feat: add android support
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@@ -5,6 +5,7 @@
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#include <map>
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#include <unordered_map>
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#include <glm/glm.hpp>
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#include <array>
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#include "Mobs.h"
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#include "Team.h"
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@@ -14,9 +14,9 @@ private:
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public:
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WorldClient(ClientGame* game);
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virtual void HandlePacket(protocol::WorldBeginDataPacket* packet);
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virtual void HandlePacket(protocol::WorldDataPacket* packet);
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virtual void HandlePacket(protocol::SpawnMobPacket* packet);
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virtual void HandlePacket(protocol::WorldBeginDataPacket* packet) override;
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virtual void HandlePacket(protocol::WorldDataPacket* packet) override;
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virtual void HandlePacket(protocol::SpawnMobPacket* packet) override;
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virtual void OnArrowShot(game::MobPtr target, game::Tower* shooter) override;
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};
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@@ -1,3 +1,8 @@
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#pragma once
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#include "glbinding/gl/gl.h"
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#ifdef ANDROID
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#include <GLES3/gl3.h>
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#else
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#include "glbinding/gl/gl.h"
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using namespace gl;
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#endif
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@@ -10,10 +10,7 @@
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#include <string>
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#include <glm/glm.hpp>
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namespace gl {
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enum class GLenum : unsigned int;
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}
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#include "render/GL.h"
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class ShaderProgram {
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public:
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@@ -40,8 +37,8 @@ private:
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unsigned int programID;
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unsigned int vertexShaderID;
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unsigned int fragmentShaderID;
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int loadShaderFromFile(const std::string& file, gl::GLenum type);
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int loadShader(const std::string& source, gl::GLenum type);
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int loadShaderFromFile(const std::string& file, GLenum type);
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int loadShader(const std::string& source, GLenum type);
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};
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#endif /* RENDER_SHADERS_SHADERPROGRAM_H_ */
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