Removed irrlicht 1.6 support code, since we don't support building with irrlicht 1.6 anymore

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@5440 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
auria 2010-05-15 15:28:32 +00:00
parent 9ff849c147
commit 1556b60bdc
8 changed files with 7 additions and 42 deletions

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@ -184,7 +184,7 @@ void IrrDriver::initDevice()
//const std::string &font = file_manager->getFontFile("DomesticManners.xml");
//m_race_font = m_gui_env->getFont(font.c_str());
#if (IRRLICHT_VERSION_MAJOR == 1) && (IRRLICHT_VERSION_MINOR >= 7)
video::SMaterial& material2D = m_video_driver->getMaterial2D();
material2D.setFlag(video::EMF_ANTI_ALIASING, true);
for (unsigned int n=0; n<MATERIAL_MAX_TEXTURES; n++)
@ -198,7 +198,7 @@ void IrrDriver::initDevice()
}
material2D.AntiAliasing=video::EAAM_FULL_BASIC;
//m_video_driver->enableMaterial2D();
#endif
// set cursor visible by default (what's the default is not too clearly documented,
// so let's decide ourselves...)
@ -453,11 +453,7 @@ scene::ISceneNode* IrrDriver::addWaterNode(scene::IMesh *mesh,
*/
scene::ISceneNode *IrrDriver::addOctTree(scene::IMesh *mesh)
{
#if (IRRLICHT_VERSION_MAJOR == 1) && (IRRLICHT_VERSION_MINOR == 7)
return m_scene_manager->addOctreeSceneNode(mesh);
#else
return m_scene_manager->addOctTreeSceneNode(mesh);
#endif
} // addOctTree
// ----------------------------------------------------------------------------

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@ -174,8 +174,6 @@ void Material::setMaterialProperties(video::SMaterial *m) const
m->setFlag(video::EMF_TRILINEAR_FILTER, true);
}
#if (IRRLICHT_VERSION_MAJOR == 1) && (IRRLICHT_VERSION_MINOR >= 7)
if ( (m_clamp_tex & UCLAMP) != 0)
{
// m->setFlag();
@ -201,7 +199,6 @@ void Material::setMaterialProperties(video::SMaterial *m) const
}
}
#endif
if(!m_backface_culling)
m->setFlag(video::EMF_BACK_FACE_CULLING, false);

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@ -73,11 +73,7 @@ void MaterialManager::setAllFlatMaterialFlags(scene::IMeshBuffer *mb) const
void MaterialManager::setAllMaterialFlags(video::ITexture* t,
scene::IMeshBuffer *mb) const
{
#if (IRRLICHT_VERSION_MAJOR == 1) && (IRRLICHT_VERSION_MINOR == 7)
const std::string image = StringUtils::getBasename(core::stringc(t->getName()).c_str());
#else
const std::string image = StringUtils::getBasename(t->getName().c_str());
#endif
// Search backward so that temporary (track) textures are found first
for(int i = (int)m_materials.size()-1; i>=0; i-- )
{

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@ -685,9 +685,7 @@ void render(float elapsed_time)
g_skin->drawBGFadeColor();
}
#if (IRRLICHT_VERSION_MAJOR == 1) && (IRRLICHT_VERSION_MINOR >= 7)
g_driver->enableMaterial2D();
#endif
if (gamestate == MENU || gamestate == INGAME_MENU)
{
@ -742,9 +740,8 @@ void render(float elapsed_time)
}
}
#if (IRRLICHT_VERSION_MAJOR == 1) && (IRRLICHT_VERSION_MINOR >= 7)
g_driver->enableMaterial2D(false);
#endif
} // render
// -----------------------------------------------------------------------------

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@ -1509,18 +1509,11 @@ void Skin::drawBGFadeColor()
// -----------------------------------------------------------------------------
#if (IRRLICHT_VERSION_MAJOR == 1) && (IRRLICHT_VERSION_MINOR==7)
core::rect< s32 > Skin::draw3DWindowBackground(IGUIElement *element, bool drawTitleBar,
video::SColor titleBarColor,
const core::rect< s32 > &rect,
const core::rect< s32 > *clip,
core::rect<s32>* checkClientArea)
#else
core::rect< s32 > Skin::draw3DWindowBackground(IGUIElement *element, bool drawTitleBar,
video::SColor titleBarColor,
const core::rect< s32 > &rect,
const core::rect< s32 > *clip)
#endif
{
drawBGFadeColor();

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@ -288,12 +288,10 @@ namespace GUIEngine
virtual void draw3DTabBody (irr::gui::IGUIElement *element, bool border, bool background, const irr::core::rect< irr::s32 > &rect, const irr::core::rect< irr::s32 > *clip, irr::s32 tabHeight=-1, irr::gui::EGUI_ALIGNMENT alignment=irr::gui::EGUIA_UPPERLEFT);
virtual void draw3DTabButton (irr::gui::IGUIElement *element, bool active, const irr::core::rect< irr::s32 > &rect, const irr::core::rect< irr::s32 > *clip, irr::gui::EGUI_ALIGNMENT alignment=irr::gui::EGUIA_UPPERLEFT);
virtual void draw3DToolBar (irr::gui::IGUIElement *element, const irr::core::rect< irr::s32 > &rect, const irr::core::rect< irr::s32 > *clip);
#if (IRRLICHT_VERSION_MAJOR == 1) && (IRRLICHT_VERSION_MINOR==7)
virtual irr::core::rect< irr::s32 > draw3DWindowBackground (irr::gui::IGUIElement *element, bool drawTitleBar, irr::video::SColor titleBarColor, const irr::core::rect< irr::s32 > &rect, const irr::core::rect< irr::s32 > *clip,
irr::core::rect<irr::s32>* checkClientArea=0);
#else
virtual irr::core::rect< irr::s32 > draw3DWindowBackground (irr::gui::IGUIElement *element, bool drawTitleBar, irr::video::SColor titleBarColor, const irr::core::rect< irr::s32 > &rect, const irr::core::rect< irr::s32 > *clip);
#endif
virtual void drawIcon (irr::gui::IGUIElement *element, irr::gui::EGUI_DEFAULT_ICON icon, const irr::core::position2di position, irr::u32 starttime, irr::u32 currenttime, bool loop=false, const irr::core::rect< irr::s32 > *clip=NULL);
virtual irr::video::SColor getColor (irr::gui::EGUI_DEFAULT_COLOR color) const;
virtual const wchar_t* getDefaultText (irr::gui::EGUI_DEFAULT_TEXT text) const;

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@ -196,13 +196,8 @@ void FeatureUnlockedCutScene::init()
m.Shininess = 0;
//m.setFlag(video::EMF_TEXTURE_WRAP, false);
#if (IRRLICHT_VERSION_MAJOR == 1) && (IRRLICHT_VERSION_MINOR >= 7)
m.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
m.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
#else
m.TextureLayer[0].TextureWrap = video::ETC_CLAMP_TO_EDGE;
#endif
scene::IMesh* mesh = irr_driver->createTexturedQuadMesh(&m,
m_unlocked_stuff[n].m_w,
m_unlocked_stuff[n].m_h);

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@ -382,12 +382,9 @@ void Track::convertTrackToBullet(const scene::IMesh *mesh,
const Material* material=0;
TriangleMesh *tmesh = m_track_mesh;
if(t) {
#if (IRRLICHT_VERSION_MAJOR == 1) && (IRRLICHT_VERSION_MINOR == 7)
if(t)
{
std::string image = std::string(core::stringc(t->getName()).c_str());
#else
std::string image = std::string(t->getName().c_str());
#endif
material=material_manager->getMaterial(StringUtils::getBasename(image));
// Zipper are converted to non-collision mesh, since otherwise
// the road becomes 'bumpy' if the meshes are not 100% correctly
@ -532,11 +529,7 @@ void Track::handleAnimatedTextures(scene::ISceneNode *node, const XMLNode &xml)
video::ITexture* t=irrMaterial.getTexture(j);
if(!t) continue;
const std::string texture_name =
#if (IRRLICHT_VERSION_MAJOR == 1) && (IRRLICHT_VERSION_MINOR == 7)
StringUtils::getBasename(core::stringc(t->getName()).c_str());
#else
StringUtils::getBasename(t->getName().c_str());
#endif
if(texture_name!=name) continue;
core::matrix4 *m = &irrMaterial.getTextureMatrix(j);
m_animated_textures.push_back(new MovingTexture(m, *texture_node));