1
0
forked from 0ad/0ad

remove all author/modified by tags.

make include guards consistent.

This was SVN commit r5040.
This commit is contained in:
janwas 2007-05-07 16:33:24 +00:00
parent aa425d16ce
commit b755ddefda
512 changed files with 1501 additions and 3702 deletions

View File

@ -1,5 +1,5 @@
#ifndef COMMONCONVERT_H__
#define COMMONCONVERT_H__
#ifndef INCLUDED_COMMONCONVERT
#define INCLUDED_COMMONCONVERT
#include <exception>
#include <string>
@ -157,4 +157,4 @@ void TransformBones(std::vector<BoneTransform>& bones, const FMMatrix44& scaleTr
extern FMMatrix44 FMMatrix44_Identity;
#endif // COMMONCONVERT_H__
#endif // INCLUDED_COMMONCONVERT

View File

@ -1,5 +1,5 @@
#ifndef COLLADA_DLL_H__
#define COLLADA_DLL_H__
#ifndef INCLUDED_COLLADA_DLL
#define INCLUDED_COLLADA_DLL
#ifdef _WIN32
# ifdef COLLADA_DLL
@ -29,4 +29,4 @@ EXPORT int set_skeleton_definitions(const char* xml, int length);
EXPORT int convert_dae_to_pmd(const char* dae, OutputFn pmd_writer, void* cb_data);
EXPORT int convert_dae_to_psa(const char* dae, OutputFn psa_writer, void* cb_data);
#endif /* COLLADA_DLL_H__ */
#endif /* INCLUDED_COLLADA_DLL */

View File

@ -1,6 +1,6 @@
/**** Decompose.h - Basic declarations ****/
#ifndef _H_Decompose
#define _H_Decompose
#ifndef INCLUDED_DECOMPOSE
#define INCLUDED_DECOMPOSE
typedef struct {float x, y, z, w;} Quat; /* Quaternion */
enum QuatPart {X, Y, Z, W};
typedef Quat HVect; /* Homogeneous 3D vector */

View File

@ -1,9 +1,9 @@
#ifndef GEOMREINDEX_H__
#define GEOMREINDEX_H__
#ifndef INCLUDED_GEOMREINDEX
#define INCLUDED_GEOMREINDEX
class FCDGeometryPolygons;
class FCDSkinController;
void ReindexGeometry(FCDGeometryPolygons* polys, FCDSkinController* skin = 0);
#endif // GEOMREINDEX_H__
#endif // INCLUDED_GEOMREINDEX

View File

@ -1,5 +1,5 @@
#ifndef MATHS_H__
#define MATHS_H__
#ifndef INCLUDED_MATHS
#define INCLUDED_MATHS
class FMMatrix44;
@ -11,4 +11,4 @@ extern FMMatrix44 DecomposeToScaleMatrix(const FMMatrix44& m);
// extern FMMatrix44 operator/ (const FMMatrix44& a, const float b);
// extern FMMatrix44 QuatToMatrix(float x, float y, float z, float w);
#endif // MATHS_H__
#endif // INCLUDED_MATHS

View File

@ -1,5 +1,5 @@
#ifndef PMDCONVERT_H__
#define PMDCONVERT_H__
#ifndef INCLUDED_PMDCONVERT
#define INCLUDED_PMDCONVERT
#include <string>
@ -7,4 +7,4 @@ struct OutputCB;
void ColladaToPMD(const char* input, OutputCB& output, std::string& xmlErrors);
#endif // PMDCONVERT_H__
#endif // INCLUDED_PMDCONVERT

View File

@ -1,5 +1,5 @@
#ifndef PSACONVERT_H__
#define PSACONVERT_H__
#ifndef INCLUDED_PSACONVERT
#define INCLUDED_PSACONVERT
#include <string>
@ -7,4 +7,4 @@ struct OutputCB;
void ColladaToPSA(const char* input, OutputCB& output, std::string& xmlErrors);
#endif // PSACONVERT_H__
#endif // INCLUDED_PSACONVERT

View File

@ -1,5 +1,5 @@
#ifndef STDSKELETONS_H__
#define STDSKELETONS_H__
#ifndef INCLUDED_STDSKELETONS
#define INCLUDED_STDSKELETONS
#include <string>
@ -77,4 +77,4 @@ private:
Skeleton(Skeleton&);
};
#endif // STDSKELETONS_H__
#endif // INCLUDED_STDSKELETONS

View File

@ -1,5 +1,5 @@
#ifndef PRECOMPILED_H__
#define PRECOMPILED_H__
#ifndef INCLUDED_COLLADA_PRECOMPILED
#define INCLUDED_COLLADA_PRECOMPILED
#define COLLADA_DLL
#include "DLL.h"
@ -41,4 +41,4 @@ extern void Log(int severity, const char* fmt, ...);
#undef min
#undef max
#endif // PRECOMPILED_H__
#endif // INCLUDED_COLLADA_PRECOMPILED

View File

@ -1,14 +1,11 @@
//***********************************************************
//
// Name: Camera.Cpp
// Last Update: 24/2/02
// Author: Poya Manouchehri
//
// Description: CCamera holds a view and a projection matrix.
// It also has a frustum which can be used to
// cull objects for rendering.
//
//***********************************************************
/**
* =========================================================================
* File : Camera.cpp
* Project : 0 A.D.
* Description : CCamera holds a view and a projection matrix. It also has
* a frustum which can be used to cull objects for rendering.
* =========================================================================
*/
#include "precompiled.h"
@ -380,3 +377,4 @@ void CCamera::Render(uint intermediates) const
}
}

View File

@ -1,17 +1,14 @@
//***********************************************************
//
// Name: Camera.H
// Last Update: 24/2/02
// Author: Poya Manouchehri
//
// Description: CCamera holds a view and a projection matrix.
// It also has a frustum which can be used to
// cull objects for rendering.
//
//***********************************************************
/**
* =========================================================================
* File : Camera.h
* Project : 0 A.D.
* Description : CCamera holds a view and a projection matrix. It also has
* a frustum which can be used to cull objects for rendering.
* =========================================================================
*/
#ifndef CAMERA_H
#define CAMERA_H
#ifndef INCLUDED_CAMERA
#define INCLUDED_CAMERA
#include "Frustum.h"
#include "maths/Matrix3D.h"

View File

@ -1,6 +1,6 @@
#ifndef H_CinemaTracks_H
#define H_CinemaTracks_H
#ifndef INCLUDED_CINEMATRACK
#define INCLUDED_CINEMATRACK
#include <list>
#include <map>
@ -8,8 +8,6 @@
#include "maths/NUSpline.h"
/*
Andrew Decker (aka pyrolink)
Contact: ajdecker1022@msn.com
desc: contains various functions used for cinematic camera paths
See also: CinemaHandler.cpp, Cinematic.h/.cpp
*/

View File

@ -1,5 +1,5 @@
#ifndef COLLADAMANAGER_H__
#define COLLADAMANAGER_H__
#ifndef INCLUDED_COLLADAMANAGER
#define INCLUDED_COLLADAMANAGER
class CStr8;
@ -29,4 +29,4 @@ private:
CColladaManagerImpl* m;
};
#endif // COLLADAMANAGER_H__
#endif // INCLUDED_COLLADAMANAGER

View File

@ -1,3 +1,11 @@
/**
* =========================================================================
* File : Color.cpp
* Project : 0 A.D.
* Description : Convert float RGB(A) colors to unsigned byte
* =========================================================================
*/
#include "precompiled.h"
#include "graphics/Color.h"

View File

@ -1,13 +1,13 @@
///////////////////////////////////////////////////////////////////////////////
//
// Name: Color.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
/**
* =========================================================================
* File : Color.h
* Project : 0 A.D.
* Description : Convert float RGB(A) colors to unsigned byte
* =========================================================================
*/
#ifndef _COLOR_H
#define _COLOR_H
#ifndef INCLUDED_COLOR
#define INCLUDED_COLOR
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"

View File

@ -1,10 +1,10 @@
/////////////////////////////////////////////////////
// File Name: DefaultEmitter.cpp
// Date: 7/20/05
// Author: Will Dull
// Purpose: Implementation of the default
// emitter class.
/////////////////////////////////////////////////////
/**
* =========================================================================
* File : DefaultEmitter.cpp
* Project : 0 A.D.
* Description : Default particle emitter implementation.
* =========================================================================
*/
#include "precompiled.h"
#include "maths/MathUtil.h"

View File

@ -1,12 +1,13 @@
/////////////////////////////////////////////////////
// File Name: DefaultEmitter.h
// Date: 7/20/05
// Author: Will Dull
// Purpose: Default emitter
/////////////////////////////////////////////////////
/**
* =========================================================================
* File : DefaultEmitter.h
* Project : 0 A.D.
* Description : Default particle emitter implementation.
* =========================================================================
*/
#ifndef _DEFAULTEMITTER_H_
#define _DEFAULTEMITTER_H_
#ifndef INCLUDED_DEFAULTEMITTER
#define INCLUDED_DEFAULTEMITTER
#include "ParticleEmitter.h"

View File

@ -1,17 +1,17 @@
//***********************************************************
//
// Name: Frustum.Cpp
// Last Update: 24/2/02
// Author: Poya Manouchehri
//
// Description: CFrustum is a collection of planes which define
// a viewing space. Usually associated with the
// camera, there are 6 planes which define the
// view pyramid. But we allow more planes per
// frustum which maybe used for portal rendering,
// where a portal may have 3 or more edges.
//
//***********************************************************
/**
* =========================================================================
* File : Frustum.cpp
* Project : 0 A.D.
* Description : CFrustum is a collection of planes which define
* a viewing space.
* =========================================================================
*/
/*
Usually associated with the camera, there are 6 planes which define the
view pyramid. But we allow more planes per frustum which may be used for
portal rendering, where a portal may have 3 or more edges.
*/
#include "precompiled.h"
@ -164,3 +164,4 @@ bool CFrustum::IsBoxVisible (const CVector3D &position,const CBound &bounds) con
return true;
}

View File

@ -1,20 +1,20 @@
//***********************************************************
//
// Name: Frustum.H
// Last Update: 24/2/02
// Author: Poya Manouchehri
//
// Description: CFrustum is a collection of planes which define
// a viewing space. Usually associated with the
// camera, there are 6 planes which define the
// view pyramid. But we allow more planes per
// frustum which maybe used for portal rendering,
// where a portal may have 3 or more edges.
//
//***********************************************************
/**
* =========================================================================
* File : Frustum.cpp
* Project : 0 A.D.
* Description : CFrustum is a collection of planes which define
* a viewing space.
* =========================================================================
*/
#ifndef FRUSTUM_H
#define FRUSTUM_H
/*
Usually associated with the camera, there are 6 planes which define the
view pyramid. But we allow more planes per frustum which may be used for
portal rendering, where a portal may have 3 or more edges.
*/
#ifndef INCLUDED_FRUSTUM
#define INCLUDED_FRUSTUM
#include "maths/Plane.h"

View File

@ -1,5 +1,5 @@
#ifndef _GameView_H
#define _GameView_H
#ifndef INCLUDED_GAMEVIEW
#define INCLUDED_GAMEVIEW
// needed by minimap
extern float g_MaxZoomHeight; //note: Max terrain height is this minus YMinOffset

View File

@ -1,10 +1,10 @@
///////////////////////////////////////////////////////////////////////////////
//
// Name: HFTracer.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
/**
* =========================================================================
* File : HFTracer.cpp
* Project : 0 A.D.
* Description : Determine intersection of rays with a heightfield.
* =========================================================================
*/
#include "precompiled.h"

View File

@ -1,13 +1,13 @@
///////////////////////////////////////////////////////////////////////////////
//
// Name: HFTracer.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
/**
* =========================================================================
* File : HFTracer.h
* Project : 0 A.D.
* Description : Determine intersection of rays with a heightfield.
* =========================================================================
*/
#ifndef _HFTRACER_H
#define _HFTRACER_H
#ifndef INCLUDED_HFTRACER
#define INCLUDED_HFTRACER
class CVector3D;
class CTerrain;

View File

@ -3,8 +3,6 @@
* File : LightEnv.cpp
* Project : Pyrogenesis
* Description : CLightEnv implementation
*
* @author Nicolai Haehnle <nicolai@wildfiregames.com>
* =========================================================================
*/

View File

@ -3,14 +3,11 @@
* File : LightEnv.h
* Project : Pyrogenesis
* Description : CLightEnv, a class describing the current lights
*
* @author Rich Cross <rich@wildfiregames.com>
* @author Nicolai Haehnle <nicolai@wildfiregames.com>
* =========================================================================
*/
#ifndef __LIGHTENV_H
#define __LIGHTENV_H
#ifndef INCLUDED_LIGHTENV
#define INCLUDED_LIGHTENV
#include "Color.h"
#include "maths/Vector3D.h"

View File

@ -1,5 +1,5 @@
#ifndef _MAPIO_H
#define _MAPIO_H
#ifndef INCLUDED_MAPIO
#define INCLUDED_MAPIO
class CMapIO
{

View File

@ -1,5 +1,5 @@
#ifndef _MAPREADER_H
#define _MAPREADER_H
#ifndef INCLUDED_MAPREADER
#define INCLUDED_MAPREADER
#include "MapIO.h"
#include "lib/res/handle.h"

View File

@ -1,5 +1,5 @@
#ifndef _MAPWRITER_H
#define _MAPWRITER_H
#ifndef INCLUDED_MAPWRITER
#define INCLUDED_MAPWRITER
#include <vector>
#include "MapIO.h"

View File

@ -1,5 +1,5 @@
#ifndef __H_MATERIAL_H__
#define __H_MATERIAL_H__
#ifndef INCLUDED_MATERIAL
#define INCLUDED_MATERIAL
#include "ps/CStr.h"

View File

@ -1,5 +1,5 @@
#ifndef __H_MATERIALREADER_H__
#define __H_MATERIALREADER_H__
#ifndef INCLUDED_MATERIALMANAGER
#define INCLUDED_MATERIALMANAGER
#include <map>
#include "ps/Singleton.h"

View File

@ -1,5 +1,5 @@
#ifndef __H_MESHMANAGER_H__
#define __H_MESHMANAGER_H__
#ifndef INCLUDED_MESHMANAGER
#define INCLUDED_MESHMANAGER
#include "ps/CStr.h"

View File

@ -1,10 +1,10 @@
///////////////////////////////////////////////////////////////////////////////
//
// Name: MiniPatch.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
/**
* =========================================================================
* File : MiniPatch.cpp
* Project : 0 A.D.
* Description : Definition of a single terrain tile
* =========================================================================
*/
#include "precompiled.h"
@ -37,3 +37,4 @@ void CMiniPatch::GetTileIndex(u32& x,u32& z)
z=(m_Parent->m_Z*PATCH_SIZE)+tindex/PATCH_SIZE;
}

View File

@ -1,13 +1,13 @@
///////////////////////////////////////////////////////////////////////////////
//
// Name: MiniPatch.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
/**
* =========================================================================
* File : MiniPatch.h
* Project : 0 A.D.
* Description : Definition of a single terrain tile
* =========================================================================
*/
#ifndef _MINIPATCH_H
#define _MINIPATCH_H
#ifndef INCLUDED_MINIPATCH
#define INCLUDED_MINIPATCH
#include "lib/res/handle.h"

View File

@ -1,10 +1,10 @@
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Name: Model.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* =========================================================================
* File : Model.cpp
* Project : 0 A.D.
* Description : Mesh object with texture and skinning information
* =========================================================================
*/
#include "precompiled.h"

View File

@ -1,13 +1,13 @@
///////////////////////////////////////////////////////////////////////////////
//
// Name: Model.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
/**
* =========================================================================
* File : Model.h
* Project : 0 A.D.
* Description : Mesh object with texture and skinning information
* =========================================================================
*/
#ifndef _MODEL_H
#define _MODEL_H
#ifndef INCLUDED_MODEL
#define INCLUDED_MODEL
#include <vector>

View File

@ -1,10 +1,10 @@
///////////////////////////////////////////////////////////////////////////////
//
// Name: ModelDef.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
/**
* =========================================================================
* File : ModelDef.cpp
* Project : 0 A.D.
* Description : Defines a raw 3d model.
* =========================================================================
*/
#include "precompiled.h"

View File

@ -1,13 +1,13 @@
///////////////////////////////////////////////////////////////////////////////
//
// Name: ModelDef.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
/**
* =========================================================================
* File : ModelDef.h
* Project : 0 A.D.
* Description : Defines a raw 3d model.
* =========================================================================
*/
#ifndef _MODELDEF_H
#define _MODELDEF_H
#ifndef INCLUDED_MODELDEF
#define INCLUDED_MODELDEF
#include "ps/CStr.h"
#include "maths/Vector3D.h"

View File

@ -1,5 +1,5 @@
#ifndef _OBJECTBASE_H
#define _OBJECTBASE_H
#ifndef INCLUDED_OBJECTBASE
#define INCLUDED_OBJECTBASE
class CModel;
class CSkeletonAnim;

View File

@ -1,5 +1,5 @@
#ifndef _OBJECTENTRY_H
#define _OBJECTENTRY_H
#ifndef INCLUDED_OBJECTENTRY
#define INCLUDED_OBJECTENTRY
class CModel;
class CSkeletonAnim;

View File

@ -1,5 +1,5 @@
#ifndef _OBJECTMANAGER_H
#define _OBJECTMANAGER_H
#ifndef INCLUDED_OBJECTMANAGER
#define INCLUDED_OBJECTMANAGER
#include <vector>
#include <map>

View File

@ -1,10 +1,10 @@
/////////////////////////////////////////////////////
// File Name: ParticleEmitter.cpp
// Date: 6/29/05
// Author: Will Dull
// Purpose: The base particle and emitter
// classes implementations.
/////////////////////////////////////////////////////
/**
* =========================================================================
* File : ParticleEmitter.cpp
* Project : 0 A.D.
* Description : Particle and Emitter base classes.
* =========================================================================
*/
#include "precompiled.h"
#include "ParticleEmitter.h"

View File

@ -1,13 +1,13 @@
/////////////////////////////////////////////////////
// File Name: ParticleEmitter.h
// Date: 6/29/05
// Author: Will Dull
// Purpose: The base particle and emitter
// classes.
/////////////////////////////////////////////////////
/**
* =========================================================================
* File : ParticleEmitter.h
* Project : 0 A.D.
* Description : Particle and Emitter base classes.
* =========================================================================
*/
#ifndef _PARTICLEEMITTER_H_
#define _PARTICLEEMITTER_H_
#ifndef INCLUDED_PARTICLEEMITTER
#define INCLUDED_PARTICLEEMITTER
#include "maths/Vector3D.h"

View File

@ -1,10 +1,10 @@
/////////////////////////////////////////////////////
// File Name: ParticleEngine.cpp
// Date: 6/29/05
// Author: Will Dull
// Purpose: The particle engine system
// implementation.
/////////////////////////////////////////////////////
/**
* =========================================================================
* File : ParticleEngine.cpp
* Project : 0 A.D.
* Description : Particle engine implementation
* =========================================================================
*/
#include "precompiled.h"
#include "ParticleEngine.h"

View File

@ -1,15 +1,13 @@
/////////////////////////////////////////////////////
// File Name: ParticleEngine.h
// Date: 6/29/05
// Author: Will Dull
// Purpose: The particle engine system.
// controls and maintain particles
// through emitters that are passed
// into each of the main functions.
/////////////////////////////////////////////////////
/**
* =========================================================================
* File : ParticleEngine.h
* Project : 0 A.D.
* Description : Particle engine implementation
* =========================================================================
*/
#ifndef _PARTICLEENGINE_H_
#define _PARTICLEENGINE_H_
#ifndef INCLUDED_PARTICLEENGINE
#define INCLUDED_PARTICLEENGINE
#include "ParticleEmitter.h"
#include "lib/res/graphics/tex.h"

View File

@ -1,11 +1,10 @@
///////////////////////////////////////////////////////////////////////////////
//
// Name: ModelDef.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
// Modified by: 30. April 2007 - Christian Heubach
//
///////////////////////////////////////////////////////////////////////////////
/**
* =========================================================================
* File : Patch.cpp
* Project : 0 A.D.
* Description : A patch of terrain holding NxN MiniPatch tiles
* =========================================================================
*/
#include "precompiled.h"
@ -81,3 +80,4 @@ void CPatch::CalcBounds()
}
}

View File

@ -1,14 +1,13 @@
///////////////////////////////////////////////////////////////////////////////
//
// Name: Patch.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
// Modified by: 30. April 2007 - Christian Heubach
//
///////////////////////////////////////////////////////////////////////////////
/**
* =========================================================================
* File : Patch.h
* Project : 0 A.D.
* Description : A patch of terrain holding NxN MiniPatch tiles
* =========================================================================
*/
#ifndef _PATCH_H
#define _PATCH_H
#ifndef INCLUDED_PATCH
#define INCLUDED_PATCH
#include "MiniPatch.h"
#include "RenderableObject.h"
@ -78,3 +77,4 @@ public:
#endif

View File

@ -1,13 +1,13 @@
///////////////////////////////////////////////////////////////////////////////
//
// Name: RenderableObject.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
/**
* =========================================================================
* File : RenderableObject.h
* Project : 0 A.D.
* Description : Base class for renderable objects
* =========================================================================
*/
#ifndef _RENDERABLEOBJECT_H
#define _RENDERABLEOBJECT_H
#ifndef INCLUDED_RENDERABLEOBJECT
#define INCLUDED_RENDERABLEOBJECT
#include "maths/Bound.h"

View File

@ -1,5 +1,5 @@
#ifndef SCOLOR_H__
#define SCOLOR_H__
#ifndef INCLUDED_SCOLOR
#define INCLUDED_SCOLOR
// SColor3ub: structure for packed RGB colors
struct SColor3ub

View File

@ -1,13 +1,13 @@
///////////////////////////////////////////////////////////////////////////////
//
// Name: SkeletonAnim.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
/**
* =========================================================================
* File : SkeletonAnim.h
* Project : 0 A.D.
* Description : Instance of CSkeletonAnimDef for application onto a model
* =========================================================================
*/
#ifndef _SKELETONANIM_H
#define _SKELETONANIM_H
#ifndef INCLUDED_SKELETONANIM
#define INCLUDED_SKELETONANIM
#include "maths/Bound.h"

View File

@ -1,10 +1,10 @@
///////////////////////////////////////////////////////////////////////////////
//
// Name: SkeletonAnimDef.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
/**
* =========================================================================
* File : SkeletonAnim.cpp
* Project : 0 A.D.
* Description : Raw description of a skeleton animation
* =========================================================================
*/
#include "precompiled.h"
@ -120,3 +120,4 @@ void CSkeletonAnimDef::Save(const char* filename,const CSkeletonAnimDef* anim)
packer.Write(filename);
}

View File

@ -1,13 +1,13 @@
///////////////////////////////////////////////////////////////////////////////
//
// Name: SkeletonAnimDef.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
/**
* =========================================================================
* File : SkeletonAnim.h
* Project : 0 A.D.
* Description : Raw description of a skeleton animation
* =========================================================================
*/
#ifndef _SKELETONANIMDEF_H
#define _SKELETONANIMDEF_H
#ifndef INCLUDED_SKELETONANIMDEF
#define INCLUDED_SKELETONANIMDEF
#include "maths/Vector3D.h"
#include "maths/Quaternion.h"

View File

@ -1,10 +1,10 @@
///////////////////////////////////////////////////////////////////////////////
//
// Name: SkeletonAnimManager.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
/**
* =========================================================================
* File : SkeletonAnimManager.cpp
* Project : 0 A.D.
* Description : Owner of all skeleton animations
* =========================================================================
*/
#include "precompiled.h"

View File

@ -1,13 +1,13 @@
///////////////////////////////////////////////////////////////////////////////
//
// Name: SkeletonAnimManager.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
/**
* =========================================================================
* File : SkeletonAnimManager.h
* Project : 0 A.D.
* Description : Owner of all skeleton animations
* =========================================================================
*/
#ifndef _SKELETONANIMMANAGER_H
#define _SKELETONANIMMANAGER_H
#ifndef INCLUDED_SKELETONANIMMANAGER
#define INCLUDED_SKELETONANIMMANAGER
#include <map>
#include <set>

View File

@ -1,28 +1,14 @@
/*==================================================================
|
| Name: Sprite.cpp
|
|===================================================================
|
| Author: Ben Vinegar
| Contact: benvinegar () hotmail ! com
|
|
| Last Modified: 03/08/04
|
| Overview: Billboarding sprite class - always faces the camera. It
| does this by getting the current model view matrix state.
|
|
| Usage: The functions speak for themselves. Instantiate, then be
| sure to pass a loaded (using ogl_tex_load()) texture before
| calling Render().
|
| To do: TBA
|
| More Information: TBA
|
==================================================================*/
/**
* =========================================================================
* File : Sprite.h
* Project : 0 A.D.
* Description : Billboarding sprite class - always faces the camera. It
* does this by getting the current model view matrix state.
* =========================================================================
*/
// Usage: Instantiate, then be sure to pass a loaded
// (using ogl_tex_load()) texture before calling Render().
#include "precompiled.h"
@ -32,7 +18,7 @@
#include "lib/res/graphics/ogl_tex.h"
CSprite::CSprite() :
m_texture(NULL)
m_texture(NULL)
{
// default scale 1:1

View File

@ -1,31 +1,17 @@
/*==================================================================
|
| Name: Sprite.h
|
|===================================================================
|
| Author: Ben Vinegar
| Contact: benvinegar () hotmail ! com
|
|
| Last Modified: 03/08/04
|
| Overview: Billboarding sprite class - always faces the camera. It
| does this by getting the current model view matrix state.
|
|
| Usage: The functions speak for themselves. Instantiate, then be
| sure to pass a loaded (using ogl_tex_load()) texture before
| calling Render().
|
| To do: TBA
|
| More Information: TBA
|
==================================================================*/
/**
* =========================================================================
* File : Sprite.h
* Project : 0 A.D.
* Description : Billboarding sprite class - always faces the camera. It
* does this by getting the current model view matrix state.
* =========================================================================
*/
#ifndef SPRITE_H
#define SPRITE_H
// Usage: Instantiate, then be sure to pass a loaded
// (using ogl_tex_load()) texture before calling Render().
#ifndef INCLUDED_SPRITE
#define INCLUDED_SPRITE
//--------------------------------------------------------
// Includes / Compiler directives
@ -83,4 +69,4 @@ private:
float m_colour[4];
};
#endif // SPRITE_H
#endif // INCLUDED_SPRITE

View File

@ -1,10 +1,10 @@
///////////////////////////////////////////////////////////////////////////////
//
// Name: Terrain.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
/**
* =========================================================================
* File : Terrain.cpp
* Project : 0 A.D.
* Description : Describes ground via heightmap and array of CPatch.
* =========================================================================
*/
#include "precompiled.h"

View File

@ -1,14 +1,13 @@
///////////////////////////////////////////////////////////////////////////////
//
// Name: Terrain.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
/**
* =========================================================================
* File : Terrain.h
* Project : 0 A.D.
* Description : Describes ground via heightmap and array of CPatch.
* =========================================================================
*/
#ifndef _TERRAIN_H
#define _TERRAIN_H
#ifndef INCLUDED_TERRAIN
#define INCLUDED_TERRAIN
#include "maths/Vector3D.h"
#include "graphics/SColor.h"

View File

@ -1,5 +1,5 @@
/*
///////////////////////////////////////////////
CTerrainProperties
Basically represents a set of terrain attributes loaded from XML. These
@ -7,8 +7,8 @@
*/
#ifndef graphics_TerrainProperties_H
#define graphics_TerrainProperties_H
#ifndef INCLUDED_TERRAINPROPERTIES
#define INCLUDED_TERRAINPROPERTIES
#include "ps/CStr.h"
#include <boost/shared_ptr.hpp>

View File

@ -1,16 +1,11 @@
//-----------------------------------------------------------
//
// Name: Texture.h
// Last Update: 25/11/03
// Author: Rich Cross
// Contact: rich@0ad.wildfiregames.com
//
// Description: Basic texture class
//
//-----------------------------------------------------------
#ifndef _TEXTURE_H
#define _TEXTURE_H
#ifndef INCLUDED_TEXTURE
#define INCLUDED_TEXTURE
#include "lib/res/handle.h"
#include "ps/CStr.h"

View File

@ -1,5 +1,5 @@
#ifndef _TEXTUREENTRY_H
#define _TEXTUREENTRY_H
#ifndef INCLUDED_TEXTUREENTRY
#define INCLUDED_TEXTUREENTRY
#include <map>

View File

@ -1,5 +1,5 @@
#ifndef _TEXTUREMANAGER_H
#define _TEXTUREMANAGER_H
#ifndef INCLUDED_TEXTUREMANAGER
#define INCLUDED_TEXTUREMANAGER
#include <vector>
#include <map>

View File

@ -1,5 +1,5 @@
#ifndef _UNIT_H
#define _UNIT_H
#ifndef INCLUDED_UNIT
#define INCLUDED_UNIT
#include <set>

View File

@ -1,5 +1,5 @@
#ifndef UNITANIMATION_H__
#define UNITANIMATION_H__
#ifndef INCLUDED_UNITANIMATION
#define INCLUDED_UNITANIMATION
#include "ps/CStr.h"
@ -25,4 +25,4 @@ private:
float m_TimeToNextSync;
};
#endif // UNITANIMATION_H__
#endif // INCLUDED_UNITANIMATION

View File

@ -1,10 +1,10 @@
///////////////////////////////////////////////////////////////////////////////
//
// Name: UnitManager.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
/**
* =========================================================================
* File : UnitManager.cpp
* Project : 0 A.D.
* Description : Container that owns all units
* =========================================================================
*/
#include "precompiled.h"

View File

@ -1,13 +1,13 @@
///////////////////////////////////////////////////////////////////////////////
//
// Name: UnitManager.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
/**
* =========================================================================
* File : UnitManager.h
* Project : 0 A.D.
* Description : Container that owns all units
* =========================================================================
*/
#ifndef _UNITMANAGER_H
#define _UNITMANAGER_H
#ifndef INCLUDED_UNITMANAGER
#define INCLUDED_UNITMANAGER
#include <vector>
#include <set>

View File

@ -3,8 +3,6 @@
// A JavaScript wrapper around a camera object.
//
// Usage: When manipulating objects of type 'Camera' in JavaScript
//
// Mark Thompson (mot20@cam.ac.uk / mark@wildfiregames.com)
#include "scripting/ScriptingHost.h"
@ -12,8 +10,8 @@
#include "graphics/Camera.h"
#include "graphics/HFTracer.h"
#ifndef JSI_CAMERA_INCLUDED
#define JSI_CAMERA_INCLUDED
#ifndef INCLUDED_JSI_CAMERA
#define INCLUDED_JSI_CAMERA
namespace JSI_Camera
{

View File

@ -3,8 +3,6 @@
* File : JSInterface_LightEnv.cpp
* Project : Pyrogenesis
* Description : Provide the LightEnv object type for JavaScript
*
* @author Nicolai Haehnle <nicolai@wildfiregames.com>
* =========================================================================
*/
@ -236,3 +234,4 @@ JSBool setLightEnv(JSContext* cx, JSObject* UNUSED(obj), jsval UNUSED(id), jsval
} // namespace JSI_LightEnv

View File

@ -3,13 +3,11 @@
* File : JSInterface_LightEnv.h
* Project : Pyrogenesis
* Description : Provide the LightEnv object type for JavaScript
*
* @author Nicolai Haehnle <nicolai@wildfiregames.com>
* =========================================================================
*/
#ifndef JSI_LIGHTENV_INCLUDED
#define JSI_LIGHTENV_INCLUDED
#ifndef INCLUDED_JSI_LIGHTENV
#define INCLUDED_JSI_LIGHTENV
#include "scripting/ScriptingHost.h"

View File

@ -1,7 +1,5 @@
/*
CButton
by Gustav Larsson
gee@pyro.nu
*/
#include "precompiled.h"

View File

@ -1,7 +1,5 @@
/*
GUI Object - Button
by Gustav Larsson
gee@pyro.nu
--Overview--
@ -13,8 +11,8 @@ gee@pyro.nu
*/
#ifndef CButton_H
#define CButton_H
#ifndef INCLUDED_CBUTTON
#define INCLUDED_CBUTTON
//--------------------------------------------------------
// Includes / Compiler directives
@ -34,8 +32,6 @@ gee@pyro.nu
//--------------------------------------------------------
/**
* @author Gustav Larsson
*
* Button
*
* @see IGUIObject

View File

@ -1,7 +1,5 @@
/*
CCheckBox
by Gustav Larsson
gee@pyro.nu
*/
#include "precompiled.h"

View File

@ -1,7 +1,5 @@
/*
GUI Object - Check box
by Gustav Larsson
gee@pyro.nu
--Overview--
@ -13,8 +11,8 @@ gee@pyro.nu
*/
#ifndef CCheckBox_H
#define CCheckBox_H
#ifndef INCLUDED_CCHECKBOX
#define INCLUDED_CCHECKBOX
//--------------------------------------------------------
// Includes / Compiler directives
@ -34,8 +32,6 @@ gee@pyro.nu
//--------------------------------------------------------
/**
* @author Gustav Larsson
*
* CheckBox
*
* @see IGUIObject

View File

@ -1,7 +1,5 @@
/*
CDropDown
by Gustav Larsson
gee@pyro.nu
*/
#include "precompiled.h"

View File

@ -1,7 +1,5 @@
/*
GUI Object - Drop Down (list)
by Gustav Larsson
gee@pyro.nu
--Overview--
@ -15,8 +13,8 @@ gee@pyro.nu
*/
#ifndef CDropDown_H
#define CDropDown_H
#ifndef INCLUDED_CDROPDOWN
#define INCLUDED_CDROPDOWN
//--------------------------------------------------------
// Includes / Compiler directives
@ -38,8 +36,6 @@ gee@pyro.nu
//--------------------------------------------------------
/**
* @author Gustav Larsson
*
* Drop Down
*
* The control can be pressed, but we will not inherent

View File

@ -1,7 +1,5 @@
/*
CGUI
by Gustav Larsson
gee@pyro.nu
*/
#include "precompiled.h"

View File

@ -1,7 +1,5 @@
/*
CGUI
by Gustav Larsson
gee@pyro.nu
--Overview--
@ -14,8 +12,8 @@ gee@pyro.nu
*/
#ifndef CGUI_H
#define CGUI_H
#ifndef INCLUDED_CGUI
#define INCLUDED_CGUI
#include "ps/Errors.h"
ERROR_GROUP(GUI);
@ -56,8 +54,6 @@ extern InReaction gui_handler(const SDL_Event_* ev);
//--------------------------------------------------------
/**
* @author Gustav Larsson
*
* Contains a list of values for new defaults to objects.
*/
struct SGUIStyle
@ -80,8 +76,6 @@ struct SGUIScrollBarStyle;
class GUITooltip;
/**
* @author Gustav Larsson
*
* The main object that includes the whole GUI. Is singleton
* and accessed by g_GUI.
*

View File

@ -1,6 +1,6 @@
#ifndef CGUIList_H
#define CGUIList_H
#ifndef INCLUDED_CGUILIST
#define INCLUDED_CGUILIST
#include "GUItext.h"

View File

@ -1,7 +1,5 @@
/*
SGUIScrollBarStyle
by Gustav Larsson
gee@pyro.nu
*/
#include "precompiled.h"

View File

@ -1,7 +1,5 @@
/*
A GUI ScrollBar Style
by Gustav Larsson
gee@pyro.nu
--Overview--
@ -18,8 +16,8 @@ gee@pyro.nu
*/
#ifndef CGUIScrollBarStyle_H
#define CGUIScrollBarStyle_H
#ifndef INCLUDED_CGUISCROLLBARSTYLE
#define INCLUDED_CGUISCROLLBARSTYLE
//--------------------------------------------------------
// Includes / Compiler directives
@ -31,8 +29,6 @@ gee@pyro.nu
//--------------------------------------------------------
/**
* @author Gustav Larsson
*
* The GUI Scroll-bar style.
*
* A scroll-bar style can choose whether to support horizontal, vertical

View File

@ -1,7 +1,5 @@
/*
IGUIScrollBar
by Gustav Larsson
gee@pyro.nu
*/
#include "precompiled.h"

View File

@ -1,7 +1,5 @@
/*
A GUI ScrollBar
by Gustav Larsson
gee@pyro.nu
--Overview--
@ -19,8 +17,8 @@ gee@pyro.nu
*/
#ifndef CGUIScrollBarVertical_H
#define CGUIScrollBarVertical_H
#ifndef INCLUDED_CGUISCROLLBARVERTICAL
#define INCLUDED_CGUISCROLLBARVERTICAL
//--------------------------------------------------------
// Includes / Compiler directives
@ -32,8 +30,6 @@ gee@pyro.nu
//--------------------------------------------------------
/**
* @author Gustav Larsson
*
* Vertical implementation of IGUIScrollBar
*
* @see IGUIScrollBar

View File

@ -1,7 +1,5 @@
/*
A GUI Sprite
by Gustav Larsson
gee@pyro.nu
--Overview--
@ -19,8 +17,8 @@ gee@pyro.nu
*/
#ifndef CGUISprite_H
#define CGUISprite_H
#ifndef INCLUDED_CGUISPRITE
#define INCLUDED_CGUISPRITE
//--------------------------------------------------------
// Includes / Compiler directives
@ -57,8 +55,6 @@ struct SGUIImageEffects
/**
* @author Gustav Larsson
*
* A CGUISprite is actually a collage of several <b>real</b>
* sprites, this struct represents is such real sprite.
*/
@ -106,8 +102,6 @@ struct SGUIImage
/**
* @author Gustav Larsson
*
* The GUI sprite, is actually several real sprites (images)
* like a collage. View the section <sprites> in the GUI
* TDD for more information.

View File

@ -1,7 +1,5 @@
/*
CImage
by Gustav Larsson
gee@pyro.nu
*/
#include "precompiled.h"

View File

@ -1,7 +1,5 @@
/*
GUI Object - Image object
by Gustav Larsson
gee@pyro.nu
--Overview--
@ -13,8 +11,8 @@ gee@pyro.nu
*/
#ifndef CImage_H
#define CImage_H
#ifndef INCLUDED_CIMAGE
#define INCLUDED_CIMAGE
//--------------------------------------------------------
// Includes / Compiler directives
@ -34,8 +32,6 @@ gee@pyro.nu
//--------------------------------------------------------
/**
* @author Gustav Larsson
*
* Object just for drawing a sprite. Like CText, without the
* possibility to draw text.
*

View File

@ -1,7 +1,5 @@
/*
CInput
by Gustav Larsson
gee@pyro.nu
*/
#include "precompiled.h"

View File

@ -1,7 +1,5 @@
/*
GUI Object - Input [box]
by Gustav Larsson
gee@pyro.nu
--Overview--
@ -13,8 +11,8 @@ gee@pyro.nu
*/
#ifndef CInput_H
#define CInput_H
#ifndef INCLUDED_CINPUT
#define INCLUDED_CINPUT
//--------------------------------------------------------
// Includes / Compiler directives
@ -37,8 +35,6 @@ class IGUIScrollBar;
//--------------------------------------------------------
/**
* @author Gustav Larsson
*
* Text field where you can input and edit the text.
*
* It doesn't use IGUITextOwner, because we don't need

View File

@ -1,7 +1,5 @@
/*
CList
by Gustav Larsson
gee@pyro.nu
*/
#include "precompiled.h"

View File

@ -1,7 +1,5 @@
/*
GUI Object - List [box]
by Gustav Larsson
gee@pyro.nu
--Overview--
@ -15,8 +13,8 @@ gee@pyro.nu
*/
#ifndef CList_H
#define CList_H
#ifndef INCLUDED_CLIST
#define INCLUDED_CLIST
//--------------------------------------------------------
// Includes / Compiler directives
@ -40,8 +38,6 @@ gee@pyro.nu
/**
* @author Gustav Larsson
*
* Create a list of elements, where one can be selected
* by the user. The control will use a pre-processed
* text-object for each element, which will be managed

View File

@ -1,7 +1,5 @@
/*
CProgressBar
by Gustav Larsson
gee@pyro.nu
*/
#include "precompiled.h"

View File

@ -1,7 +1,5 @@
/*
GUI Object - Progress bar
by Gustav Larsson
gee@pyro.nu
--Overview--
@ -13,8 +11,8 @@ gee@pyro.nu
*/
#ifndef CProgressBar_H
#define CProgressBar_H
#ifndef INCLUDED_CPROGRESSBAR
#define INCLUDED_CPROGRESSBAR
//--------------------------------------------------------
// Includes / Compiler directives
@ -34,8 +32,6 @@ gee@pyro.nu
//--------------------------------------------------------
/**
* @author Gustav Larsson
*
* Object used to draw a value from 0 to 100 visually.
*
* @see IGUIObject

View File

@ -1,7 +1,5 @@
/*
CCheckBox
by Gustav Larsson
gee@pyro.nu
*/
#include "precompiled.h"

View File

@ -1,7 +1,5 @@
/*
GUI Object - Radio Button
by Gustav Larsson
gee@pyro.nu
--Overview--
@ -13,8 +11,8 @@ gee@pyro.nu
*/
#ifndef CRadioButton_H
#define CRadioButton_H
#ifndef INCLUDED_CRADIOBUTTON
#define INCLUDED_CRADIOBUTTON
//--------------------------------------------------------
// Includes / Compiler directives
@ -23,8 +21,6 @@ gee@pyro.nu
#include "CCheckBox.h"
/**
* @author Gustav Larsson
*
* Just like a check box, but it'll nullify its siblings (of the same kind),
* and it won't switch itself.
*

View File

@ -1,7 +1,5 @@
/*
CText
by Gustav Larsson
gee@pyro.nu
*/
#include "precompiled.h"

View File

@ -1,7 +1,5 @@
/*
GUI Object - Text [field]
by Gustav Larsson
gee@pyro.nu
--Overview--
@ -13,8 +11,8 @@ gee@pyro.nu
*/
#ifndef CText_H
#define CText_H
#ifndef INCLUDED_CTEXT
#define INCLUDED_CTEXT
//--------------------------------------------------------
// Includes / Compiler directives
@ -37,8 +35,6 @@ class IGUIScrollBar;
//--------------------------------------------------------
/**
* @author Gustav Larsson
*
* Text field that just displays static text.
*
* @see IGUIObject

View File

@ -7,8 +7,8 @@ Mostly like CText, but intended for dynamic tooltips
*/
#ifndef CTooltip_H
#define CTooltip_H
#ifndef INCLUDED_CTOOLTIP
#define INCLUDED_CTOOLTIP
#include "IGUITextOwner.h"

View File

@ -1,7 +1,5 @@
/*
GUI Inclusion file
by Gustav Larsson
gee@pyro.nu
--Overview--
@ -14,8 +12,8 @@ gee@pyro.nu
*/
#ifndef GUI_H
#define GUI_H
#ifndef INCLUDED_GUI
#define INCLUDED_GUI
//--------------------------------------------------------
// Includes

View File

@ -1,5 +1,5 @@
#ifndef GUITooltip_H
#define GUITooltip_H
#ifndef INCLUDED_GUITOOLTIP
#define INCLUDED_GUITOOLTIP
class IGUIObject;
class CGUI;
@ -26,4 +26,4 @@ private:
double m_Time;
};
#endif // GUITooltip_H
#endif // INCLUDED_GUITOOLTIP

View File

@ -1,7 +1,5 @@
/*
GUI base
by Gustav Larsson
gee@pyro.nu
*/
#include "precompiled.h"

View File

@ -1,7 +1,5 @@
/*
GUI Core, stuff that the whole GUI uses
by Gustav Larsson
gee@pyro.nu
--Overview--
@ -14,8 +12,8 @@ gee@pyro.nu
*/
#ifndef GUIbase_H
#define GUIbase_H
#ifndef INCLUDED_GUIBASE
#define INCLUDED_GUIBASE
//--------------------------------------------------------
@ -86,8 +84,6 @@ enum EGUIMessageType
};
/**
* @author Gustav Larsson
*
* Message send to IGUIObject::HandleMessage() in order
* to give life to Objects manually with
* a derived HandleMessage().
@ -162,8 +158,6 @@ struct SGUIIcon
};
/**
* @author Gustav Larsson
*
* Client Area is a rectangle relative to a parent rectangle
*
* You can input the whole value of the Client Area by

View File

@ -1,7 +1,5 @@
/*
GUI text
by Gustav Larsson
gee@pyro.nu
*/
#include "precompiled.h"

View File

@ -1,7 +1,5 @@
/*
GUI text, handles text stuff
by Gustav Larsson
gee@pyro.nu
--Overview--
@ -14,8 +12,8 @@ gee@pyro.nu
*/
#ifndef GUItext_H
#define GUItext_H
#ifndef INCLUDED_GUITEXT
#define INCLUDED_GUITEXT
//--------------------------------------------------------
@ -30,8 +28,6 @@ gee@pyro.nu
//--------------------------------------------------------
/**
* @author Gustav Larsson
*
* An SGUIText object is a parsed string, divided into
* text-rendering components. Each component, being a
* call to the Renderer. For instance, if you by tags
@ -49,8 +45,6 @@ gee@pyro.nu
struct SGUIText
{
/**
* @author Gustav Larsson
*
* A sprite call to the CRenderer
*/
struct SSpriteCall
@ -71,8 +65,6 @@ struct SGUIText
};
/**
* @author Gustav Larsson
*
* A text call to the CRenderer
*/
struct STextCall
@ -144,8 +136,6 @@ struct SGUIText
};
/**
* @author Gustav Larsson
*
* String class, substitute for CStr, but that parses
* the tags and builds up a list of all text that will
* be different when outputted.
@ -160,8 +150,6 @@ class CGUIString
{
public:
/**
* @author Gustav Larsson
*
* A chunk of text that represents one call to the renderer.
* In other words, all text in one chunk, will be drawn
* exactly with the same settings.
@ -169,8 +157,6 @@ public:
struct TextChunk
{
/**
* @author Gustav Larsson
*
* A tag looks like this "Hello [B]there[/B] little"
*/
struct Tag
@ -228,8 +214,6 @@ public:
};
/**
* @author Gustav Larsson
*
* All data generated in GenerateTextCall()
*/
struct SFeedback

Some files were not shown because too many files have changed in this diff Show More