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* Add PatchManager - Allows you to patch terrain.png and items.png on the fly.
This can be used for modding, since you don't need to share copyrighted Mojang assets alongside your texture patches.
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@@ -183,8 +183,13 @@ Texture AppPlatform_windows::loadTexture(const std::string& str, bool b)
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goto _error;
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}
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uint32_t* img2 = new uint32_t[width * height];
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memcpy(img2, img, width * height * sizeof(uint32_t));
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stbi_image_free(img);
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img = nullptr;
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fclose(f);
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return Texture(width, height, (uint32_t*)img, 1, 0);
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return Texture(width, height, img2, 1, 0);
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}
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std::vector<std::string> AppPlatform_windows::getOptionStrings()
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@@ -233,6 +238,18 @@ void AppPlatform_windows::setOptionStrings(const std::vector<std::string>& str)
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os << str[i] << ':' << str[i + 1] << '\n';
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}
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std::string AppPlatform_windows::getPatchData()
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{
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std::ifstream ifs("assets/patches/patch_data.txt");
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if (!ifs.is_open())
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return "";
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std::stringstream ss;
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ss << ifs.rdbuf();
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return ss.str();
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}
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void AppPlatform_windows::setScreenSize(int width, int height)
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{
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m_ScreenWidth = width;
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