wraitii
369c2e8801
GUIObjectBase is made a IGUIObject* to avoid including those headers un-necessarily. Subsequent diffs ought to clean up the various of pointers for that with a similar type with reference semantics. Also: - Add standard C and C++ headers (mostly cstring for memcpy, string and vector) where needed. - Swap out some includes for forward declarations - Clean up un-necessary boost includes in precompiled and other headers. - Clean up precompiled headers, including fewer things. - Move ACPI to the windows-specific folder as it's included there only and mostly specific to that platform. Thanks Stan for the testing. Differential Revision: https://code.wildfiregames.com/D3129 This was SVN commit r24352.
48 lines
1.3 KiB
C++
48 lines
1.3 KiB
C++
/* Copyright (C) 2020 Wildfire Games.
|
|
* This file is part of 0 A.D.
|
|
*
|
|
* 0 A.D. is free software: you can redistribute it and/or modify
|
|
* it under the terms of the GNU General Public License as published by
|
|
* the Free Software Foundation, either version 2 of the License, or
|
|
* (at your option) any later version.
|
|
*
|
|
* 0 A.D. is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
/*
|
|
* Definition of a single terrain tile
|
|
*/
|
|
|
|
#ifndef INCLUDED_MINIPATCH
|
|
#define INCLUDED_MINIPATCH
|
|
|
|
#include "lib/res/handle.h"
|
|
|
|
class CTerrainTextureEntry;
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// CMiniPatch: definition of a single terrain tile
|
|
class CMiniPatch
|
|
{
|
|
public:
|
|
// constructor
|
|
CMiniPatch();
|
|
|
|
// texture applied to tile
|
|
CTerrainTextureEntry* Tex;
|
|
// 'priority' of the texture - determines drawing order of terrain textures
|
|
int Priority;
|
|
|
|
CTerrainTextureEntry* GetTextureEntry() { return Tex; }
|
|
int GetPriority() { return Priority; }
|
|
};
|
|
|
|
|
|
#endif
|