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.
62 lines
1.5 KiB
C++
62 lines
1.5 KiB
C++
/* Copyright (C) 2020 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_BRUSHES
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#define INCLUDED_BRUSHES
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#include "maths/Vector3D.h"
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#include <vector>
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class TerrainOverlay;
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namespace AtlasMessage {
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struct Brush
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{
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Brush();
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~Brush();
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void SetData(ssize_t w, ssize_t h, const std::vector<float>& data);
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void SetRenderEnabled(bool enabled); // initial state is disabled
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void GetCentre(ssize_t& x, ssize_t& y) const;
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void GetBottomLeft(ssize_t& x, ssize_t& y) const;
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void GetTopRight(ssize_t& x, ssize_t& y) const;
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float Get(ssize_t x, ssize_t y) const
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{
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if (x >= 0 && x < m_W && y >= 0 && y < m_H)
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return m_Data[x + y*m_W];
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else
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return 0.f;
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}
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ssize_t m_W, m_H;
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CVector3D m_Centre;
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private:
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TerrainOverlay* m_TerrainOverlay; // NULL if rendering is not enabled
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std::vector<float> m_Data;
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};
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extern Brush g_CurrentBrush;
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}
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#endif // INCLUDED_BRUSHES
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