GameApi 28
Library used by GameApi Builder tool
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GameApi.cc File Reference
#include "GameApi_h.hh"
#include "FreeType2.hh"
#include "Tasks.hh"
#include "MaterialI.hh"
#include <cstring>
#include <iomanip>
#include <atomic>
#include <holoplay.h>
#include <cstdio>
#include "GameApi_cmd.hh"
#include "GameApi_gui.hh"
Include dependency graph for GameApi.cc:
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Go to the source code of this file.

Classes

class  ScreenSpaceMaterialForward
class  EmptyMaterial
class  EmptyMovement
class  FixRoot
class  InterpolateMovement
class  MouseYMovement
class  ColorStart
class  ColorInterpolate2
class  LevelMovement
class  TranslateMovement
class  TranslateWaveMovement
class  StaticPlayerStrings
class  DisplayPlayer
class  ScaleProgress
class  ScaleProgressMax
class  MN_Fetcher
class  ScaleMovement
class  RotateMovement
class  RotateWaveMovement
class  CompressMovement
class  AnimEnable
class  AnimDisable
class  AnimChoose
class  TimeChangeMovement
class  MatrixMovement
class  EventActivateMovement
class  TimeRepeatMovement
class  InterpolateMatrix
class  KeyEventML
class  KeyPrinter
class  JumpML
class  KeyMoveML2
class  KeyMoveML
class  MoveML
class  KeyPressMoveML
class  MoveMLProjection
class  ColorML
class  KeyActivateML
class  CombKeyActivateML
class  TempKeyActivateML
class  EnableML
class  RepeatML
class  TreeLevelImpl
class  TreeImpl
class  TreeMainLoop
class  MS_split
class  MNMatrixArray
class  MNLastResize
class  MNMatrixArray2
class  RandomTimeSequenceMatrix
class  MS_split_interface
class  RenderMSFilesSI
class  RenderMSFiles2SI
class  MS_interface
class  MS_steady
class  RenderMSFilesI
class  RenderMSFiles2I
class  MS_file
class  RenderMSFiles
class  RenderMSFiles2
class  MS_array
class  RepeatMS
class  InvMS
class  ApplyMatrixMS
class  InterpolateMS
struct  TransparencyThreadInfo
class  ThreadedTransparency
class  TransparentSeparateFaceCollection
class  TransparentSeparateFaceCollection2
class  TransparentMainLoop
class  TransparentCombine
class  DepthTestDisable
class  TransparentRenderMaterial2
class  TransparentRenderMaterial
class  DefaultScreenSpaceMaterial
class  BloomScreenSpaceMaterial
class  ProgressMaterial
class  DefaultMaterial
class  BevelMaterial
class  ColourMaterial
class  DiscardMaterial
class  AcesFilmMaterial
class  FogMaterial
class  SkeletalMaterial
class  TextureArrayMaterial
class  ForwardRenderToTextureId
class  TextureIDMaterial
class  FadeMaterial
class  TextureMaterial
class  ManyTextureMaterial
class  CubemapTextureMaterial
class  ManyTextureMaterial2
class  BrashMetal
class  ShadingMaterial1
class  ShadingMaterial2
class  SnowMaterial
class  GIMaterial
class  DisableMatrices
class  Hires
class  NewShadowMaterial
class  AdjustMaterial
class  PhongMaterial
class  VertexPhongMaterial
class  BumpPhongMaterial
class  DynLightsMaterial
class  FlatMaterial
class  BloomMaterial
class  FurMaterial
class  Marble
class  ChooseColorMaterial
class  WaterMaterial
class  GlowEdgeMaterial
class  ToonBorderMaterial
class  GetTextureCountForNewShadow
class  WebMaterial
class  Bind
class  BindInst2
class  BindInstMatrix
class  BindInstVA
class  BindInst
class  BindInstFade
class  RenderInstanced
class  RenderInstanced_matrix
class  RenderInstancedTex
class  RenderInstanced2Texture
class  RenderInstancedTex_matrix
class  RenderInstancedTex_id
class  RenderInstancedTex_id_matrix
class  RenderInstancedCubemap
class  RenderInstancedCubemap_matrix
class  RenderInstancedTex2
class  RenderInstancedTex2_matrix
class  RenderInstanced2
class  RenderInstanced2_matrix
class  V_ShaderCallFunction
class  V_ShaderCallFunctionWithCacheId
class  F_ShaderCallFunction
class  F_ShaderCallFunctionWithCacheId
class  V_ShaderCallFunctionFlip
class  F_ShaderCallFunctionFlip
class  EmptyV
class  EmptyF
class  V_DistFieldMesh
class  F_MeshColor
class  F_Sandbox
class  LineCurve
class  CircleCurveXY
class  CircleCurveXZ
class  XYSumCurvePos
class  XYSumCurvePos2
class  WaveCircleCurve
class  BezierPoints
class  MatrixCurve3
class  ComposeCurve2
class  LengthCurve
class  SplitCurve
class  SampleCurve
class  CurveLineCollection
class  ProductPatch
class  PatchSample
class  Patch_X_Curve
class  Patch_Y_Curve
class  FromPointsMatrices
class  MSRandomRot
class  From2dLinesMatrices
class  From3dLinesMatrices
class  MultArray1
class  MultArray2
class  MultArray3
class  SubArrayMatrices
class  DistanceFieldMesh
class  MeshColorFromSfo
class  SkeletalRoot
class  SkeletalImpl
class  ClickHide
class  ClickVisibilityWidget
class  TopRightBottomRight
class  GenericMixed< T >
class  EmptyMixed
class  CloneMixed
class  EmptyEvent
class  KeyEvent
class  TimerEvent
class  DeltaTimerEvent
class  EmptyAction
class  ChooseMLAction
class  MoveMLAction
struct  Envi_2
struct  PrepareCB
class  CollectInterfaceImpl
struct  MLGuiWidget_cb
struct  Splitter_cb
class  MainLoopSplitter_win32_and_emscripten
class  MainLoopBlocker_win32_and_emscripten
class  KeyFrameMesh
class  KeyFrameLines
class  ChangePosLI
class  ChangePos
class  KeyFrameBind
class  EmptyTransform
class  TransformSpeed
class  TransformDist
class  TranslateSpeed
class  TranslateDist
class  ScaleSpeed
class  ScaleDist
class  AnimFaceCollection
class  VertexAnimMainLoop
class  RepeatVertexAnimNode
class  StringDisplayToBitmap
class  ChooseGlyphFromFont
class  GlyphBitmap
class  StringDisplayFromGlyphs
class  BitmapPrepareCache2
class  LargeTextBitmap
class  ComposeXBitmap
class  ComposeYBitmap
class  GlyphBitmap_from_outline
class  OutlineString
class  RotateCmds
class  RepeatCmds
class  DefaultCmds
class  CmdPoints
class  CmdLines
class  CmdPolygon
class  Player
class  Enemy
class  PlayerPos
class  EnemyPos
class  BlitVoxel_voxel
class  BlitVoxel
class  EmptyVoxel
class  VoxelFromBitmap
class  VoxelLandscape
class  VoxelToPTS
class  VPTS
class  VoxelInstancing
struct  VoxAcc
struct  VoxChunk
struct  VoxMainPair
struct  VoxMain
struct  VoxSize
struct  VoxXYZI
struct  XYZI
struct  VoxPalette
struct  VoxFrame
struct  VoxTranslate
struct  VoxGroup
struct  VoxModel
struct  VoxShape
class  VoxMainLoopItem
class  MultiplyFaceCollection
class  OptCubeCacheImpl
struct  OptCubeCacheImpl::CacheItem
class  OptCubesImpl
class  OptVoxelRemoveMiddle
class  OptVoxelResizeVoxels
class  OptVoxelRemoveExtraColours
class  OptVoxelRemoveNotEnabled
class  MatrixPTS
class  VectorPTS
class  OptVoxelRender
class  RenderOVXToP
class  RenderOVX
class  EmptyOptVoxel
class  BlurVoxels
class  VoxelToOptVoxel
class  VoxVoxel
class  VoxCubeFaceCollection
class  VoxFaceCollection
class  VoxML
class  QuakeML
class  QuakeML2
class  QuakeML3
class  LocalMove
class  LocalMoveMatrix
class  ExplosionChange
class  SphWaveChange
class  WaveChange
class  IdentityChange
class  SplitChange
class  FilterComponent
class  AnimRotPTS
class  Scale2dScreen
class  PolynomialWave
class  TouchRotate
class  HtmlUrl
class  SaveScript
struct  UrlItem
struct  LINE
struct  PersistentFuncSpec
class  SaveDeployAsync
class  SaveDeploy
class  P_script2
class  ML_script2
class  ML_script
class  MN_script2
class  MN_script
class  MT_script2
class  MT_script
class  BM_script
struct  FileHeader
struct  FileBlock
class  LoadDS
class  LoadDSDisk
class  MeshyRendering
class  StableDiffusion
class  LoadPNGFromTemp
class  LoadGLBFromTemp
class  LoadDSFromTemp
class  SaveDSMain
class  RandomIntBitmap
class  NormalMove
class  MoveSequence
class  RotateMove
class  CollisionMove
class  MoveSpeed
class  MoveIN
class  Gravity2
class  DynPoints
class  ScoreAdder
class  ScoreAdder2
class  ScoreHidePTS
class  ScoreSetHide
class  ScoreHidder
class  LinesCurveGroup
class  LinesFromQuads
class  AnimCurveGroup
class  LineFromCurveGroup
class  FromImplicitVoxel
class  FBU_run
struct  PosC
class  SpriteDraw
class  GouraudDraw
struct  ST_type
struct  ST_event
struct  ST_state
class  StateMachineImpl
class  StateIntFetcher
class  StateMovement
struct  BM_coll
class  SpriteDraw2
class  BitmapColl
struct  EData
class  WorldImpl
class  SpriteDraw3
class  ScrollWorld
class  BuildWorld
class  FrameBufferBitmap
class  LowFrameBuffer
struct  EnemyData
class  EnemyDraw
class  EnemyDraw2
class  LowCollision
class  LowFrameBitmap
class  LowKeyBMPrepare
class  NetworkHeavy
class  BitmapPrepareHeavy
class  ThreadHeavy
class  ArrayHeavy
class  PngHeavy
class  BitmapHeavy
class  TimingHeavy
class  MTLParseHeavy
class  TextureIDCombine
class  HeavyTextureID
class  HeavyTextureIDArray
class  TXIDArrayMainLoop
class  ManyTextureIDMaterial
class  CombineMaterials
class  SmallWindow
class  FilterPrepares
class  LookingGlassSharedLibraryUse
class  SaveFont
class  LoadFont
class  MainLoopSplitter_win32_and_emscripten_display2
class  FrmRect
class  FrmBitmap
class  FrmText
struct  SkinData
class  SkinDescription
class  QuadTreeImpl
class  PolygonQuadNode
class  SlowActivateArray
class  FlipIfMobile
class  FlipXIfMobile
class  Restart
class  RangeCheckMatrix
struct  CodeGenValues
class  EmscriptenFrame2
struct  R_CB
class  AreaTypeParser
class  CreateLandscape
class  BindObjType
class  ReadObjPos
class  CreateAllObject
class  IsometricView
class  VolProjection
class  RandomInstantiate
class  WhackCollision
class  FlagBMChooser
struct  WhackNode
class  WhackExplosion
class  ToonOutlineFaceCollection
class  CullFace
class  VecMemoryBlock< T >
class  NetworkMemoryBlock
class  ImgDecodeBitmap
class  UrlMemoryMapLoad
class  MLLoadUM
class  UrlMemoryMapSave
class  LoadStreamFromMemoryBlock
class  ObjToDSMemBlock
class  ReplaceStringMemBlock
class  OptimizeObjFilesFromUrlMemoryMap
class  GraphUrlMemoryMap
class  ExecuteDD
class  MemMapWindow
class  MemMapWindow2
class  KeyML
class  TunnelMatrices
class  MousePosGameState
class  ObjPosGameState
class  TimeGameState
class  DeltaGameState
class  GameStateImpl
struct  BirdData
struct  BirdNode
class  BirdGame
class  PrintDeps
class  MLMaterial
class  CursorKeysToWasd
class  LodMatrixTF
class  CachedVoxel
class  SortPointsApiPoints
class  PreFilterPTS_dynamic_cursor
class  FilterPTS_dynamic_cursor
class  WorldFilterCursor
struct  Sprite_InstData
class  BDCalvinSprites
struct  BDCalvinSprites::SpriteCacheKey
struct  BDCalvinSprites::SpriteCacheData
class  FrameMainLoop
class  TimeSyncPrint
class  KeyPressTimeSyncPrint
class  AllFunctionsService
class  TaylorFunction
class  GlobalCachedFileService

Namespaces

namespace  GameApi

Macros

#define SDL2_USED
#define GAME_API_DEF
#define _SCL_SECURE_NO_WARNINGS
#define THREADS   1
#define HP_LOAD_LIBRARY
#define NO_MV   1
#define FIRST_PART   1
#define SECOND_PART   1
#define THIRD_PART   1
#define ARRMACRO2(arr, arr2)
#define KP

Enumerations

enum  texture_type { ETop , ELeft , EFront }

Functions

std::string convert_spaces_to_url_encoding (std::string url)
std::string take_prefix (std::string cd, std::string path)
std::string GetContentInstallDir (bool b)
std::string deploy_replace_string (std::string val, std::string repl, std::string subst)
std::string replace_deploy_url (std::string home)
bool is_mobile_1 ()
bool is_mobile (GameApi::EveryApi &ev)
bool file_exists (std::string filename)
std::string deploy_curl_cmd ()
void confirm_texture_usage (GameApi::Env &e, GameApi::P p)
IMPORT void clear_all_caches ()
int register_cache_deleter (void(*fptr)(void *), void *data)
IMPORT void InstallProgress (int num, std::string label, int max=15)
IMPORT void ProgressBar (int num, int val, int max, std::string label)
std::string funccall_to_string (ShaderModule *mod)
std::string color_funccall_to_string (ShaderModule *mod)
std::string funccall_to_string_with_replace (ShaderModule *mod, std::string name, std::string val)
std::string color_funccall_to_string_with_replace (ShaderModule *mod, std::string name, std::string val)
void stackTrace ()
int array_type_to_int (GameApi::BM b)
int array_type_to_int (GameApi::P b)
GameApi::BM add_color_bitmap2 (GameApi::Env &e, Bitmap< Color > *bm)
ArrayRender * FindRender (GameApi::Env &e, int bm_i)
ArrayRender * FindRender2 (GameApi::Env &e, int bm_i)
GameApi::PT add_point (GameApi::Env &e, float x, float y)
GameApi::PT add_point (GameApi::Env &e, float x, float y, float z)
SpritePosImpl * find_sprite_pos (GameApi::Env &e, GameApi::BM bm)
void * Thread_Call (void *data)
long long FindProgressVal ()
long long FindProgressMax ()
char key_mapping (char ch, int type)
GameApi::P execute_one (GameApi::Env &e, GameApi::EveryApi &ev, const std::vector< GameApi::P > &v, Matrix m, int level)
GameApi::P execute_recurse (GameApi::Env &e, GameApi::EveryApi &ev, const std::vector< GameApi::P > &v, Matrix mm, int current_level, TreeStack *tree2, float time, float rand_percentage)
GameApi::MS split_interface (GameApi::Env &e, MS_split *split, int type)
GameApi::MS ms_array (GameApi::Env &e, std::vector< Matrix > vec)
GameApi::MS execute_recurse_matrix (GameApi::Env &e, GameApi::EveryApi &ev, Matrix mm, int current_level, TreeStack *tree2, float time)
void * trans_thread_func (void *data)
int choose_texture (FaceCollection *coll, int face)
void trans_callback (void *obj)
GameApi::ML transparent_combine (GameApi::Env &e, GameApi::ML opaque, GameApi::ML trans)
GameApi::ML depth_test_disable (GameApi::Env &e, GameApi::ML ml)
std::pair< float, Point > find_mesh_scale (FaceCollection *coll)
std::pair< float, Point > find_mesh_scale_g (FaceCollection *coll, GameApi::TRR resize_transfer_id)
int get_num_textures (GLTF_Material *mat)
GameApi::MT get_texture_count (GameApi::Env &e, GLTF_Material *mat1, NewShadowMaterial *mat2, Material *next)
IMPORT void FinishProgress ()
void splitter_iter2 (void *arg)
void clear_texture_confirms ()
void blocker_iter (void *arg)
void * prepare_cb (void *ptr)
void LoadUrls_async_cbs ()
void ClearProgress ()
void progress_logo_cb (void *)
bool CompareTrans (int a, int b)
int mlguiwidget_cb_count ()
void call_mlguiwidget_cb (int i)
void call_all_mlguiwidget_cbs ()
int add_mlguiwidget_logo_callback (void(*fptr)(void *), void *data)
void remove_mlguiwidget_logo_callback (int id)
CollectData collect (CollectInterface *i)
void collect_repeat (CollectData &d)
int splitter_cb_count ()
void call_splitter_cb (int i)
void call_all_splitter_cbs ()
int add_splitter_logo_callback (void(*fptr)(void *), void *data)
void remove_splitter_logo_callback (int id)
int detect_browser_render_mode ()
void vr_run2 (Splitter *spl2)
GameApi::P linear_func (float val, GameApi::P c_start, GameApi::P c_end, float time_start, float time_end)
int bitmap_find_data (std::string data)
void check_world (MainLoopEnv &e)
void check_world_elements (MainLoopEnv &e)
EnemyPiece & get_enemy_piece (MainLoopEnv &e, int index)
bool test_chunk (const VoxAcc &acc, const char *chunk_id, unsigned char **found)
VoxChunk read_chunk (VoxAcc &acc)
int pack_to_numModels (const VoxChunk &pack)
VoxSize size_to_size (const VoxChunk &size)
XYZI ptr_to_xyzi (int *ptr)
XYZI Vox_to_xyzi (const VoxXYZI &vox, int i)
VoxXYZI xyzi_to_xyzi (const VoxChunk &xyzi)
void print_dict (std::map< std::string, std::string > dict)
void print (const VoxFrame &f)
void print (const VoxTranslate &t)
void print (const VoxModel &mod)
void print (const VoxShape &sha)
void print (const VoxGroup &grp)
unsigned int convert_palette_chunk (unsigned int c)
unsigned int convert_palette (unsigned int c)
VoxPalette default_vox_palette ()
void parse_xyz (std::string val, float &x, float &y, float &z)
void parse_int (std::string val, int &res)
VoxFrame parse_frame (std::map< std::string, std::string > s)
std::string parse_string (unsigned char *ptr, unsigned char **res_next)
std::map< std::string, std::string > parse_dict (unsigned char *ptr, unsigned char **res_next)
VoxTranslate translate_from_chunk (const VoxChunk &nTRN)
VoxGroup parse_group (const VoxChunk &grp)
VoxModel parse_model (unsigned char *ptr, unsigned char **res_next)
VoxShape parse_shape (const VoxChunk &shape)
VoxPalette palette_from_chunk (const VoxChunk &palette)
GameApi::PTS convert_to_pts (GameApi::Env &e, const std::vector< Point > &p, const std::vector< unsigned int > &pc)
GameApi::PTS convert_to_pts (GameApi::Env &e, const std::vector< Point > &p)
GameApi::MS convert_to_ms (GameApi::Env &e, const std::vector< Matrix > &m, const std::vector< unsigned int > &pc)
float find_area_y (GameApi::Env &e, float pos_x, float pos_z)
IMPORT int find_str (std::string val, std::string repl)
IMPORT std::string replace_str (std::string val, std::string repl, std::string subst)
void P_cb (void *data)
void P2_CB (void *data)
void HTML_cb (void *data)
std::vector< unsigned char > * load_from_url (GameApi::Env &e, std::string url, bool nosize, int progres_num)
IMPORT std::string remove_last_line (std::string s)
IMPORT std::string get_last_line (std::string s, char ch)
std::string rep_ch (char ch, int num)
std::string find_to_end (std::string s, int pos, std::string not_allowed_chars, std::vector< std::string > vec=std::vector< std::string >())
bool deploy_find (std::string s, std::string find)
std::string find_more_data (GameApi::Env &e, std::string line)
std::string fetch_more_data (GameApi::Env &e, std::string url)
std::string http_to_https (std::string url)
std::vector< UrlItem > find_url_items (GameApi::Env &e, std::string s)
IMPORT std::string get_zip_license_file (GameApi::Env &e, std::string zipfilename)
IMPORT std::string remove_prefix (std::string url)
void find_url_items3 (GameApi::Env &e, std::vector< UrlItem > &result)
void find_url_items2 (GameApi::Env &e, std::string s, std::vector< UrlItem > &result)
std::string remove_postfix (std::string url)
std::string remove_postfix2 (std::string url)
std::string remove_str_after_char (std::string s, char ch)
std::string find_directory (std::string url)
int convert_find_ch (std::string s, int pos, char ch)
void replace_script (GameApi::EveryApi &ev, std::string filename)
std::string str_tolower (std::string s)
std::string convert_script (std::string script)
std::string deploy_truncate (std::string s)
void deploy_set_status_file (std::string output_filename, int status)
std::string find_param_name (GameApi::EveryApi &ev, std::string api_name, std::string func_name, int ii)
LINE replace_param_names_to_line (GameApi::EveryApi &ev, const LINE &l)
std::string output_line (LINE l)
LINE parse_line (std::string line)
std::string replace_url (std::string url)
std::vector< std::string > find_script_filenames (std::string path, std::string script)
std::string get_persistent_id (LINE l)
std::vector< std::string > get_persistent_ids (std::vector< std::string > lines)
std::vector< std::string > get_persistent_ids (std::string code)
std::string remove_quotes (std::string s)
IMPORT void start_async_deploy (GameApi::Env &e, GameApi::EveryApi &ev, std::string script, std::string output_filename, std::string homepage)
std::string fix_script (std::string code, std::string rettype)
std::vector< std::string > parse_sep (std::string s, char sep)
void ML_cb (void *data)
void ML2_cb (void *data)
void MN_cb (void *data)
void MN2_cb (void *data)
void MT_cb (void *data)
void MT2_cb (void *data)
int get_process_script_num ()
IMPORT void reset_process_script_num ()
IMPORT int get_process_script_max ()
std::vector< std::string > split_str (std::string str, char ch)
std::string ch_str (std::vector< std::string > vec, int i)
void BM_cb (void *data)
void * stable_diff_execute (void *ptr)
void * meshy_execute (void *ptr)
GameApi::TF LoadGLBFromString (GameApi::Env &e, std::string base_url, std::string url, std::string data)
void load_png_cb2 (void *)
void load_glb_cb2 (void *)
GLTFModelInterface * find_next (GLTFModelInterface *i)
void load_ds_cb2 (void *)
GameApi::ASyncVec * g_convert (std::vector< unsigned char, GameApiAllocator< unsigned char > > *vec)
void ClearDepthBuffer (float *arr, int width, int height)
void CopyFrameToSurface (FrameBuffer *buf, Low_SDL_Surface *surf)
void clear_sdl_surface (Low_SDL_Surface *surf, int width, int height, unsigned int val)
Low_SDL_Surface * init_sdl_surface_framebuffer (int width, int height)
void get_iot_event (const GameApi::MainLoopApi::Event &e, bool *array)
void BufferRefToSourceBitmap (BufferRef &ref, SourceBitmap &target, DrawBufferFormat fmt)
void BitmapCollectionToSourceBitmap (BitmapCollection< Color > &bms, SourceBitmap &target, DrawBufferFormat fmt, int i)
void BitmapToSourceBitmap (Bitmap< Color > &bm, SourceBitmap &target, DrawBufferFormat fmt)
void add_posc (std::string name, Point p)
PosC find_posc (std::string name)
void DrawGouraudTri (FrameBuffer *buf, DrawBufferFormat format, Point *points, unsigned int *colours, int numtriangles, Matrix m, float *depth_buffer)
std::vector< GameApiItem * > all_functions (GameApi::EveryApi &ev)
std::vector< GameApi::BM > conv_bm (GameApi::EveryApi *ev, GameApi::ARR arr)
std::vector< GameApi::P > conv_p (GameApi::EveryApi *ev, GameApi::ARR arr)
std::vector< GameApi::PTS > conv_pts (GameApi::EveryApi *ev, GameApi::ARR arr)
std::vector< GameApi::ML > conv_ml (GameApi::EveryApi *ev, GameApi::ARR arr)
std::string cut_spaces (std::string s)
int find_substr1 (std::string line, char char1)
int find_substr2 (std::string line, char char1, char char2)
ST_type parse_type (std::string line, bool &success)
ST_event parse_event (std::string line, bool &success)
ST_state parse_state (std::string line, bool &success)
BM_coll parse_bm_collection (std::string line, bool &success)
WorldBlocks * GetWorld ()
void SetWorld (WorldBlocks *w)
void nh_cb (void *obj)
std::vector< unsigned char > * find_networkheavy_cache (std::string url)
void * thread_heavy_main (void *ptr)
BufferRef * find_pngheavy_cache (std::string url)
std::string MB (long num)
void prepare_heavy_cb (GameApi::Env &e, GameApi::H h)
int prepare_heavy (GameApi::Env &e, GameApi::H h, int *heavycount)
GameApi::ML part (GameApi::EveryApi &ev, GameApi::ML ml, float x_trans, float y_rot, int x, int y, int mode=0)
float part_x_trans (int x, int y, float amount=150.0)
float part_y_rot (int x, int y, float amount=150.0)
float part_z_rot (int x, int y)
std::vector< GameApi::ML > part_line (GameApi::EveryApi &ev, GameApi::ML ml, int line, float amount=150.0, int mode=0)
std::vector< GameApi::ML > append_vec (std::vector< GameApi::ML > vec, std::vector< GameApi::ML > vec2)
GameApi::ML filter_prepares (GameApi::Env &e, GameApi::ML ml)
std::vector< GameApi::ML > looking_glass (GameApi::EveryApi &ev, GameApi::ML ml, int amount, int mode)
std::vector< GameApi::TXID > looking_glass_txid (GameApi::EveryApi &ev, GameApi::ML ml, int sx=819, int sy=455, float amount=150.0, int mode=0)
Low_SDL_Surface * init_2nd_display (int scr_x, int scr_y)
std::vector< PosDelta > parse_layout (std::string s)
bool skin_start (std::string s, std::string &url, std::string &name)
bool skin_end (std::string s)
void set_skin_data (std::vector< SkinData > vec)
bool is_inside_extends (Point p, Extends e)
IMPORT void set_codegen_values (GameApi::WM mod2, int id, std::string line_uid, int level)
IMPORT void clear_codegen ()
std::string do_codegen (GameApi::EveryApi &ev)
std::string do_codegen2 (GameApi::EveryApi &ev, GameApi::WM mod2, int id, std::string line_uid, int level)
std::string g_emscripten_frame_1 (std::string code, std::string homepage)
IMPORT std::string find_html2 (GameApi::HML ml, GameApi::Env &env)
IMPORT std::string find_homepage2 (GameApi::HML ml, GameApi::Env &env)
std::vector< int > g_active_triggers (25)
std::vector< bool > g_toggle_buttons (25)
std::vector< int > g_integers (25)
std::vector< float > g_floats (25)
std::vector< std::string > g_strings (25)
void clear_shader_cache ()
std::string qq_strip_spaces (std::string data)
std::string qq_insert_enter (std::string s)
void run_callback (void *ptr)
KP C void set_background_mode (int i)
KP C void stop_music_playing ()
KP C void set_new_script (const char *script2_)
KP C void activate_trigger (int num)
KP C void set_toggle_button (int num, bool value)
KP C void set_integer (int num, int value)
KP C void set_float (int num, float value)
KP C int get_integer (int num)
void g_content_deleter (void *)
KP C void set_string (int num, const char *value_)
KP C void set_resize_event (int sx, int sy)
int find_area_type_by_name (std::string name)
int find_obj_type (std::string name)
int create_obj_type (std::string name)
void bind_obj_type (int type, GameApi::P obj, GameApi::MN move, GameApi::MT mat, float radius)
int create_area_type (std::string name)
void set_area_type_dim (int id, float start_x, float end_x, float start_y, float end_y, float start_z, float end_z)
void set_area_type_obj (int id, std::string obj_type_name, std::string obj_pos_name)
void set_area_type_ground_heightmap (int id, GameApi::FB fb)
void set_area_type_handle (int id, float pos_x, float pos_y, float pos_z)
void set_area_type_texture (int id, texture_type type, GameApi::BM bm, float start_x, float end_x, float start_y, float end_y)
float find_area_y (GameApi::Env &e, int area, float pos_x, float pos_z)
GameApi::ML create_landscape2 (GameApi::Env &e, GameApi::EveryApi &ev, const V_Area_Type &area)
GameApi::ML create_objects (GameApi::Env &e, GameApi::EveryApi &ev, const V_Area_Type &area, float pos_x, float pos_y, float pos_z, int area_id)
GameApi::ML create_all_objects (GameApi::Env &e, GameApi::EveryApi &ev, int area_id)
bool is_platform_linux ()
bool is_platform_android ()
bool is_platform_win32 ()
bool is_platform_mac ()
bool is_platform_chrome ()
bool is_platform_firefox ()
template<class T>
MemoryBlock * create_mem_block (const std::vector< T > &vec)
std::vector< std::string > get_lines (std::string s)
LoadStream * load_from_vector (std::vector< unsigned char, GameApiAllocator< unsigned char > > vec)
bool is_obj_or_mtl (MemoryBlock *blk, std::string &mtl_filename)
std::string replace_str2 (std::string val, std::string repl, std::string subst)
IMPORT void save_dd (GameApi::Env &e, GameApi::EveryApi &ev, std::string filename, std::string script, std::vector< std::string > urls)
void M_cb (void *data)
void M_cb2_1 (void *data)
void M_cb2_2 (void *data)
void M_cb2_3 (void *data)
void M_cb2_4 (void *data)
void M_cb2_5 (void *data)
void M_cb2_6 (void *data)
std::string get_path (std::string str)
IMPORT std::string replace_string (std::string str, char ch, char ch2)
IMPORT std::vector< std::string > find_additional_urls (GameApi::Env &e, GameApi::EveryApi &ev, std::string url)
std::string generate_shader_block_shader (const ShaderBlock *block)
void async_pending_plus (std::string label, std::string info)
void async_pending_minus (std::string label, std::string info)
OctTreeBase * create_oct_tree_from_ranges (const std::vector< OctTreeColor > &palette, Voxel< int > *vx, int start_x, int end_x, int start_y, int end_y, int start_z, int end_z)
OctTreeBase * create_oct_tree_from_voxel (const std::vector< OctTreeColor > &palette, Voxel< int > *vx)
bool Compare_x (Point p1, Point p2)
bool Compare_y (Point p1, Point p2)
bool Compare_z (Point p1, Point p2)
bool Compare_x_rot (Point p1, Point p2)
bool Compare_y_rot (Point p1, Point p2)
bool Compare_z_rot (Point p1, Point p2)
float Extract_x (Point p1)
float Extract_y (Point p1)
float Extract_z (Point p1)
float Extract_x_rot (Point p1)
float Extract_y_rot (Point p1)
float Extract_z_rot (Point p1)
std::string use_path4 (GameApi::PAT pat)
float n_huutomerkki (float n)
float calc_diff (float a, std::vector< float > func_and_derivatives_at_0)
std::vector< float > calc_deltas (std::vector< float > vec)
std::vector< float > calc_taylor_coefficients2 (std::vector< float > vec)
std::vector< float > calc_taylor_coefficients (float(*fptr)(float), int num)

Variables

int g_disable_draws = 0
int g_logo_status = 0
std::string g_msg_string
int g_global_face_count
int g_engine_status =0
std::string g_gpu_vendor
IMPORT Low_SDL_Window * sdl_window
Low_SDL_GLContext g_context
int g_progress_script_num
int g_browser_mode =0
int g_old_browser_mode
std::string g_mod_path
IMPORT GameApi::EveryApi * g_everyapi = 0
IMPORT GameApi::EveryApi * g_everyapi2
int g_time_id
IMPORT bool g_deploy_phase = false
EXPORT GameApi::PAT gameapi_temp_dir
Splitter * g_new_splitter = 0
Envi_2 * g_new_blocker_env = 0
char * g_user_id =0
bool g_filter_execute
IMPORT std::string gameapi_homepageurl
int async_pending_count
bool async_is_done =false
float debug_pos_x =0.0
float debug_pos_y =0.0
float debug_pos_z =0.0
size_t printed_mem_usage =0
size_t current_mem_usage = 0
size_t max_mem_usage =0
std::map< int, void(*)(GameApi::EveryApi &) > gamefunctions
std::map< int, int > gamemapping
pthread_t thread
int g_pthread_count
bool is_move_2d
int g_shows_hundred =0
int g_logo_shown = 0
float g_progress_bar_mult_ems0 = 1.0
float g_progress_bar_mult_ems1 = 1.0
float g_progress_bar_mult_ems2 = 1.0
IMPORT int sprite_target_width
IMPORT int sprite_screen_width
IMPORT int sprite_target_height
IMPORT int sprite_screen_height
Point g_key_move_2_pos
std::vector< Matrix > g_moved_positions
bool g_collide_flag = false
std::map< int, Matrix > g_key_activate_collect
bool g_restart_ongoing = false
Matrix g_last_resize = Matrix::Identity()
pthread_t g_main_thread_id
IMPORT std::vector< void(*)(void *)> g_transparent_callback_objs
IMPORT std::vector< void * > g_transparent_callback_params
IMPORT std::vector< int > g_transparent_callback_ids
IMPORT std::vector< float > g_transparent_pos
int g_shadow_uni_id
float g_va_float = 1.0
std::vector< PrepareCB > g_prepare_callbacks
std::string gameapi_seamless_url
bool g_execute_callback = false
void(* g_mainloop_callback )(void *ptr)
void * g_mainloop_ptr = 0
IMPORT int g_event_screen_x
IMPORT int g_event_screen_y
bool g_stop_music = false
int async_pending_count_previous =-1
int no_draw_count =0
int score =0
int hidden_score =0
std::vector< int > g_hide_container
bool g_prepare_done =false
pthread_t g_thread_id
void(* g_prepare_heavy_callback )(GameApi::Env &e, GameApi::H h)
GameApi::Env * g_prepare_heavy_env
GameApi::H g_prepare_heavy_h
bool g_prepare_heavy_enabled = false
bool g_progress_bar_show_logo
void(* g_progress_bar_logo_cb )(void *)
void * g_progress_bar_logo_cb_data
bool g_execute_shows_logo
int g_filter_start
int g_filter_end
std::vector< std::string > async_labels
std::vector< std::string > async_infos
bool g_transparent
int g_async_pending_count_failures
double g_dpr
std::vector< MLGuiWidget_cb > g_mlguiwidget_logo
std::vector< Splitter_cb > g_splitter_logo
Envi_2 * g_pending_blocker_env = 0
bool g_new_blocker_block = false
std::vector< GameApi::TF > g_tf_instances
int g_splitter_fps = 0
double last_time = -1.0
int calls_this_frame = 0
Splitter * splitter_current = 0
std::vector< std::pair< std::string, int > > bitmap_prepare_cache_data
IMPORT ConversionTableInterface * g_conv_table = &g_conv_table_impl
bool g_is_outline
unsigned int default_palette [256]
unsigned int palette098 [256]
float quake_pos_x
float quake_pos_y
float quake_rot_y
bool g_is_quake = false
GameApi::M g_view_rot
bool g_is_quakeml =false
Matrix g_quakeml2_matrix = Matrix::Identity()
bool g_is_quakeml2 = false
bool g_is_quakeml3 = false
std::vector< P_script2 * > del_p_script
std::vector< HtmlUrl * > del_p2_script
PersistentFuncSpec g_persistent_func []
int g_persistent_func_size = sizeof(g_persistent_func)/sizeof(PersistentFuncSpec)
bool g_update_download_bar = false
bool g_progress_lock_assets
int process_script =-1
int process_script_max =0
bool g_inside_icon_display =false
bool g_inside_mesh_display =false
std::vector< float > dyn_points_global_x
std::vector< float > dyn_points_global_y
std::vector< float > dyn_points_global_z
std::map< std::string, int > number_map
Low_SDL_Window * sdl_framebuffer_window
std::vector< PosC > pos_vec
int last_io_pin = -1
bool iot_firsttime = true
WorldBlocks * g_world =0
IMPORT bool g_progress_halt = false
std::vector< std::string > network_heavy_cache_url
std::vector< std::vector< unsigned char > * > network_heavy_cache_vec
std::vector< std::string > pngheavy_cache_urls
std::vector< BufferRef > pngheavy_cache
bool g_prepare_heavy_done = false
int * g_prepare_heavy_heavycount
int g_use_texid_material
Low_SDL_Window * sdl_display2_window
Low_SDL_Surface * sdl_display2_framebuffer
Low_SDL_GLContext context_display2
std::vector< SkinData > g_skin_vec
QuadTree * g_tree = new QuadTreeImpl
CodeGenValues g_codegen_values
std::string g_new_script = ""
std::vector< std::string > mtl_urls
int g_script_hash = 0
int g_background_mode
void(* g_stop_cb )(void *)
void * g_stop_cb_param
bool g_stop_cb_enabled = false
int g_set_string_int =0
int gameapi_id =0
std::string g_set_string_url
std::vector< const unsigned char * > g_content
std::vector< const unsigned char * > g_content_end
std::vector< const char * > g_urls
bool g_content_deleter_installed =false
std::vector< unsigned char * > g_buffers
std::vector< int > g_buffer_sizes
bool set_string_firsttime = true
int g_resize_event_sx = -1
int g_resize_event_sy = -1
std::vector< V_Voxel_Type_Array * > g_voxel_types
std::vector< V_Object_Pos > g_object_pos
std::vector< V_Object_Type_Array * > g_object_types
std::vector< V_Wall_Array * > g_walls
std::vector< V_Area_Type > g_area_type_array
std::vector< V_Area_Pos > g_areas
IMPORT std::string g_platform
int g_collide_index = -1
int dynchar_selection
Matrix dynchar_position
Point g_explosion_pos
bool g_explosion_flag
int g_explosion_strength
bool g_chooser_flag = false
std::vector< MemMapWindow * > del_memmap
FaceCollection * g_edit_faces =0
BirdData b_empty = { 0.0, 100.0, false, false, 0, false }
BirdData b_down = { 0.0, 10.0, false, false, 0, false }
BirdData b_up = { 90.0, 10.0, false, false, 0, false }
BirdData b_middle = { 50.0, 10.0, false, false, 0, false }
BirdData b2_down = { 0.0, 20.0, false, false, 0, false }
BirdData b2_up = { 80.0, 20.0, false, false, 0, false }
BirdData b2_middle = { 40.0, 20.0, false, false, 0, false }
BirdNode n_0 = { b_empty, b_empty, b_empty, 0, 0.0 }
BirdNode n_1 = { b2_down, b2_middle, b2_up, 0, 30.0 }
BirdNode n_2 = { b_down, b_middle, b_up,0, 60.0 }
float lod_l0 = -60000.0f
float lod_l1 = -6000.0f
float lod_l2 = -3000.0f
float lod_l3 = -1000.0f
float lod_l4 = 600.0f + 300.0f
float lod_x_1 = 38200.0
float lod_x_2 = 29000.0
float lod_x_3 = 18400.0
float lod_x_4 = 8600.0
float lod_delta = 0.0f
Matrix gg_in_T = Matrix::Identity()
Matrix gg_in_MV = Matrix::Identity()
DynamicCursor g_dyn_cursor
DynamicCursor g_cut_view = { -30000.0,30000.0, -30000.0, 30000.0, 0.0, 30000.0, false }
Matrix gg_in_P = Matrix::Identity()
int g_progress_bar_config = 0
float g_progress_bar_mult_builder = 1.0
AllFunctionsService all_funcs
IMPORT AllFunctionsServiceInterface * g_all_functions_service = &all_funcs
GlobalCachedFileService serv
IMPORT CachedFileService * g_cached_serv = &serv

Macro Definition Documentation

◆ _SCL_SECURE_NO_WARNINGS

#define _SCL_SECURE_NO_WARNINGS

◆ ARRMACRO2

#define ARRMACRO2 ( arr,
arr2 )
Value:
arr add_array_ ## arr2 (GameApi::Env &e, ArrayType *type) { \
env->arrays2.push_back(type); \
arr im;\
im.id = env->arrays2.size()-1; \
return im;\
} \
ArrayType *find_array_ ## arr2(GameApi::Env &e, arr a) \
{ \
return env->arrays2[a.id];\
}
struct Envi env
Env e
Definition Common.cc:2
Definition GameApi.hh:362
Definition test.cpp:82
Definition GameApi_h.hh:672
::EnvImpl * Environment(GameApi::Env *e)
Definition GameApi_h.hh:848

◆ FIRST_PART

#define FIRST_PART   1

◆ GAME_API_DEF

#define GAME_API_DEF

◆ HP_LOAD_LIBRARY

#define HP_LOAD_LIBRARY

◆ KP

#define KP

◆ NO_MV

#define NO_MV   1

◆ SDL2_USED

#define SDL2_USED

◆ SECOND_PART

#define SECOND_PART   1

◆ THIRD_PART

#define THIRD_PART   1

◆ THREADS

#define THREADS   1

Enumeration Type Documentation

◆ texture_type

Enumerator
ETop 
ELeft 
EFront 

Function Documentation

◆ activate_trigger()

KP C void activate_trigger ( int num)
extern

◆ add_color_bitmap2()

GameApi::BM add_color_bitmap2 ( GameApi::Env & e,
Bitmap< Color > * bm )
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◆ add_mlguiwidget_logo_callback()

int add_mlguiwidget_logo_callback ( void(* fptr )(void *),
void * data )
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◆ add_point() [1/2]

GameApi::PT add_point ( GameApi::Env & e,
float x,
float y )
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◆ add_point() [2/2]

GameApi::PT add_point ( GameApi::Env & e,
float x,
float y,
float z )

◆ add_posc()

void add_posc ( std::string name,
Point p )
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◆ add_splitter_logo_callback()

int add_splitter_logo_callback ( void(* fptr )(void *),
void * data )
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◆ all_functions()

std::vector< GameApiItem * > all_functions ( GameApi::EveryApi & ev)
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◆ append_vec()

std::vector< GameApi::ML > append_vec ( std::vector< GameApi::ML > vec,
std::vector< GameApi::ML > vec2 )
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◆ array_type_to_int() [1/2]

int array_type_to_int ( GameApi::BM b)

◆ array_type_to_int() [2/2]

int array_type_to_int ( GameApi::P b)

◆ async_pending_minus()

void async_pending_minus ( std::string label,
std::string info )
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◆ async_pending_plus()

void async_pending_plus ( std::string label,
std::string info )
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◆ bind_obj_type()

void bind_obj_type ( int type,
GameApi::P obj,
GameApi::MN move,
GameApi::MT mat,
float radius )
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◆ bitmap_find_data()

int bitmap_find_data ( std::string data)
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◆ BitmapCollectionToSourceBitmap()

void BitmapCollectionToSourceBitmap ( BitmapCollection< Color > & bms,
SourceBitmap & target,
DrawBufferFormat fmt,
int i )
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◆ BitmapToSourceBitmap()

void BitmapToSourceBitmap ( Bitmap< Color > & bm,
SourceBitmap & target,
DrawBufferFormat fmt )
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◆ blocker_iter()

void blocker_iter ( void * arg)
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◆ BM_cb()

void BM_cb ( void * data)
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◆ BufferRefToSourceBitmap()

void BufferRefToSourceBitmap ( BufferRef & ref,
SourceBitmap & target,
DrawBufferFormat fmt )
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◆ calc_deltas()

std::vector< float > calc_deltas ( std::vector< float > vec)
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◆ calc_diff()

float calc_diff ( float a,
std::vector< float > func_and_derivatives_at_0 )
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◆ calc_taylor_coefficients()

std::vector< float > calc_taylor_coefficients ( float(* fptr )(float),
int num )

◆ calc_taylor_coefficients2()

std::vector< float > calc_taylor_coefficients2 ( std::vector< float > vec)
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◆ call_all_mlguiwidget_cbs()

void call_all_mlguiwidget_cbs ( )

◆ call_all_splitter_cbs()

void call_all_splitter_cbs ( )
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◆ call_mlguiwidget_cb()

void call_mlguiwidget_cb ( int i)
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◆ call_splitter_cb()

void call_splitter_cb ( int i)
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◆ ch_str()

std::string ch_str ( std::vector< std::string > vec,
int i )
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◆ check_world()

void check_world ( MainLoopEnv & e)
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◆ check_world_elements()

void check_world_elements ( MainLoopEnv & e)

◆ choose_texture()

int choose_texture ( FaceCollection * coll,
int face )
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◆ clear_all_caches()

IMPORT void clear_all_caches ( )

◆ clear_codegen()

IMPORT void clear_codegen ( )

◆ clear_sdl_surface()

void clear_sdl_surface ( Low_SDL_Surface * surf,
int width,
int height,
unsigned int val )
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◆ clear_shader_cache()

void clear_shader_cache ( )
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◆ clear_texture_confirms()

void clear_texture_confirms ( )
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◆ ClearDepthBuffer()

void ClearDepthBuffer ( float * arr,
int width,
int height )
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◆ ClearProgress()

void ClearProgress ( )

◆ collect()

CollectData collect ( CollectInterface * i)
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◆ collect_repeat()

void collect_repeat ( CollectData & d)
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◆ color_funccall_to_string()

std::string color_funccall_to_string ( ShaderModule * mod)

◆ color_funccall_to_string_with_replace()

std::string color_funccall_to_string_with_replace ( ShaderModule * mod,
std::string name,
std::string val )
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◆ Compare_x()

bool Compare_x ( Point p1,
Point p2 )
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◆ Compare_x_rot()

bool Compare_x_rot ( Point p1,
Point p2 )

◆ Compare_y()

bool Compare_y ( Point p1,
Point p2 )

◆ Compare_y_rot()

bool Compare_y_rot ( Point p1,
Point p2 )

◆ Compare_z()

bool Compare_z ( Point p1,
Point p2 )
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◆ Compare_z_rot()

bool Compare_z_rot ( Point p1,
Point p2 )
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◆ CompareTrans()

bool CompareTrans ( int a,
int b )
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◆ confirm_texture_usage()

void confirm_texture_usage ( GameApi::Env & e,
GameApi::P p )

◆ conv_bm()

std::vector< GameApi::BM > conv_bm ( GameApi::EveryApi * ev,
GameApi::ARR arr )

◆ conv_ml()

std::vector< GameApi::ML > conv_ml ( GameApi::EveryApi * ev,
GameApi::ARR arr )

◆ conv_p()

std::vector< GameApi::P > conv_p ( GameApi::EveryApi * ev,
GameApi::ARR arr )

◆ conv_pts()

std::vector< GameApi::PTS > conv_pts ( GameApi::EveryApi * ev,
GameApi::ARR arr )

◆ convert_find_ch()

int convert_find_ch ( std::string s,
int pos,
char ch )
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◆ convert_palette()

unsigned int convert_palette ( unsigned int c)

◆ convert_palette_chunk()

unsigned int convert_palette_chunk ( unsigned int c)
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◆ convert_script()

std::string convert_script ( std::string script)
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◆ convert_spaces_to_url_encoding()

std::string convert_spaces_to_url_encoding ( std::string url)
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◆ convert_to_ms()

GameApi::MS convert_to_ms ( GameApi::Env & e,
const std::vector< Matrix > & m,
const std::vector< unsigned int > & pc )
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◆ convert_to_pts() [1/2]

GameApi::PTS convert_to_pts ( GameApi::Env & e,
const std::vector< Point > & p )

◆ convert_to_pts() [2/2]

GameApi::PTS convert_to_pts ( GameApi::Env & e,
const std::vector< Point > & p,
const std::vector< unsigned int > & pc )
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◆ CopyFrameToSurface()

void CopyFrameToSurface ( FrameBuffer * buf,
Low_SDL_Surface * surf )
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◆ create_all_objects()

GameApi::ML create_all_objects ( GameApi::Env & e,
GameApi::EveryApi & ev,
int area_id )
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◆ create_area_type()

int create_area_type ( std::string name)
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◆ create_landscape2()

GameApi::ML create_landscape2 ( GameApi::Env & e,
GameApi::EveryApi & ev,
const V_Area_Type & area )
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◆ create_mem_block()

template<class T>
MemoryBlock * create_mem_block ( const std::vector< T > & vec)
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◆ create_obj_type()

int create_obj_type ( std::string name)
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◆ create_objects()

GameApi::ML create_objects ( GameApi::Env & e,
GameApi::EveryApi & ev,
const V_Area_Type & area,
float pos_x,
float pos_y,
float pos_z,
int area_id )
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◆ create_oct_tree_from_ranges()

OctTreeBase * create_oct_tree_from_ranges ( const std::vector< OctTreeColor > & palette,
Voxel< int > * vx,
int start_x,
int end_x,
int start_y,
int end_y,
int start_z,
int end_z )
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◆ create_oct_tree_from_voxel()

OctTreeBase * create_oct_tree_from_voxel ( const std::vector< OctTreeColor > & palette,
Voxel< int > * vx )

◆ cut_spaces()

std::string cut_spaces ( std::string s)
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◆ default_vox_palette()

VoxPalette default_vox_palette ( )
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◆ deploy_curl_cmd()

std::string deploy_curl_cmd ( )
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◆ deploy_find()

bool deploy_find ( std::string s,
std::string find )
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◆ deploy_replace_string()

std::string deploy_replace_string ( std::string val,
std::string repl,
std::string subst )
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◆ deploy_set_status_file()

void deploy_set_status_file ( std::string output_filename,
int status )
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◆ deploy_truncate()

std::string deploy_truncate ( std::string s)
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◆ depth_test_disable()

GameApi::ML depth_test_disable ( GameApi::Env & e,
GameApi::ML ml )
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◆ detect_browser_render_mode()

int detect_browser_render_mode ( )
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◆ do_codegen()

std::string do_codegen ( GameApi::EveryApi & ev)
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◆ do_codegen2()

std::string do_codegen2 ( GameApi::EveryApi & ev,
GameApi::WM mod2,
int id,
std::string line_uid,
int level )
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◆ DrawGouraudTri()

void DrawGouraudTri ( FrameBuffer * buf,
DrawBufferFormat format,
Point * points,
unsigned int * colours,
int numtriangles,
Matrix m,
float * depth_buffer )
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◆ execute_one()

GameApi::P execute_one ( GameApi::Env & e,
GameApi::EveryApi & ev,
const std::vector< GameApi::P > & v,
Matrix m,
int level )
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◆ execute_recurse()

GameApi::P execute_recurse ( GameApi::Env & e,
GameApi::EveryApi & ev,
const std::vector< GameApi::P > & v,
Matrix mm,
int current_level,
TreeStack * tree2,
float time,
float rand_percentage )
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◆ execute_recurse_matrix()

GameApi::MS execute_recurse_matrix ( GameApi::Env & e,
GameApi::EveryApi & ev,
Matrix mm,
int current_level,
TreeStack * tree2,
float time )
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◆ Extract_x()

float Extract_x ( Point p1)
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◆ Extract_x_rot()

float Extract_x_rot ( Point p1)

◆ Extract_y()

float Extract_y ( Point p1)

◆ Extract_y_rot()

float Extract_y_rot ( Point p1)

◆ Extract_z()

float Extract_z ( Point p1)
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◆ Extract_z_rot()

float Extract_z_rot ( Point p1)
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◆ fetch_more_data()

std::string fetch_more_data ( GameApi::Env & e,
std::string url )
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◆ file_exists()

bool file_exists ( std::string filename)
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◆ filter_prepares()

GameApi::ML filter_prepares ( GameApi::Env & e,
GameApi::ML ml )
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◆ find_additional_urls()

IMPORT std::vector< std::string > find_additional_urls ( GameApi::Env & e,
GameApi::EveryApi & ev,
std::string url )
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◆ find_area_type_by_name()

int find_area_type_by_name ( std::string name)
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◆ find_area_y() [1/2]

float find_area_y ( GameApi::Env & e,
float pos_x,
float pos_z )
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◆ find_area_y() [2/2]

float find_area_y ( GameApi::Env & e,
int area,
float pos_x,
float pos_z )

◆ find_directory()

std::string find_directory ( std::string url)
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◆ find_homepage2()

IMPORT std::string find_homepage2 ( GameApi::HML ml,
GameApi::Env & env )
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◆ find_html2()

IMPORT std::string find_html2 ( GameApi::HML ml,
GameApi::Env & env )
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◆ find_mesh_scale()

std::pair< float, Point > find_mesh_scale ( FaceCollection * coll)
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◆ find_mesh_scale_g()

std::pair< float, Point > find_mesh_scale_g ( FaceCollection * coll,
GameApi::TRR resize_transfer_id )
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◆ find_more_data()

std::string find_more_data ( GameApi::Env & e,
std::string line )
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◆ find_networkheavy_cache()

std::vector< unsigned char > * find_networkheavy_cache ( std::string url)
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◆ find_next()

◆ find_obj_type()

int find_obj_type ( std::string name)
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◆ find_param_name()

std::string find_param_name ( GameApi::EveryApi & ev,
std::string api_name,
std::string func_name,
int ii )
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◆ find_pngheavy_cache()

BufferRef * find_pngheavy_cache ( std::string url)
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◆ find_posc()

PosC find_posc ( std::string name)

◆ find_script_filenames()

std::vector< std::string > find_script_filenames ( std::string path,
std::string script )
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◆ find_sprite_pos()

SpritePosImpl * find_sprite_pos ( GameApi::Env & e,
GameApi::BM bm )
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◆ find_str()

IMPORT int find_str ( std::string val,
std::string repl )

◆ find_substr1()

int find_substr1 ( std::string line,
char char1 )
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◆ find_substr2()

int find_substr2 ( std::string line,
char char1,
char char2 )
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◆ find_to_end()

std::string find_to_end ( std::string s,
int pos,
std::string not_allowed_chars,
std::vector< std::string > vec = std::vector<std::string>() )
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◆ find_url_items()

std::vector< UrlItem > find_url_items ( GameApi::Env & e,
std::string s )
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◆ find_url_items2()

void find_url_items2 ( GameApi::Env & e,
std::string s,
std::vector< UrlItem > & result )
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◆ find_url_items3()

void find_url_items3 ( GameApi::Env & e,
std::vector< UrlItem > & result )
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◆ FindProgressMax()

long long FindProgressMax ( )
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◆ FindProgressVal()

long long FindProgressVal ( )
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◆ FindRender()

ArrayRender * FindRender ( GameApi::Env & e,
int bm_i )

◆ FindRender2()

ArrayRender * FindRender2 ( GameApi::Env & e,
int bm_i )

◆ FinishProgress()

IMPORT void FinishProgress ( )

◆ fix_script()

std::string fix_script ( std::string code,
std::string rettype )
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◆ funccall_to_string()

std::string funccall_to_string ( ShaderModule * mod)
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◆ funccall_to_string_with_replace()

std::string funccall_to_string_with_replace ( ShaderModule * mod,
std::string name,
std::string val )
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◆ g_active_triggers()

std::vector< int > g_active_triggers ( 25 )
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◆ g_content_deleter()

void g_content_deleter ( void * )
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◆ g_convert()

GameApi::ASyncVec * g_convert ( std::vector< unsigned char, GameApiAllocator< unsigned char > > * vec)
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◆ g_emscripten_frame_1()

std::string g_emscripten_frame_1 ( std::string code,
std::string homepage )

◆ g_floats()

std::vector< float > g_floats ( 25 )
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◆ g_integers()

std::vector< int > g_integers ( 25 )
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◆ g_strings()

std::vector< std::string > g_strings ( 25 )

◆ g_toggle_buttons()

std::vector< bool > g_toggle_buttons ( 25 )
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◆ generate_shader_block_shader()

std::string generate_shader_block_shader ( const ShaderBlock * block)
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◆ get_enemy_piece()

EnemyPiece & get_enemy_piece ( MainLoopEnv & e,
int index )
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◆ get_integer()

KP C int get_integer ( int num)
extern

◆ get_iot_event()

void get_iot_event ( const GameApi::MainLoopApi::Event & e,
bool * array )
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◆ get_last_line()

IMPORT std::string get_last_line ( std::string s,
char ch )
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◆ get_lines()

std::vector< std::string > get_lines ( std::string s)
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◆ get_num_textures()

int get_num_textures ( GLTF_Material * mat)
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◆ get_path()

std::string get_path ( std::string str)
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◆ get_persistent_id()

std::string get_persistent_id ( LINE l)
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◆ get_persistent_ids() [1/2]

std::vector< std::string > get_persistent_ids ( std::string code)

◆ get_persistent_ids() [2/2]

std::vector< std::string > get_persistent_ids ( std::vector< std::string > lines)
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◆ get_process_script_max()

IMPORT int get_process_script_max ( )
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◆ get_process_script_num()

int get_process_script_num ( )
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◆ get_texture_count()

GameApi::MT get_texture_count ( GameApi::Env & e,
GLTF_Material * mat1,
NewShadowMaterial * mat2,
Material * next )

◆ get_zip_license_file()

IMPORT std::string get_zip_license_file ( GameApi::Env & e,
std::string zipfilename )

◆ GetContentInstallDir()

std::string GetContentInstallDir ( bool b)
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◆ GetWorld()

WorldBlocks * GetWorld ( )
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◆ HTML_cb()

void HTML_cb ( void * data)
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◆ http_to_https()

std::string http_to_https ( std::string url)
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◆ init_2nd_display()

Low_SDL_Surface * init_2nd_display ( int scr_x,
int scr_y )
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◆ init_sdl_surface_framebuffer()

Low_SDL_Surface * init_sdl_surface_framebuffer ( int width,
int height )
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◆ InstallProgress()

IMPORT void InstallProgress ( int num,
std::string label,
int max = 15 )

◆ is_inside_extends()

bool is_inside_extends ( Point p,
Extends e )
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◆ is_mobile()

bool is_mobile ( GameApi::EveryApi & ev)
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◆ is_mobile_1()

bool is_mobile_1 ( )
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◆ is_obj_or_mtl()

bool is_obj_or_mtl ( MemoryBlock * blk,
std::string & mtl_filename )
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◆ is_platform_android()

bool is_platform_android ( )

◆ is_platform_chrome()

bool is_platform_chrome ( )

◆ is_platform_firefox()

bool is_platform_firefox ( )

◆ is_platform_linux()

bool is_platform_linux ( )
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◆ is_platform_mac()

bool is_platform_mac ( )

◆ is_platform_win32()

bool is_platform_win32 ( )

◆ key_mapping()

char key_mapping ( char ch,
int type )
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◆ linear_func()

GameApi::P linear_func ( float val,
GameApi::P c_start,
GameApi::P c_end,
float time_start,
float time_end )

◆ load_ds_cb2()

void load_ds_cb2 ( void * dt)
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◆ load_from_url()

std::vector< unsigned char, GameApiAllocator< unsigned char > > * load_from_url ( GameApi::Env & e,
std::string url,
bool nosize,
int progres_num )

◆ load_from_vector()

LoadStream * load_from_vector ( std::vector< unsigned char, GameApiAllocator< unsigned char > > vec)
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◆ load_glb_cb2()

void load_glb_cb2 ( void * dt)
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◆ load_png_cb2()

void load_png_cb2 ( void * dt)
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◆ LoadGLBFromString()

GameApi::TF LoadGLBFromString ( GameApi::Env & e,
std::string base_url,
std::string url,
std::string data )
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◆ LoadUrls_async_cbs()

void LoadUrls_async_cbs ( )
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◆ looking_glass()

std::vector< GameApi::ML > looking_glass ( GameApi::EveryApi & ev,
GameApi::ML ml,
int amount,
int mode )
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◆ looking_glass_txid()

std::vector< GameApi::TXID > looking_glass_txid ( GameApi::EveryApi & ev,
GameApi::ML ml,
int sx = 819,
int sy = 455,
float amount = 150.0,
int mode = 0 )
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◆ M_cb()

void M_cb ( void * data)
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◆ M_cb2_1()

void M_cb2_1 ( void * data)
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◆ M_cb2_2()

void M_cb2_2 ( void * data)
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◆ M_cb2_3()

void M_cb2_3 ( void * data)
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◆ M_cb2_4()

void M_cb2_4 ( void * data)
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◆ M_cb2_5()

void M_cb2_5 ( void * data)
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◆ M_cb2_6()

void M_cb2_6 ( void * data)
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◆ MB()

std::string MB ( long num)
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◆ meshy_execute()

void * meshy_execute ( void * ptr)
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◆ ML2_cb()

void ML2_cb ( void * data)
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◆ ML_cb()

void ML_cb ( void * data)
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◆ mlguiwidget_cb_count()

int mlguiwidget_cb_count ( )
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◆ MN2_cb()

void MN2_cb ( void * data)
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◆ MN_cb()

void MN_cb ( void * data)
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◆ ms_array()

GameApi::MS ms_array ( GameApi::Env & e,
std::vector< Matrix > vec )
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◆ MT2_cb()

void MT2_cb ( void * data)

◆ MT_cb()

void MT_cb ( void * data)

◆ n_huutomerkki()

float n_huutomerkki ( float n)
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◆ nh_cb()

void nh_cb ( void * obj)
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◆ output_line()

std::string output_line ( LINE l)
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◆ P2_CB()

void P2_CB ( void * data)
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◆ P_cb()

void P_cb ( void * data)

◆ pack_to_numModels()

int pack_to_numModels ( const VoxChunk & pack)
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◆ palette_from_chunk()

VoxPalette palette_from_chunk ( const VoxChunk & palette)
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◆ parse_bm_collection()

BM_coll parse_bm_collection ( std::string line,
bool & success )
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◆ parse_dict()

std::map< std::string, std::string > parse_dict ( unsigned char * ptr,
unsigned char ** res_next )
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◆ parse_event()

ST_event parse_event ( std::string line,
bool & success )
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◆ parse_frame()

VoxFrame parse_frame ( std::map< std::string, std::string > s)
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◆ parse_group()

VoxGroup parse_group ( const VoxChunk & grp)
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◆ parse_int()

void parse_int ( std::string val,
int & res )
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◆ parse_layout()

std::vector< PosDelta > parse_layout ( std::string s)
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◆ parse_line()

LINE parse_line ( std::string line)
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◆ parse_model()

VoxModel parse_model ( unsigned char * ptr,
unsigned char ** res_next )
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◆ parse_sep()

std::vector< std::string > parse_sep ( std::string s,
char sep )
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◆ parse_shape()

VoxShape parse_shape ( const VoxChunk & shape)
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◆ parse_state()

ST_state parse_state ( std::string line,
bool & success )
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◆ parse_string()

std::string parse_string ( unsigned char * ptr,
unsigned char ** res_next )
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◆ parse_type()

ST_type parse_type ( std::string line,
bool & success )
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◆ parse_xyz()

void parse_xyz ( std::string val,
float & x,
float & y,
float & z )
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◆ part()

GameApi::ML part ( GameApi::EveryApi & ev,
GameApi::ML ml,
float x_trans,
float y_rot,
int x,
int y,
int mode = 0 )
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◆ part_line()

std::vector< GameApi::ML > part_line ( GameApi::EveryApi & ev,
GameApi::ML ml,
int line,
float amount = 150.0,
int mode = 0 )
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◆ part_x_trans()

float part_x_trans ( int x,
int y,
float amount = 150.0 )
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◆ part_y_rot()

float part_y_rot ( int x,
int y,
float amount = 150.0 )
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◆ part_z_rot()

float part_z_rot ( int x,
int y )

◆ prepare_cb()

void * prepare_cb ( void * ptr)

◆ prepare_heavy()

int prepare_heavy ( GameApi::Env & e,
GameApi::H h,
int * heavycount )
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◆ prepare_heavy_cb()

void prepare_heavy_cb ( GameApi::Env & e,
GameApi::H h )

◆ print() [1/5]

void print ( const VoxFrame & f)
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◆ print() [2/5]

void print ( const VoxGroup & grp)

◆ print() [3/5]

void print ( const VoxModel & mod)

◆ print() [4/5]

void print ( const VoxShape & sha)

◆ print() [5/5]

void print ( const VoxTranslate & t)

◆ print_dict()

void print_dict ( std::map< std::string, std::string > dict)
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◆ progress_logo_cb()

void progress_logo_cb ( void * data)
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◆ ProgressBar()

IMPORT void ProgressBar ( int num,
int val,
int max,
std::string label )

std::cout << "ProgressBar: '" << num << " " << label << " " << val << " " << max << "'" << std::endl;

◆ ptr_to_xyzi()

XYZI ptr_to_xyzi ( int * ptr)
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◆ qq_insert_enter()

std::string qq_insert_enter ( std::string s)
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◆ qq_strip_spaces()

std::string qq_strip_spaces ( std::string data)
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◆ read_chunk()

VoxChunk read_chunk ( VoxAcc & acc)
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◆ register_cache_deleter()

int register_cache_deleter ( void(* fptr )(void *),
void * data )

◆ remove_last_line()

IMPORT std::string remove_last_line ( std::string s)
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◆ remove_mlguiwidget_logo_callback()

void remove_mlguiwidget_logo_callback ( int id)
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◆ remove_postfix()

std::string remove_postfix ( std::string url)
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◆ remove_postfix2()

std::string remove_postfix2 ( std::string url)

◆ remove_prefix()

IMPORT std::string remove_prefix ( std::string url)
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◆ remove_quotes()

std::string remove_quotes ( std::string s)
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◆ remove_splitter_logo_callback()

void remove_splitter_logo_callback ( int id)
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◆ remove_str_after_char()

std::string remove_str_after_char ( std::string s,
char ch )
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◆ rep_ch()

std::string rep_ch ( char ch,
int num )
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◆ replace_deploy_url()

std::string replace_deploy_url ( std::string home)
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◆ replace_param_names_to_line()

LINE replace_param_names_to_line ( GameApi::EveryApi & ev,
const LINE & l )
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◆ replace_script()

void replace_script ( GameApi::EveryApi & ev,
std::string filename )
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◆ replace_str()

IMPORT std::string replace_str ( std::string val,
std::string repl,
std::string subst )

◆ replace_str2()

std::string replace_str2 ( std::string val,
std::string repl,
std::string subst )
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◆ replace_string()

IMPORT std::string replace_string ( std::string str,
char ch,
char ch2 )
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◆ replace_url()

std::string replace_url ( std::string url)
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◆ reset_process_script_num()

IMPORT void reset_process_script_num ( )
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◆ run_callback()

void run_callback ( void * ptr)

◆ save_dd()

IMPORT void save_dd ( GameApi::Env & e,
GameApi::EveryApi & ev,
std::string filename,
std::string script,
std::vector< std::string > urls )
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◆ set_area_type_dim()

void set_area_type_dim ( int id,
float start_x,
float end_x,
float start_y,
float end_y,
float start_z,
float end_z )
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◆ set_area_type_ground_heightmap()

void set_area_type_ground_heightmap ( int id,
GameApi::FB fb )
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◆ set_area_type_handle()

void set_area_type_handle ( int id,
float pos_x,
float pos_y,
float pos_z )
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◆ set_area_type_obj()

void set_area_type_obj ( int id,
std::string obj_type_name,
std::string obj_pos_name )
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◆ set_area_type_texture()

void set_area_type_texture ( int id,
texture_type type,
GameApi::BM bm,
float start_x,
float end_x,
float start_y,
float end_y )
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◆ set_background_mode()

KP C void set_background_mode ( int i)
extern

◆ set_codegen_values()

IMPORT void set_codegen_values ( GameApi::WM mod2,
int id,
std::string line_uid,
int level )
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◆ set_float()

KP C void set_float ( int num,
float value )
extern

◆ set_integer()

KP C void set_integer ( int num,
int value )
extern

◆ set_new_script()

KP C void set_new_script ( const char * script2_)
extern
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◆ set_resize_event()

KP C void set_resize_event ( int sx,
int sy )
extern
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◆ set_skin_data()

void set_skin_data ( std::vector< SkinData > vec)
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◆ set_string()

KP C void set_string ( int num,
const char * value_ )
extern

◆ set_toggle_button()

KP C void set_toggle_button ( int num,
bool value )
extern

◆ SetWorld()

void SetWorld ( WorldBlocks * w)
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◆ size_to_size()

VoxSize size_to_size ( const VoxChunk & size)
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◆ skin_end()

bool skin_end ( std::string s)
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◆ skin_start()

bool skin_start ( std::string s,
std::string & url,
std::string & name )
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◆ split_interface()

GameApi::MS split_interface ( GameApi::Env & e,
MS_split * split,
int type )
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◆ split_str()

std::vector< std::string > split_str ( std::string str,
char ch )
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◆ splitter_cb_count()

int splitter_cb_count ( )
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◆ splitter_iter2()

void splitter_iter2 ( void * arg)

◆ stable_diff_execute()

void * stable_diff_execute ( void * ptr)
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◆ stackTrace()

void stackTrace ( )

◆ start_async_deploy()

IMPORT void start_async_deploy ( GameApi::Env & e,
GameApi::EveryApi & ev,
std::string script,
std::string output_filename,
std::string homepage )
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◆ stop_music_playing()

KP C void stop_music_playing ( )
extern

◆ str_tolower()

std::string str_tolower ( std::string s)
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◆ take_prefix()

std::string take_prefix ( std::string cd,
std::string path )
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◆ test_chunk()

bool test_chunk ( const VoxAcc & acc,
const char * chunk_id,
unsigned char ** found )
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◆ Thread_Call()

void * Thread_Call ( void * data)
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◆ thread_heavy_main()

void * thread_heavy_main ( void * ptr)
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◆ trans_callback()

void trans_callback ( void * obj)

◆ trans_thread_func()

void * trans_thread_func ( void * data)
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◆ translate_from_chunk()

VoxTranslate translate_from_chunk ( const VoxChunk & nTRN)
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◆ transparent_combine()

GameApi::ML transparent_combine ( GameApi::Env & e,
GameApi::ML opaque,
GameApi::ML trans )
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◆ use_path4()

std::string use_path4 ( GameApi::PAT pat)
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◆ Vox_to_xyzi()

XYZI Vox_to_xyzi ( const VoxXYZI & vox,
int i )
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◆ vr_run2()

void vr_run2 ( Splitter * spl2)
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◆ xyzi_to_xyzi()

VoxXYZI xyzi_to_xyzi ( const VoxChunk & xyzi)
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Variable Documentation

◆ all_funcs

◆ async_infos

IMPORT std::vector<std::string> async_infos

◆ async_is_done

bool async_is_done =false

◆ async_labels

IMPORT std::vector<std::string> async_labels

◆ async_pending_count

int async_pending_count
extern

◆ async_pending_count_previous

int async_pending_count_previous =-1

◆ b2_down

BirdData b2_down = { 0.0, 20.0, false, false, 0, false }

◆ b2_middle

BirdData b2_middle = { 40.0, 20.0, false, false, 0, false }

◆ b2_up

BirdData b2_up = { 80.0, 20.0, false, false, 0, false }

◆ b_down

BirdData b_down = { 0.0, 10.0, false, false, 0, false }

◆ b_empty

BirdData b_empty = { 0.0, 100.0, false, false, 0, false }

◆ b_middle

BirdData b_middle = { 50.0, 10.0, false, false, 0, false }

◆ b_up

BirdData b_up = { 90.0, 10.0, false, false, 0, false }

◆ bitmap_prepare_cache_data

std::vector<std::pair<std::string,int> > bitmap_prepare_cache_data
extern

◆ calls_this_frame

int calls_this_frame = 0

◆ context_display2

Low_SDL_GLContext context_display2
extern

◆ current_mem_usage

size_t current_mem_usage = 0

◆ debug_pos_x

float debug_pos_x =0.0

◆ debug_pos_y

float debug_pos_y =0.0

◆ debug_pos_z

float debug_pos_z =0.0

◆ default_palette

unsigned int default_palette[256]

◆ del_memmap

std::vector<MemMapWindow*> del_memmap

◆ del_p2_script

std::vector<HtmlUrl*> del_p2_script

◆ del_p_script

std::vector<P_script2*> del_p_script

◆ dyn_points_global_x

std::vector<float> dyn_points_global_x

◆ dyn_points_global_y

std::vector<float> dyn_points_global_y

◆ dyn_points_global_z

std::vector<float> dyn_points_global_z

◆ dynchar_position

Matrix dynchar_position
extern

◆ dynchar_selection

int dynchar_selection
extern

◆ g_all_functions_service

IMPORT AllFunctionsServiceInterface* g_all_functions_service = &all_funcs

◆ g_area_type_array

std::vector<V_Area_Type> g_area_type_array

◆ g_areas

std::vector<V_Area_Pos> g_areas

◆ g_async_pending_count_failures

int g_async_pending_count_failures
extern

◆ g_background_mode

int g_background_mode
extern

◆ g_browser_mode

int g_browser_mode =0

◆ g_buffer_sizes

std::vector<int> g_buffer_sizes

◆ g_buffers

std::vector<unsigned char *> g_buffers

◆ g_cached_serv

IMPORT CachedFileService* g_cached_serv = &serv

◆ g_chooser_flag

bool g_chooser_flag = false

◆ g_codegen_values

CodeGenValues g_codegen_values

◆ g_collide_flag

bool g_collide_flag = false

◆ g_collide_index

int g_collide_index = -1

◆ g_content

std::vector< const unsigned char * > g_content
extern

◆ g_content_deleter_installed

bool g_content_deleter_installed =false

◆ g_content_end

std::vector< const unsigned char * > g_content_end
extern

◆ g_context

Low_SDL_GLContext g_context
extern

◆ g_conv_table

EXPORT ConversionTableInterface * g_conv_table = &g_conv_table_impl
extern

◆ g_cut_view

DynamicCursor g_cut_view = { -30000.0,30000.0, -30000.0, 30000.0, 0.0, 30000.0, false }

◆ g_deploy_phase

IMPORT bool g_deploy_phase = false

◆ g_disable_draws

int g_disable_draws = 0
extern

◆ g_dpr

double g_dpr
extern

◆ g_dyn_cursor

DynamicCursor g_dyn_cursor

◆ g_edit_faces

FaceCollection* g_edit_faces =0

◆ g_engine_status

int g_engine_status =0

◆ g_event_screen_x

IMPORT int g_event_screen_x
extern

◆ g_event_screen_y

IMPORT int g_event_screen_y
extern

◆ g_everyapi

GameApi::EveryApi* g_everyapi = 0

◆ g_everyapi2

IMPORT GameApi::EveryApi* g_everyapi2
extern

◆ g_execute_callback

bool g_execute_callback = false

◆ g_execute_shows_logo

bool g_execute_shows_logo
extern

◆ g_explosion_flag

bool g_explosion_flag

◆ g_explosion_pos

Point g_explosion_pos

◆ g_explosion_strength

int g_explosion_strength

◆ g_filter_end

int g_filter_end
extern

◆ g_filter_execute

bool g_filter_execute
extern

◆ g_filter_start

int g_filter_start
extern

◆ g_global_face_count

int g_global_face_count
extern

◆ g_gpu_vendor

std::string g_gpu_vendor
extern

◆ g_hide_container

std::vector< int > g_hide_container

◆ g_inside_icon_display

bool g_inside_icon_display =false

◆ g_inside_mesh_display

bool g_inside_mesh_display =false

◆ g_is_outline

bool g_is_outline
extern

◆ g_is_quake

bool g_is_quake = false

◆ g_is_quakeml

bool g_is_quakeml =false

◆ g_is_quakeml2

bool g_is_quakeml2 = false

◆ g_is_quakeml3

bool g_is_quakeml3 = false

◆ g_key_activate_collect

std::map<int,Matrix> g_key_activate_collect

◆ g_key_move_2_pos

Point g_key_move_2_pos

◆ g_last_resize

Matrix g_last_resize = Matrix::Identity()
extern

◆ g_logo_shown

int g_logo_shown = 0

◆ g_logo_status

int g_logo_status = 0

◆ g_main_thread_id

pthread_t g_main_thread_id
extern

◆ g_mainloop_callback

void(* g_mainloop_callback)(void *ptr) ( void * ptr)

◆ g_mainloop_ptr

void * g_mainloop_ptr = 0

◆ g_mlguiwidget_logo

std::vector<MLGuiWidget_cb> g_mlguiwidget_logo

◆ g_mod_path

std::string g_mod_path
extern

◆ g_moved_positions

std::vector<Matrix> g_moved_positions

◆ g_msg_string

std::string g_msg_string
extern

◆ g_new_blocker_block

bool g_new_blocker_block = false

◆ g_new_blocker_env

Envi_2 * g_new_blocker_env = 0

◆ g_new_script

std::string g_new_script = ""

◆ g_new_splitter

Splitter * g_new_splitter = 0

◆ g_object_pos

std::vector<V_Object_Pos> g_object_pos

◆ g_object_types

std::vector<V_Object_Type_Array*> g_object_types

◆ g_old_browser_mode

int g_old_browser_mode

◆ g_pending_blocker_env

Envi_2 * g_pending_blocker_env = 0

◆ g_persistent_func

PersistentFuncSpec g_persistent_func[]
Initial value:
=
{
{ "bitmap_api", "bm_png_bm", 2 },
{ "polygon_api", "load_ds_from_temp_p", 2 },
{ "bitmap_api", "stable_diffusion", 2 },
{ "polygon_api", "meshy", 2 },
{ "polygon_api", "tf_glb_tf", 2 },
{ "font_api", "FI_sprite_atlas_persistent_cache", 3 },
{ "font_api", "FI_sprite_atlas_persistent_cache", 4 }
}

◆ g_persistent_func_size

int g_persistent_func_size = sizeof(g_persistent_func)/sizeof(PersistentFuncSpec)

◆ g_platform

IMPORT std::string g_platform

◆ g_prepare_callbacks

std::vector<PrepareCB> g_prepare_callbacks

◆ g_prepare_done

bool g_prepare_done =false

◆ g_prepare_heavy_callback

void(* g_prepare_heavy_callback)(GameApi::Env &e, GameApi::H h) ( GameApi::Env & e,
GameApi::H h )

◆ g_prepare_heavy_done

bool g_prepare_heavy_done = false

◆ g_prepare_heavy_enabled

bool g_prepare_heavy_enabled = false

◆ g_prepare_heavy_env

GameApi::Env * g_prepare_heavy_env

◆ g_prepare_heavy_h

GameApi::H g_prepare_heavy_h

◆ g_prepare_heavy_heavycount

int* g_prepare_heavy_heavycount

◆ g_progress_bar_config

int g_progress_bar_config = 0

◆ g_progress_bar_logo_cb

void(* g_progress_bar_logo_cb) (void *) ( void * )
extern

◆ g_progress_bar_logo_cb_data

void* g_progress_bar_logo_cb_data
extern

◆ g_progress_bar_mult_builder

float g_progress_bar_mult_builder = 1.0

◆ g_progress_bar_mult_ems0

float g_progress_bar_mult_ems0 = 1.0

◆ g_progress_bar_mult_ems1

float g_progress_bar_mult_ems1 = 1.0

◆ g_progress_bar_mult_ems2

float g_progress_bar_mult_ems2 = 1.0

◆ g_progress_bar_show_logo

bool g_progress_bar_show_logo
extern

◆ g_progress_halt

IMPORT bool g_progress_halt = false

◆ g_progress_lock_assets

bool g_progress_lock_assets
extern

◆ g_progress_script_num

int g_progress_script_num
extern

◆ g_pthread_count

int g_pthread_count
extern

◆ g_quakeml2_matrix

Matrix g_quakeml2_matrix = Matrix::Identity()

◆ g_resize_event_sx

int g_resize_event_sx = -1

◆ g_resize_event_sy

int g_resize_event_sy = -1

◆ g_restart_ongoing

bool g_restart_ongoing = false

◆ g_script_hash

int g_script_hash = 0

◆ g_set_string_int

int g_set_string_int =0

◆ g_set_string_url

std::string g_set_string_url

◆ g_shadow_uni_id

int g_shadow_uni_id
extern

◆ g_shows_hundred

int g_shows_hundred =0

◆ g_skin_vec

std::vector<SkinData> g_skin_vec

◆ g_splitter_fps

int g_splitter_fps = 0

◆ g_splitter_logo

std::vector<Splitter_cb> g_splitter_logo

◆ g_stop_cb

void(* g_stop_cb) (void *) ( void * )

◆ g_stop_cb_enabled

bool g_stop_cb_enabled = false

◆ g_stop_cb_param

void* g_stop_cb_param

◆ g_stop_music

bool g_stop_music = false

◆ g_tf_instances

std::vector< GameApi::TF > g_tf_instances
extern

◆ g_thread_id

pthread_t g_thread_id

◆ g_time_id

int g_time_id
extern

◆ g_transparent

bool g_transparent
extern

◆ g_transparent_callback_ids

std::vector<int> g_transparent_callback_ids

◆ g_transparent_callback_objs

std::vector<void (*)(void*)> g_transparent_callback_objs

◆ g_transparent_callback_params

std::vector<void*> g_transparent_callback_params

◆ g_transparent_pos

std::vector<float> g_transparent_pos

◆ g_tree

QuadTree* g_tree = new QuadTreeImpl

◆ g_update_download_bar

bool g_update_download_bar = false

◆ g_urls

std::vector< const char * > g_urls
extern

◆ g_use_texid_material

int g_use_texid_material
extern

◆ g_user_id

char * g_user_id =0

◆ g_va_float

float g_va_float = 1.0

◆ g_view_rot

GameApi::M g_view_rot
extern

◆ g_voxel_types

std::vector<V_Voxel_Type_Array*> g_voxel_types

◆ g_walls

std::vector<V_Wall_Array*> g_walls

◆ g_world

WorldBlocks* g_world =0

◆ gameapi_homepageurl

IMPORT std::string gameapi_homepageurl
extern

◆ gameapi_id

int gameapi_id =0

◆ gameapi_seamless_url

std::string gameapi_seamless_url
extern

◆ gameapi_temp_dir

IMPORT GameApi::PAT gameapi_temp_dir

◆ gamefunctions

std::map<int, void (*)(GameApi::EveryApi&) > gamefunctions

◆ gamemapping

std::map<int, int> gamemapping

◆ gg_in_MV

Matrix gg_in_MV = Matrix::Identity()

◆ gg_in_P

Matrix gg_in_P = Matrix::Identity()

◆ gg_in_T

Matrix gg_in_T = Matrix::Identity()

◆ hidden_score

int hidden_score =0

◆ iot_firsttime

bool iot_firsttime = true

◆ is_move_2d

bool is_move_2d

◆ last_io_pin

int last_io_pin = -1

◆ last_time

double last_time = -1.0

◆ lod_delta

float lod_delta = 0.0f

◆ lod_l0

float lod_l0 = -60000.0f

◆ lod_l1

float lod_l1 = -6000.0f

◆ lod_l2

float lod_l2 = -3000.0f

◆ lod_l3

float lod_l3 = -1000.0f

◆ lod_l4

float lod_l4 = 600.0f + 300.0f

◆ lod_x_1

float lod_x_1 = 38200.0

◆ lod_x_2

float lod_x_2 = 29000.0

◆ lod_x_3

float lod_x_3 = 18400.0

◆ lod_x_4

float lod_x_4 = 8600.0

◆ max_mem_usage

size_t max_mem_usage =0

◆ mtl_urls

std::vector<std::string> mtl_urls
extern

◆ n_0

BirdNode n_0 = { b_empty, b_empty, b_empty, 0, 0.0 }

◆ n_1

BirdNode n_1 = { b2_down, b2_middle, b2_up, 0, 30.0 }

◆ n_2

BirdNode n_2 = { b_down, b_middle, b_up,0, 60.0 }

◆ network_heavy_cache_url

std::vector<std::string> network_heavy_cache_url

◆ network_heavy_cache_vec

std::vector<std::vector<unsigned char>*> network_heavy_cache_vec

◆ no_draw_count

int no_draw_count =0

◆ number_map

std::map<std::string, int> number_map
extern

◆ palette098

unsigned int palette098[256]

◆ pngheavy_cache

std::vector<BufferRef> pngheavy_cache

◆ pngheavy_cache_urls

std::vector<std::string> pngheavy_cache_urls

◆ pos_vec

std::vector<PosC> pos_vec

◆ printed_mem_usage

size_t printed_mem_usage =0

◆ process_script

int process_script =-1

◆ process_script_max

int process_script_max =0

◆ quake_pos_x

float quake_pos_x

◆ quake_pos_y

float quake_pos_y

◆ quake_rot_y

float quake_rot_y

◆ score

int score =0

◆ sdl_display2_framebuffer

Low_SDL_Surface* sdl_display2_framebuffer
extern

◆ sdl_display2_window

Low_SDL_Window* sdl_display2_window
extern

◆ sdl_framebuffer_window

Low_SDL_Window* sdl_framebuffer_window
extern

◆ sdl_window

IMPORT Low_SDL_Window* sdl_window
extern

◆ serv

◆ set_string_firsttime

bool set_string_firsttime = true

◆ splitter_current

Splitter* splitter_current = 0

◆ sprite_screen_height

IMPORT int sprite_screen_height
extern

◆ sprite_screen_width

IMPORT int sprite_screen_width
extern

◆ sprite_target_height

IMPORT int sprite_target_height
extern

◆ sprite_target_width

IMPORT int sprite_target_width
extern

◆ thread

pthread_t thread