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SUMMARY: INNER | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
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 |
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 |
static bool bookmarkInUse[ 10 ];
static CVector3D cameraBookmarks[ 10 ];
const int CELL_SIZE;
u32 ( * ConvertRGBColorTo4ub )( const RGBColor& src );
static i8 currentBookmark;
float g_MaxZoomHeight;
float g_YMinOffset;
const float HEIGHT_SCALE;
CMaterial IdentityMaterial;
CMaterial NullMaterial;
const int PATCH_SIZE;
Method Detail |
static SMaterialColor BrokenColor( 0. 3f, 0. 3f, 0. 3f, 1. 0f );
static float ClampFloat( float value, float min, float max );
void ColorActivateFastImpl();
template< typename T, typename S > static void delete_pair_2nd( std::pair< T, S > v );
static u32 fallback_ConvertRGBColorTo4ub( const RGBColor& src );
InReaction game_view_handler( const SDL_Event_* ev );
static u16 GetHandleIndex( const Handle handle, const std::vector< Handle >& handles );
static void GetObjectName_ThunkCb( const char* path, const DirEnt* UNUSED( ent ), void* context );
static CSkeletonAnim* GetRandomAnimation( const CStr& name, CObjectEntry* object );
static SMaterialColor IdentityAmbient( 0. 2f, 0. 2f, 0. 2f, 1. 0f );
static SMaterialColor IdentityDiffuse( 0. 8f, 0. 8f, 0. 8f, 1. 0f );
static SMaterialColor IdentityEmissive( 0. 0f, 0. 0f, 0. 0f, 1. 0f );
static SMaterialColor IdentitySpecular( 0. 0f, 0. 0f, 0. 0f, 1. 0f );
static void MarkUpdateColorRecursive( CModel* model );
bool operator<( const CObjectManager::ObjectKey& a, const CObjectManager::ObjectKey& b );
static SMaterialColor ParseColor( CStr colorStr );
static bool ParseUsage( CStr temp );
static bool SetRandomAnimation( const CStr& name, bool once, float speed, CModel* model, CObjectEntry* object );
Symbol Detail |
#define g_MaterialManager CMaterialManager::GetSingleton()
#define g_TexMan CTextureManager ::GetSingleton()
#define INCLUDED_CAMERA
#define INCLUDED_CINEMATRACK
#define INCLUDED_COLLADAMANAGER
#define INCLUDED_COLOR
#define INCLUDED_DEFAULTEMITTER
#define INCLUDED_FRUSTUM
#define INCLUDED_GAMEVIEW
#define INCLUDED_HFTRACER
#define INCLUDED_LIGHTENV
#define INCLUDED_MAPIO
#define INCLUDED_MAPREADER
#define INCLUDED_MAPWRITER
#define INCLUDED_MATERIAL
#define INCLUDED_MATERIALMANAGER
#define INCLUDED_MESHMANAGER
#define INCLUDED_MINIPATCH
#define INCLUDED_MODEL
#define INCLUDED_MODELDEF
#define INCLUDED_OBJECTBASE
#define INCLUDED_OBJECTENTRY
#define INCLUDED_OBJECTMANAGER
#define INCLUDED_PARTICLEEMITTER
#define INCLUDED_PARTICLEENGINE
#define INCLUDED_PATCH
#define INCLUDED_RENDERABLEOBJECT
#define INCLUDED_SCOLOR
#define INCLUDED_SKELETONANIM
#define INCLUDED_SKELETONANIMDEF
#define INCLUDED_SKELETONANIMMANAGER
#define INCLUDED_SPRITE
#define INCLUDED_TERRAIN
#define INCLUDED_TERRAINPROPERTIES
#define INCLUDED_TEXTURE
#define INCLUDED_TEXTUREENTRY
#define INCLUDED_TEXTUREMANAGER
#define INCLUDED_UNIT
#define INCLUDED_UNITANIMATION
#define INCLUDED_UNITMANAGER
#define MAX_NUM_FRUSTUM_PLANES (10)
#define MODELFLAG_CASTSHADOWS (1<<0)
#define MODELFLAG_NOLOOPANIMATION (1<<1)
#define RENDERDATA_UPDATE_COLOR (1<<4)
#define RENDERDATA_UPDATE_INDICES (1<<2)
#define RENDERDATA_UPDATE_VERTICES (1<<1)
Macro Detail |
#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); }
#define READ_FLOAT(el, out) else if (element_name == el) { out = CStr(waterelement.GetText()).ToFloat(); }
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0 A.D.
Generated on September 04, 2007 at 18:13 CppDoc v2.4.0 |
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SUMMARY: INNER | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |