unsigned uTexHandle,
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SDL_Surface* img,
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int xoffset, int yoffset, int width, int height
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) { }
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void DeleteTexture( unsigned uTexHandle ) { }
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void ClearAllTextures() { }
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void SetTexture( int iTextureUnitIndex, RageTexture* pTexture ) { }
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void SetTextureModeModulate() { }
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void SetTextureModeGlow( GlowMode m=GLOW_WHITEN ) { }
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void SetTextureModeAdd() { }
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void SetTextureWrapping( bool b ) { }
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int GetMaxTextureSize() const { return 2048; }
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void SetTextureFiltering( bool b) { }
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bool IsZWriteEnabled() const { return false; }
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bool IsZTestEnabled() const { return false; }
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void SetZWrite( bool b ) { }
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void SetZTest( bool b ) { }
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void ClearZBuffer() { }
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void SetCullMode( CullMode mode ) { }
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void SetAlphaTest( bool b ) { }
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void SetMaterial(
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const RageColor &emissive,
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const RageColor &ambient,
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const RageColor &diffuse,
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const RageColor &specular,
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float shininess
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) { }
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void SetLighting( bool b ) { }
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void SetLightOff( int index ) { }
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void SetLightDirectional(
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int index,
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const RageColor &ambient,
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const RageColor &diffuse,
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const RageColor &specular,
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const RageVector3 &dir ) { }
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void SetSphereEnironmentMapping( bool b ) { }
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RageCompiledGeometry* CreateCompiledGeometry();
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void DeleteCompiledGeometry( RageCompiledGeometry* p );
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protected:
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void DrawQuadsInternal( const RageSpriteVertex v[], int iNumVerts ) { }
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void DrawQuadStripInternal( const RageSpriteVertex v[], int iNumVerts ) { }
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void DrawFanInternal( const RageSpriteVertex v[], int iNumVerts ) { }
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void DrawStripInternal( const RageSpriteVertex v[], int iNumVerts ) { }
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void DrawTrianglesInternal( const RageSpriteVertex v[], int iNumVerts ) { }
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void DrawCompiledGeometryInternal( const RageCompiledGeometry *p, int iMeshIndex ) { }
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void DrawLineStripInternal( const RageSpriteVertex v[], int iNumVerts, float LineWidth ) { }
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VideoModeParams m_Params;
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CString TryVideoMode( VideoModeParams params, bool &bNewDeviceOut ) { m_Params = params; return ""; }
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SDL_Surface* CreateScreenshot();
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void SetViewport(int shift_left, int shift_down) { }
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RageMatrix GetOrthoMatrix( float l, float r, float b, float t, float zn, float zf );
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bool SupportsSurfaceFormat( PixelFormat pixfmt ) { return true; }
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};
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#endif
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/*
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* Copyright (c) 2001-2004 Chris Danford, Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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