More refactoring.
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@ -47,9 +47,9 @@ queueaction_t * queueAdd(queue_t *queue) {
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return action;
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}
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void queueUpdate(queue_t *queue, engine_t *engine) {
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void queueUpdate(queue_t *queue, float delta) {
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queueaction_t *action;
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queue->timeline += engine->time.delta;
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queue->timeline += delta;
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if(queue->current >= queue->count) return;
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action = queue->items + queue->current;
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@ -8,7 +8,6 @@
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#pragma once
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#include "../../libs.h"
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#include "../../util/array.h"
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#include "../../engine/engine.h"
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#define ANIMATION_QUEUE_ITEM_MAX 128
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#define ANIMATION_QUEUE_START 0xFF
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@ -82,9 +81,9 @@ queueaction_t * queueAdd(queue_t *queue);
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/**
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* Updates the queue logic.
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* @param convo Queue to update.
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* @param engine Engine used to update.
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* @param delta Time delta to tick the queue by.
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*/
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void queueUpdate(queue_t *queue, engine_t *engine);
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void queueUpdate(queue_t *queue, float delta);
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/**
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* Dispose the queue when finished.
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@ -58,9 +58,9 @@ void frameBufferResize(framebuffer_t *frameBuffer,int32_t width,int32_t height){
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frameBufferInit(frameBuffer, width, height);
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}
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void frameBufferUnbind(render_t *render, bool clear) {
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void frameBufferUnbind(float viewWidth, float viewHeight, bool clear) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, (GLsizei)render->width, (GLsizei)render->height);
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glViewport(0, 0, (GLsizei)viewWidth, (GLsizei)viewHeight);
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if(clear) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -8,7 +8,6 @@
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#pragma once
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#include "../libs.h"
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#include "texture.h"
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#include "render.h"
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typedef struct {
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GLuint fboId;
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@ -46,10 +45,11 @@ void frameBufferResize(framebuffer_t *frameBuffer,int32_t width,int32_t height);
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/**
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* Unbind the currently bound frame buffer.
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*
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* @param render Render manager
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* @param viewWidth Viewport width.
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* @param viewHeight Viewport height.
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* @param clear Whether or not to clear the back buffer.
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*/
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void frameBufferUnbind(render_t *render, bool clear);
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void frameBufferUnbind(float viewWidth, float viewHeight, bool clear);
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/**
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* Dispose/cleanup a previously created frame buffer.
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@ -24,7 +24,7 @@ void renderInit() {
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void renderFrameStart(render_t *render) {
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// Clear the frame buffer.
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frameBufferUnbind(render, true);
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frameBufferUnbind(render->width, render->height, true);
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}
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void renderDispose() {
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