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/***************************************************************************
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* Copyright (C) 2004 by E.Ros *
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* rosenric@dei.unipd.it *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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***************************************************************************/
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#include <math.h>
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#include <stdlib.h>
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#include <tqimage.h>
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#include <tqgl.h>
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#include <tqfile.h>
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#include <tqstring.h>
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#include <kdebug.h>
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#include <kstandarddirs.h>
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#include <tdeversion.h>
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#include <klocale.h>
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#include "firesaverwriter.h"
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/* Word: SINGLE WORD */
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Word::Word( const char * _text, TQMap<char, Symbol *> * sMap, float _scale )
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: width(0), scale(_scale), cX(0), cY(0), vScale(0), vX(0), vY(0),
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activateTime(0.0), lifeTime(2), currentTime(0)
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{
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for ( ; *_text != 0 && *_text != ' '; _text++ )
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{
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char c = *_text;
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if ( !sMap->contains(c) ) //search for a symbol in the map
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continue;
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Symbol * symbol = (*sMap)[c]; //get the symbol*
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width += symbol->scale; //increase word's half-width
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symbolList.append( symbol ); //insert it to the list
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}
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color[0] = 0;
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color[1] = 0.8 * drand48();
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color[2] = 0.2 + 0.8 * drand48();
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color[3] = 1;
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}
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inline void Word::renderWord( double dT )
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{
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if ( (currentTime += dT) < activateTime )
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return;
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//update coloring
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if ( activateTime >= 0 ) {
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if ( currentTime < activateTime + 0.4 )
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color[3] = (currentTime - activateTime) / 0.4;
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else
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color[3] = 1 - (currentTime - activateTime - 0.4) / (lifeTime - 0.4);
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} else
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color[3] = 1 - currentTime / lifeTime;
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//word's global transforms
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glPushMatrix();
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glTranslatef( cX - scale * width, cY, 0 );
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glScalef( scale, scale, 1 );
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glColor4fv( color );
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//for each symbol draw it!
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Symbol * symbol = symbolList.first();
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for( ; symbol; symbol = symbolList.next() )
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symbol->renderSymbol();
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glPopMatrix();
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//physical update to position and scale
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cX += vX * dT;
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cY += vY * dT;
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scale += scale * vScale * dT;
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}
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inline bool Word::isDead()
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{
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if ( activateTime > 0 )
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return (currentTime - activateTime) >= lifeTime;
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return currentTime >= lifeTime;
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}
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/* Writer: engine that spawns and manages words */
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Writer::Writer( TQString descFileName )
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: numTextures(0)
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{
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wordList.setAutoDelete( true );
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if ( !loadMap( descFileName ) )
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return;
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TQString welcomeString = i18n("Welcome to KDE %1.%2.%3")
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.arg(TDE_VERSION_MAJOR)
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.arg(TDE_VERSION_MINOR)
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.arg(TDE_VERSION_RELEASE);
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spawnWords(welcomeString, Fun1);
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}
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Writer::~ Writer()
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{
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glDeleteTextures( numTextures, texArray );
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wordList.clear();
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TQMap<char, Symbol *>::Iterator it = symbolMap.begin();
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for ( ; it != symbolMap.end(); ++it )
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delete (Symbol *)it.data();
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}
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void Writer::spawnWords( TQString phrase, effectType fX )
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{
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int wordCount = 0;
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float xCenter = 0,
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yCenter = drand48()*40 - 20,
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wordsWidth = 0;
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TQPtrList<Word> localWords;
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while ( phrase.length() > 0 )
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{
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TQString letters = phrase.section(" ",0,0);
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Word * word = new Word( letters.latin1(), &symbolMap );
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wordList.append( word );
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localWords.append( word );
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word->cX = xCenter;
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word->cY = yCenter;
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switch ( fX ) {
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case Fun1:{
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float angle = 2*M_PI * drand48(),
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module = 0.25 * (drand48() + drand48());
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word->vX = module * cos( angle );
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word->vY = module * sin( angle );
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word->vScale = 0.6;
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word->scale = 0.7 + 0.3*(drand48() + drand48());}
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word->activateTime = 0.3 * wordCount;
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//fall to the case below for word spacing
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default:
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case NoEffect:
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wordsWidth += word->width;
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word->cX += wordsWidth;
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wordsWidth += word->width + 1;
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break;
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case Sequence:
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word->lifeTime = 1.2;
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word->activateTime = 0.6 + 0.9 * wordCount;
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// word->vY = -5;
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break;
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}
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wordCount ++;
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phrase.remove(0, letters.length() + 1);
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}
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if ( localWords.count() < 1 )
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return;
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//some computations to 'center' the string
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float displace = -(wordsWidth - 1) / 2;
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Word * word = localWords.first();
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for( ; word; word = localWords.next() )
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word->cX += displace;
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}
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void Writer::render( double dT )
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{
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if ( !numTextures )
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return;
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glEnable( GL_TEXTURE_2D );
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glPushMatrix();
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glScalef( 0.6, 0.6, 1.0 );
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Word * word = wordList.first();
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while( word ) {
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word->renderWord( dT );
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if ( word->isDead() ) {
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wordList.remove();
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word = wordList.current();
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} else
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word = wordList.next();
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}
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glPopMatrix();
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}
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/* loadMap()
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* parses the description file to create the internal symbols map.
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* This map is then used when building words.
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**/
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bool Writer::loadMap( TQString descFile )
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{
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TQFile desc( locate("data","kfiresaver/"+descFile) );
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if ( !desc.open( IO_ReadOnly ) )
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return false;
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unsigned int currentNumber;
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float xres = 0, yres = 0;
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bool generatedFirst = false;
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while ( !desc.atEnd() )
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{
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TQString line;
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int count = desc.readLine( line, 100 );
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//skip comments / invalid lines
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if ( count < 6 || line.at(0) == '#')
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continue;
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//load texture maps
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if ( line.at(0) == '"' && numTextures < 15 )
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{
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//load and generate texture
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TQString fileName = line.section("\"", 1,1 );
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TQImage tmp;
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if ( !tmp.load( locate("data","kfiresaver/"+fileName) ) ) {
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kdWarning() << "can't load filename:" << fileName << endl;
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generatedFirst = false;
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continue;
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}
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glGenTextures( 1, ¤tNumber );
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texArray[ numTextures++ ] = currentNumber;
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glBindTexture(GL_TEXTURE_2D, currentNumber);
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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TQImage texture = TQGLWidget::convertToGLFormat( tmp );
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xres = (float)texture.width();
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yres = (float)texture.height();
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (int)xres, (int)yres, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, texture.bits());
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generatedFirst = true;
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continue;
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}
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if ( !generatedFirst )
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continue;
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if ( line.contains(' ') != 4 ) {
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kdWarning() << "wrong line on symbols.desc (4 spaces expected):" << endl;
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kdWarning() << " '" << line << "'" << endl;
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continue;
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}
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//parse the line describing a symbol and create it
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char p = *(line.latin1());
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if ( symbolMap.contains(p) )
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continue;
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float left = (float)(line.section(" ",1,1).toInt())/xres,
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top = (float)(line.section(" ",2,2).toInt())/yres,
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right = (float)(line.section(" ",3,3).toInt() + 1)/xres,
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bottom = (float)(line.section(" ",4,4).toInt() + 1)/yres;
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symbolMap[p] = new Symbol( currentNumber, left,top,right,bottom );
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}
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return symbolMap.size() > 0;
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}
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