That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
111 lines
3.8 KiB
C++
111 lines
3.8 KiB
C++
/*************************************************************************/
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/* cp_loader_s3m.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CP_LOADER_S3M_H
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#define CP_LOADER_S3M_H
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#include "cp_loader.h"
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/**
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*@author Juan Linietsky
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*/
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/******************************
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loader_s3m.h
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----------
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Scream Tracker Module CPLoader!
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It lacks support for
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individual sample loading
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and reorganizing the columns.
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********************************/
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class CPLoader_S3M : public CPLoader {
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struct S3M_Header {
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char songname[28];
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uint8_t t1a;
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uint8_t type;
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uint8_t unused1[2];
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uint16_t ordnum;
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uint16_t insnum;
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uint16_t patnum;
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uint16_t flags;
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uint16_t tracker;
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uint16_t fileformat;
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char scrm[5];
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uint8_t mastervol;
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uint8_t initspeed;
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uint8_t inittempo;
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uint8_t mastermult;
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uint8_t ultraclick;
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uint8_t pantable;
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uint8_t unused2[8];
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uint16_t special;
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uint8_t channels[32];
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uint8_t pannings[32];
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uint8_t orderlist[300];
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};
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int sample_parapointers[CPSong::MAX_SAMPLES];
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int pattern_parapointers[CPSong::MAX_PATTERNS];
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Error load_header();
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void set_header();
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Error load_sample(CPSample *p_sample);
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Error load_pattern(CPPattern *p_pattern);
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Error load_patterns();
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Error load_samples();
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S3M_Header header;
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int sample_count;
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int pattern_count;
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CPFileAccessWrapper *file;
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CPSong *song;
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public:
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bool can_load_song() { return true; }
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bool can_load_sample() { return false; }
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bool can_load_instrument() { return false; }
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Error load_song(const char *p_file,CPSong *p_song,bool p_sampleset);
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Error load_sample(const char *p_file,CPSample *p_sample);
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Error load_instrument(const char *p_file,CPSong *p_song,int p_instr_idx);
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CPLoader_S3M(CPFileAccessWrapper *p_file);
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~CPLoader_S3M();
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};
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#endif
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