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0 A.D. | |||||||
FRAMES NO FRAMES | ||||||||
SUMMARY: INNER | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
Class SkyManager: Maintain sky settings and textures, and render the sky.
Field Summary | |
private uint |
cur_loading_tex
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private static const char*[ 5 ] |
IMAGE_NAMES
State of progressive loading (in # of loaded textures) |
private static const int |
IMG_BACK
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private static const int |
IMG_FRONT
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private static const int |
IMG_LEFT
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private static const int |
IMG_RIGHT
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private static const int |
IMG_TOP
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float |
m_HorizonHeight
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bool |
m_RenderSky
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private CStrW |
m_SkySet
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private Handle[ 5 ] |
m_SkyTexture
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Constructor Summary | |
SkyManager()
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~SkyManager()
Progressive load of sky textures |
Method Summary | |
inline const CStrW& |
GetSkySet() const
GetSkySet(): Return the currently selected sky set name. |
std::vector< CStrW > |
GetSkySets() const
Name of current skyset (a directory within art/textures/skies) |
int |
LoadSkyTextures()
Unload sky textures |
void |
RenderSky()
RenderSky: Render the sky. |
void |
SetSkySet( const CStrW& newSet )
Generate list of available skies |
void |
UnloadSkyTextures()
Switch to a different sky set (while the game is running) |
Field Detail |
private uint cur_loading_tex;
private static const char* IMAGE_NAMES[ 5 ];
private static const int IMG_BACK;
private static const int IMG_FRONT;
private static const int IMG_LEFT;
private static const int IMG_RIGHT;
private static const int IMG_TOP;
public float m_HorizonHeight;
public bool m_RenderSky;
private CStrW m_SkySet;
private Handle m_SkyTexture[ 5 ];
Constructor Detail |
public SkyManager();
public ~SkyManager();
Method Detail |
public inline const CStrW& GetSkySet() const;
public std::vector< CStrW > GetSkySets() const;
public int LoadSkyTextures();
public void RenderSky();
public void SetSkySet( const CStrW& newSet );
public void UnloadSkyTextures();
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0 A.D.
Generated on September 04, 2007 at 18:14 CppDoc v2.4.0 |
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FRAMES NO FRAMES | ||||||||
SUMMARY: INNER | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |