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graphics
(graphics globals)

   in Camera.h
   in CinemaTrack.h
   in ColladaManager.h
   in Color.h
   in DefaultEmitter.h
   in Frustum.h
   in GameView.h
   in HFTracer.h
   in LightEnv.h
   in MapIO.h
   in MapReader.h
   in MapWriter.h
   in Material.h
   in MaterialManager.h
   in MeshManager.h
   in MiniPatch.h
   in Model.h
   in ModelDef.h
   in ObjectBase.h
   in ObjectEntry.h
   in ObjectManager.h
   in ParticleEmitter.h
   in ParticleEngine.h
   in Patch.h
   in RenderableObject.h
   in SColor.h
   in SkeletonAnim.h
   in SkeletonAnimDef.h
   in SkeletonAnimManager.h
   in Sprite.h
   in Terrain.h
   in TerrainProperties.h
   in Texture.h
   in TextureEntry.h
   in TextureManager.h
   in Unit.h
   in UnitAnimation.h
   in UnitManager.h
   in ObjectManager.h
   in Patch.h
   in Terrain.h
   in MapReader.cpp
   in Color.cpp
   in GameView.cpp
   in MapWriter.cpp
   in Material.cpp
   in MaterialManager.cpp
   in ObjectEntry.cpp
   in ObjectManager.cpp
   in Unit.cpp

(graphics globals)


Field Summary
 static bool[ 10 ] bookmarkInUse
          See GameView.cpp
 static CVector3D[ 10 ] cameraBookmarks
          See GameView.cpp
 const int CELL_SIZE
          See Terrain.h
 u32 ( * )( const RGBColor& src ) ConvertRGBColorTo4ub
          See Color.cpp
 static i8 currentBookmark
          See GameView.cpp
 float g_MaxZoomHeight
          See GameView.cpp
 float g_YMinOffset
          See GameView.cpp
 const float HEIGHT_SCALE
          CTerrain: main terrain class; contains the heightmap describing elevation data, and the smaller subpatches that form the terrain
 CMaterial IdentityMaterial
          See Material.cpp
 CMaterial NullMaterial
          See Material.cpp
 const int PATCH_SIZE
          neighbor IDs for CPatch
 
Method Summary
 static SMaterialColor BrokenColor( 0. 3f, 0. 3f, 0. 3f, 1. 0f )
          See Material.cpp
 static float ClampFloat( float value, float min, float max )
          See MaterialManager.cpp
 void ColorActivateFastImpl()
          See Color.cpp
 template< typename T, typename S > static void delete_pair_2nd( std::pair< T, S > v )
          See ObjectEntry.cpp
 static u32 fallback_ConvertRGBColorTo4ub( const RGBColor& src )
          ========================================================================= File : Color.
 InReaction game_view_handler( const SDL_Event_* ev )
          See GameView.cpp
 static u16 GetHandleIndex( const Handle handle, const std::vector< Handle >& handles )
          EnumTerrainTextures: build lists of textures used by map, and tile descriptions for each tile on the terrain
 static void GetObjectName_ThunkCb( const char* path, const DirEnt* UNUSED( ent ), void* context )
          See ObjectManager.cpp
 static CSkeletonAnim* GetRandomAnimation( const CStr& name, CObjectEntry* object )
          See Unit.cpp
 static SMaterialColor IdentityAmbient( 0. 2f, 0. 2f, 0. 2f, 1. 0f )
          See Material.cpp
 static SMaterialColor IdentityDiffuse( 0. 8f, 0. 8f, 0. 8f, 1. 0f )
          See Material.cpp
 static SMaterialColor IdentityEmissive( 0. 0f, 0. 0f, 0. 0f, 1. 0f )
          See Material.cpp
 static SMaterialColor IdentitySpecular( 0. 0f, 0. 0f, 0. 0f, 1. 0f )
          See Material.cpp
 static void MarkUpdateColorRecursive( CModel* model )
          See GameView.cpp
 bool operator<( const CObjectManager::ObjectKey& a, const CObjectManager::ObjectKey& b )
          See ObjectManager.cpp
 static SMaterialColor ParseColor( CStr colorStr )
          See MaterialManager.cpp
 static bool ParseUsage( CStr temp )
          See MaterialManager.cpp
 static bool SetRandomAnimation( const CStr& name, bool once, float speed, CModel* model, CObjectEntry* object )
          See Unit.cpp
 
Symbol Summary
 #define g_MaterialManager CMaterialManager::GetSingleton()
          See MaterialManager.h
 #define g_TexMan CTextureManager ::GetSingleton()
          See TextureManager.h
 #define INCLUDED_CAMERA
          See Camera.h
 #define INCLUDED_CINEMATRACK
          See CinemaTrack.h
 #define INCLUDED_COLLADAMANAGER
          See ColladaManager.h
 #define INCLUDED_COLOR
          See Color.h
 #define INCLUDED_DEFAULTEMITTER
          See DefaultEmitter.h
 #define INCLUDED_FRUSTUM
          See Frustum.h
 #define INCLUDED_GAMEVIEW
          See GameView.h
 #define INCLUDED_HFTRACER
          See HFTracer.h
 #define INCLUDED_LIGHTENV
          See LightEnv.h
 #define INCLUDED_MAPIO
          See MapIO.h
 #define INCLUDED_MAPREADER
          See MapReader.h
 #define INCLUDED_MAPWRITER
          See MapWriter.h
 #define INCLUDED_MATERIAL
          See Material.h
 #define INCLUDED_MATERIALMANAGER
          See MaterialManager.h
 #define INCLUDED_MESHMANAGER
          See MeshManager.h
 #define INCLUDED_MINIPATCH
          See MiniPatch.h
 #define INCLUDED_MODEL
          See Model.h
 #define INCLUDED_MODELDEF
          See ModelDef.h
 #define INCLUDED_OBJECTBASE
          See ObjectBase.h
 #define INCLUDED_OBJECTENTRY
          See ObjectEntry.h
 #define INCLUDED_OBJECTMANAGER
          See ObjectManager.h
 #define INCLUDED_PARTICLEEMITTER
          See ParticleEmitter.h
 #define INCLUDED_PARTICLEENGINE
          See ParticleEngine.h
 #define INCLUDED_PATCH
          See Patch.h
 #define INCLUDED_RENDERABLEOBJECT
          See RenderableObject.h
 #define INCLUDED_SCOLOR
          See SColor.h
 #define INCLUDED_SKELETONANIM
          See SkeletonAnim.h
 #define INCLUDED_SKELETONANIMDEF
          See SkeletonAnimDef.h
 #define INCLUDED_SKELETONANIMMANAGER
          See SkeletonAnimManager.h
 #define INCLUDED_SPRITE
          See Sprite.h
 #define INCLUDED_TERRAIN
          See Terrain.h
 #define INCLUDED_TERRAINPROPERTIES
          See TerrainProperties.h
 #define INCLUDED_TEXTURE
          See Texture.h
 #define INCLUDED_TEXTUREENTRY
          See TextureEntry.h
 #define INCLUDED_TEXTUREMANAGER
          See TextureManager.h
 #define INCLUDED_UNIT
          See Unit.h
 #define INCLUDED_UNITANIMATION
          See UnitAnimation.h
 #define INCLUDED_UNITMANAGER
          See UnitManager.h
 #define MAX_NUM_FRUSTUM_PLANES (10)
          See Frustum.h
 #define MODELFLAG_CASTSHADOWS (1<<0)
          See Model.h
 #define MODELFLAG_NOLOOPANIMATION (1<<1)
          See Model.h
 #define RENDERDATA_UPDATE_COLOR (1<<4)
          See RenderableObject.h
 #define RENDERDATA_UPDATE_INDICES (1<<2)
          See RenderableObject.h
 #define RENDERDATA_UPDATE_VERTICES (1<<1)
          See RenderableObject.h
 
Macro Summary
 #define READ_COLOUR(el, out) else if (element_name == el) { XMBAttributeList attrs = waterelement.GetAttributes() out = CColor( CStr(attrs.GetNamedItem(at_r)).ToFloat(), CStr(attrs.GetNamedItem(at_g)).ToFloat(), CStr(attrs.GetNamedItem(at_b)).ToFloat(), 1.f) }
          See MapReader.cpp
 #define READ_FLOAT(el, out) else if (element_name == el) { out = CStr(waterelement.GetText()).ToFloat() }
          See MapReader.cpp
 

Field Detail

bookmarkInUse

 static bool bookmarkInUse[ 10 ];
See GameView.cpp.

cameraBookmarks

 static CVector3D cameraBookmarks[ 10 ];
See GameView.cpp.

CELL_SIZE

 const int CELL_SIZE;
See Terrain.h.

ConvertRGBColorTo4ub

 u32 ( * ConvertRGBColorTo4ub )( const RGBColor& src );
See Color.cpp.

currentBookmark

 static i8 currentBookmark;
See GameView.cpp.

g_MaxZoomHeight

 float g_MaxZoomHeight;
See GameView.cpp.

g_YMinOffset

 float g_YMinOffset;
See GameView.cpp.

HEIGHT_SCALE

 const float HEIGHT_SCALE;
CTerrain: main terrain class; contains the heightmap describing elevation data, and the smaller subpatches that form the terrain
See Terrain.h.

IdentityMaterial

 CMaterial IdentityMaterial;
See Material.cpp.

NullMaterial

 CMaterial NullMaterial;
See Material.cpp.

PATCH_SIZE

 const int PATCH_SIZE;
neighbor IDs for CPatch
See Patch.h.


Method Detail

BrokenColor

 static SMaterialColor BrokenColor( 0. 3f, 0. 3f, 0. 3f, 1. 0f );
See Material.cpp.

ClampFloat

 static float ClampFloat( float value, float min, float max );
See MaterialManager.cpp.

ColorActivateFastImpl

 void ColorActivateFastImpl();
See Color.cpp.

delete_pair_2nd

 template< typename T, typename S > static void delete_pair_2nd( std::pair< T, S > v );
See ObjectEntry.cpp.

fallback_ConvertRGBColorTo4ub

 static u32 fallback_ConvertRGBColorTo4ub( const RGBColor& src );
========================================================================= File : Color.cpp Project : 0 A.D. Description : Convert float RGB(A) colors to unsigned byte =========================================================================
See Color.cpp.

game_view_handler

 InReaction game_view_handler( const SDL_Event_* ev );
See GameView.cpp.

GetHandleIndex

 static u16 GetHandleIndex( const Handle handle, const std::vector< Handle >& handles );
EnumTerrainTextures: build lists of textures used by map, and tile descriptions for each tile on the terrain
See MapWriter.cpp.

GetObjectName_ThunkCb

 static void GetObjectName_ThunkCb( const char* path, const DirEnt* UNUSED( ent ), void* context );
See ObjectManager.cpp.

GetRandomAnimation

 static CSkeletonAnim* GetRandomAnimation( const CStr& name, CObjectEntry* object );
See Unit.cpp.

IdentityAmbient

 static SMaterialColor IdentityAmbient( 0. 2f, 0. 2f, 0. 2f, 1. 0f );
See Material.cpp.

IdentityDiffuse

 static SMaterialColor IdentityDiffuse( 0. 8f, 0. 8f, 0. 8f, 1. 0f );
See Material.cpp.

IdentityEmissive

 static SMaterialColor IdentityEmissive( 0. 0f, 0. 0f, 0. 0f, 1. 0f );
See Material.cpp.

IdentitySpecular

 static SMaterialColor IdentitySpecular( 0. 0f, 0. 0f, 0. 0f, 1. 0f );
See Material.cpp.

MarkUpdateColorRecursive

 static void MarkUpdateColorRecursive( CModel* model );
See GameView.cpp.

operator<

 bool operator<( const CObjectManager::ObjectKey& a, const CObjectManager::ObjectKey& b );
See ObjectManager.cpp.

ParseColor

 static SMaterialColor ParseColor( CStr colorStr );
See MaterialManager.cpp.

ParseUsage

 static bool ParseUsage( CStr temp );
See MaterialManager.cpp.

SetRandomAnimation

 static bool SetRandomAnimation( const CStr& name, bool once, float speed, CModel* model, CObjectEntry* object );
See Unit.cpp.


Symbol Detail

g_MaterialManager

 #define g_MaterialManager CMaterialManager::GetSingleton()
See MaterialManager.h.

g_TexMan

 #define g_TexMan CTextureManager ::GetSingleton()
See TextureManager.h.

INCLUDED_CAMERA

 #define INCLUDED_CAMERA 
See Camera.h.

INCLUDED_CINEMATRACK

 #define INCLUDED_CINEMATRACK 
See CinemaTrack.h.

INCLUDED_COLLADAMANAGER

 #define INCLUDED_COLLADAMANAGER 
See ColladaManager.h.

INCLUDED_COLOR

 #define INCLUDED_COLOR 
See Color.h.

INCLUDED_DEFAULTEMITTER

 #define INCLUDED_DEFAULTEMITTER 
See DefaultEmitter.h.

INCLUDED_FRUSTUM

 #define INCLUDED_FRUSTUM 
See Frustum.h.

INCLUDED_GAMEVIEW

 #define INCLUDED_GAMEVIEW 
See GameView.h.

INCLUDED_HFTRACER

 #define INCLUDED_HFTRACER 
See HFTracer.h.

INCLUDED_LIGHTENV

 #define INCLUDED_LIGHTENV 
See LightEnv.h.

INCLUDED_MAPIO

 #define INCLUDED_MAPIO 
See MapIO.h.

INCLUDED_MAPREADER

 #define INCLUDED_MAPREADER 
See MapReader.h.

INCLUDED_MAPWRITER

 #define INCLUDED_MAPWRITER 
See MapWriter.h.

INCLUDED_MATERIAL

 #define INCLUDED_MATERIAL 
See Material.h.

INCLUDED_MATERIALMANAGER

 #define INCLUDED_MATERIALMANAGER 
See MaterialManager.h.

INCLUDED_MESHMANAGER

 #define INCLUDED_MESHMANAGER 
See MeshManager.h.

INCLUDED_MINIPATCH

 #define INCLUDED_MINIPATCH 
See MiniPatch.h.

INCLUDED_MODEL

 #define INCLUDED_MODEL 
See Model.h.

INCLUDED_MODELDEF

 #define INCLUDED_MODELDEF 
See ModelDef.h.

INCLUDED_OBJECTBASE

 #define INCLUDED_OBJECTBASE 
See ObjectBase.h.

INCLUDED_OBJECTENTRY

 #define INCLUDED_OBJECTENTRY 
See ObjectEntry.h.

INCLUDED_OBJECTMANAGER

 #define INCLUDED_OBJECTMANAGER 
See ObjectManager.h.

INCLUDED_PARTICLEEMITTER

 #define INCLUDED_PARTICLEEMITTER 
See ParticleEmitter.h.

INCLUDED_PARTICLEENGINE

 #define INCLUDED_PARTICLEENGINE 
See ParticleEngine.h.

INCLUDED_PATCH

 #define INCLUDED_PATCH 
See Patch.h.

INCLUDED_RENDERABLEOBJECT

 #define INCLUDED_RENDERABLEOBJECT 
See RenderableObject.h.

INCLUDED_SCOLOR

 #define INCLUDED_SCOLOR 
See SColor.h.

INCLUDED_SKELETONANIM

 #define INCLUDED_SKELETONANIM 
See SkeletonAnim.h.

INCLUDED_SKELETONANIMDEF

 #define INCLUDED_SKELETONANIMDEF 
See SkeletonAnimDef.h.

INCLUDED_SKELETONANIMMANAGER

 #define INCLUDED_SKELETONANIMMANAGER 
See SkeletonAnimManager.h.

INCLUDED_SPRITE

 #define INCLUDED_SPRITE 
See Sprite.h.

INCLUDED_TERRAIN

 #define INCLUDED_TERRAIN 
See Terrain.h.

INCLUDED_TERRAINPROPERTIES

 #define INCLUDED_TERRAINPROPERTIES 
See TerrainProperties.h.

INCLUDED_TEXTURE

 #define INCLUDED_TEXTURE 
See Texture.h.

INCLUDED_TEXTUREENTRY

 #define INCLUDED_TEXTUREENTRY 
See TextureEntry.h.

INCLUDED_TEXTUREMANAGER

 #define INCLUDED_TEXTUREMANAGER 
See TextureManager.h.

INCLUDED_UNIT

 #define INCLUDED_UNIT 
See Unit.h.

INCLUDED_UNITANIMATION

 #define INCLUDED_UNITANIMATION 
See UnitAnimation.h.

INCLUDED_UNITMANAGER

 #define INCLUDED_UNITMANAGER 
See UnitManager.h.

MAX_NUM_FRUSTUM_PLANES

 #define MAX_NUM_FRUSTUM_PLANES (10)
See Frustum.h.

MODELFLAG_CASTSHADOWS

 #define MODELFLAG_CASTSHADOWS (1<<0)
See Model.h.

MODELFLAG_NOLOOPANIMATION

 #define MODELFLAG_NOLOOPANIMATION (1<<1)
See Model.h.

RENDERDATA_UPDATE_COLOR

 #define RENDERDATA_UPDATE_COLOR (1<<4)
See RenderableObject.h.

RENDERDATA_UPDATE_INDICES

 #define RENDERDATA_UPDATE_INDICES (1<<2)
See RenderableObject.h.

RENDERDATA_UPDATE_VERTICES

 #define RENDERDATA_UPDATE_VERTICES (1<<1)
See RenderableObject.h.


Macro Detail

READ_COLOUR

 #define READ_COLOUR(el, out) else if (element_name == el) { XMBAttributeList attrs = waterelement.GetAttributes(); out = CColor( CStr(attrs.GetNamedItem(at_r)).ToFloat(), CStr(attrs.GetNamedItem(at_g)).ToFloat(), CStr(attrs.GetNamedItem(at_b)).ToFloat(), 1.f); }
See MapReader.cpp.

READ_FLOAT

 #define READ_FLOAT(el, out) else if (element_name == el) { out = CStr(waterelement.GetText()).ToFloat(); } 
See MapReader.cpp.

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