Merge remote-tracking branch 'origin/master'
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commit
f2b7571c7f
@ -1,3 +1,14 @@
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/*!
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*
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* @file goodPixelManager.h
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* @author RUBINI Thomas
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* @date January 2022
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* @version 1.0
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* @brief Manages screen display with async sprite loading
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*
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*/
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#ifndef GUARD_GOODPIXELMANAGER_H
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#ifndef GUARD_GOODPIXELMANAGER_H
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#define GUARD_GOODPIXELMANAGER_H
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#define GUARD_GOODPIXELMANAGER_H
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@ -13,7 +24,7 @@ class GoodPixelManager : public PixelManager{
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/*!
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/*!
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* @brief loads sprites in parallel using multiple threads
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* @brief loads sprites in parallel using multiple threads
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* @param[in] vec : We take his ownership, so
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* @param[out] tasks : vectot of task
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* @fn void loadSprites();
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* @fn void loadSprites();
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*/
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*/
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void loadSprites(vector<Task>& tasks) override;
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void loadSprites(vector<Task>& tasks) override;
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@ -24,17 +35,17 @@ class GoodPixelManager : public PixelManager{
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MySprite player;
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MySprite player;
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/*!
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/*!
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* @brief sprite of the first invader
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* @brief sprite of the type A invader
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*/
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*/
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MySprite invaderA;
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MySprite invaderA;
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/*!
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/*!
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* @brief sprite of the second invader
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* @brief sprite of the type B invader
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*/
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*/
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MySprite invaderB;
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MySprite invaderB;
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/*!
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/*!
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* @brief sprite of the third invader
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* @brief sprite of the type B invader
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*/
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*/
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MySprite invaderC;
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MySprite invaderC;
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@ -63,9 +74,11 @@ class GoodPixelManager : public PixelManager{
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public:
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public:
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/*!
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/*!
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* @brief constructor
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* @brief constructor the pixel manager class
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* @param[in] window : window of the pixel manager
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* @fn GoodPixelManager(MinGL&);
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*/
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*/
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GoodPixelManager(MinGL& win);
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explicit GoodPixelManager(MinGL& window);
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};
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};
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@ -6,7 +6,7 @@
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* @author FABRE Lucas
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* @author FABRE Lucas
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* @date January 2022
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* @date January 2022
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* @version 1.0
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* @version 1.0
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* @brief manager
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* @brief Manages screen display
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*
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*
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*/
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*/
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@ -46,17 +46,19 @@ typedef nsGui::GlutFont::GlutFonts Font;
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class PixelManager{
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class PixelManager{
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public:
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public:
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MinGL& window;
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/*!
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* @brief display window
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*/
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MinGL& window;
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/*!
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/*!
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* @brief loads sprites in parallel using multiple threads
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* @brief loads sprites in parallel using multiple threads
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* @param[in] vec : We take his ownership, so
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* @param[in] tasks : vectot of task
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* @fn void loadSprites();
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* @fn void loadSprites();
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*/
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*/
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virtual void loadSprites(vector<Task>& tasks);
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virtual void loadSprites(vector<Task>& tasks);
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/*!
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/*!
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* @brief sprite of the logo of the game
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* @brief sprite of the logo of the game
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*/
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*/
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