forked from bartvdbraak/blender
BGE : Fix for T43724 and T41599 addObject() with KX_FontObject and
overlay scene GetGameObjectType is overwritten in KX_FontObject to differentiate a font object into AddNodeReplicaObject function. Now, in this function, we add fonts in the appropriate list. Reviewers: campbellbarton, moguri, dfelinto, lordloki Reviewed By: lordloki Subscribers: lordloki Projects: #game_logic, #game_engine Differential Revision: https://developer.blender.org/D1130
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@ -221,6 +221,7 @@ public:
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OBJ_ARMATURE=0,
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OBJ_CAMERA=1,
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OBJ_LIGHT=2,
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OBJ_FONT=3,
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} ObjectTypes;
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};
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@ -118,7 +118,6 @@ CValue* KX_FontObject::GetReplica()
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void KX_FontObject::ProcessReplica()
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{
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KX_GameObject::ProcessReplica();
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KX_GetActiveScene()->AddFont(this);
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}
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int GetFontId(VFont *vfont)
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@ -54,6 +54,7 @@ public:
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*/
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virtual CValue* GetReplica();
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virtual void ProcessReplica();
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virtual int GetGameObjectType() { return OBJ_FONT; }
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protected:
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std::vector<STR_String> m_text;
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@ -532,6 +532,8 @@ KX_GameObject* KX_Scene::AddNodeReplicaObject(class SG_IObject* node, class CVal
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m_objectlist->Add(newobj->AddRef());
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if (newobj->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
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m_lightlist->Add(newobj->AddRef());
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else if (newobj->GetGameObjectType()==SCA_IObject::OBJ_FONT)
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AddFont((KX_FontObject*)newobj);
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newobj->AddMeshUser();
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// logic cannot be replicated, until the whole hierarchy is replicated.
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