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2017-04-28Split thirdparty smaz.c out of compressed_translation.cppRémi Verschelde
Code comes from https://github.com/antirez/smaz/blob/150e125cbae2e8fd20dd332432776ce13395d4d4/smaz.c With a small modification to match Godot expectations: ``` diff --git a/thirdparty/core/smaz.c b/thirdparty/core/smaz.c index 9b1ebc2..555dfea 100644 --- a/thirdparty/core/smaz.c +++ b/thirdparty/core/smaz.c @@ -14,7 +14,7 @@ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND #include <string.h> /* Our compression codebook, used for compression */ -static char *Smaz_cb[241] = { +static const char *Smaz_cb[241] = { "\002s,\266", "\003had\232\002leW", "\003on \216", "", "\001yS", "\002ma\255\002li\227", "\003or \260", "", "\002ll\230\003s t\277", "\004fromg\002mel", "", "\003its\332", "\001z\333", "\003ingF", "\001>\336", @@ -89,7 +89,7 @@ static char *Smaz_rcb[254] = { "e, ", " it", "whi", " ma", "ge", "x", "e c", "men", ".com" }; -int smaz_compress(char *in, int inlen, char *out, int outlen) { +int smaz_compress(const char *in, int inlen, char *out, int outlen) { unsigned int h1,h2,h3=0; int verblen = 0, _outlen = outlen; char verb[256], *_out = out; @@ -167,7 +167,7 @@ out: return out-_out; } -int smaz_decompress(char *in, int inlen, char *out, int outlen) { +int smaz_decompress(const char *in, int inlen, char *out, int outlen) { unsigned char *c = (unsigned char*) in; char *_out = out; int _outlen = outlen; @@ -192,7 +192,7 @@ int smaz_decompress(char *in, int inlen, char *out, int outlen) { inlen -= 2+len; } else { /* Codebook entry */ - char *s = Smaz_rcb[*c]; + const char *s = Smaz_rcb[*c]; int len = strlen(s); if (outlen < len) return _outlen+1; diff --git a/thirdparty/core/smaz.h b/thirdparty/core/smaz.h index a547d89..a9d8a33 100644 --- a/thirdparty/core/smaz.h +++ b/thirdparty/core/smaz.h @@ -14,7 +14,7 @@ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND #ifndef _SMAZ_H #define _SMAZ_H -int smaz_compress(char *in, int inlen, char *out, int outlen); -int smaz_decompress(char *in, int inlen, char *out, int outlen); +int smaz_compress(const char *in, int inlen, char *out, int outlen); +int smaz_decompress(const char *in, int inlen, char *out, int outlen); #endif ```
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-01-16Style: Cleanups, added headers, renamed filesRémi Verschelde
Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
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!
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-29removed some printsreduz
2015-04-18Updated copyright year in all headersJuan Linietsky
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky