Split CColor from Shapes.
Reviewed By: wraitii Tested By: Stan Differential Revision: https://code.wildfiregames.com/D1515 This was SVN commit r22051.
This commit is contained in:
parent
43a291a071
commit
651cf8b364
@ -1,4 +1,4 @@
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/* Copyright (C) 2017 Wildfire Games.
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/* Copyright (C) 2019 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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@ -19,8 +19,8 @@
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#define INCLUDED_CINEMAMANAGER
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#include "lib/input.h" // InReaction - can't forward-declare enum
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#include "graphics/Color.h"
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#include "ps/CStr.h"
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#include "ps/Shapes.h"
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#include "simulation2/helpers/CinemaPath.h"
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@ -1,4 +1,4 @@
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/* Copyright (C) 2009 Wildfire Games.
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/* Copyright (C) 2019 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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@ -15,16 +15,14 @@
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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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/*
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* Convert float RGB(A) colors to unsigned byte
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*/
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#include "precompiled.h"
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#include "graphics/Color.h"
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#include "maths/MathUtil.h"
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#include "graphics/SColor.h"
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#include "maths/MathUtil.h"
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#include "ps/CLogger.h"
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#include "ps/CStr.h"
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#if HAVE_SSE
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# include <xmmintrin.h>
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@ -34,10 +32,10 @@
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static SColor4ub fallback_ConvertRGBColorTo4ub(const RGBColor& src)
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{
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SColor4ub result;
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result.R=clamp(int(src.X*255),0,255);
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result.G=clamp(int(src.Y*255),0,255);
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result.B=clamp(int(src.Z*255),0,255);
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result.A=0xff;
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result.R = clamp(static_cast<int>(src.X * 255), 0, 255);
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result.G = clamp(static_cast<int>(src.Y * 255), 0, 255);
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result.B = clamp(static_cast<int>(src.Z * 255), 0, 255);
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result.A = 255;
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return result;
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}
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@ -93,3 +91,57 @@ void ColorActivateFastImpl()
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debug_printf("No SSE available. Slow fallback routines will be used.\n");
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}
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}
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bool CColor::ParseString(const CStr8& value, int defaultAlpha)
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{
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const size_t NUM_VALS = 4;
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int values[NUM_VALS] = { 0, 0, 0, defaultAlpha };
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std::stringstream stream;
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stream.str(value);
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// Parse each value
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size_t i;
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for (i = 0; i < NUM_VALS; ++i)
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{
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if (stream.eof())
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break;
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stream >> values[i];
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if ((stream.rdstate() & std::stringstream::failbit) != 0)
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{
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LOGWARNING("Unable to parse CColor parameters. Your input: '%s'", value.c_str());
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return false;
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}
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if (values[i] < 0 || values[i] > 255)
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{
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LOGWARNING("Invalid value (<0 or >255) when parsing CColor parameters. Your input: '%s'", value.c_str());
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return false;
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}
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}
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if (i < 3)
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{
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LOGWARNING("Not enough parameters when parsing as CColor. Your input: '%s'", value.c_str());
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return false;
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}
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if (!stream.eof())
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{
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LOGWARNING("Too many parameters when parsing as CColor. Your input: '%s'", value.c_str());
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return false;
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}
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r = values[0] / 255.f;
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g = values[1] / 255.f;
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b = values[2] / 255.f;
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a = values[3] / 255.f;
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return true;
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}
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bool CColor::operator==(const CColor& color) const
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{
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return
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r == color.r &&
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g == color.g &&
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b == color.b &&
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a == color.a;
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}
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@ -1,4 +1,4 @@
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/* Copyright (C) 2009 Wildfire Games.
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/* Copyright (C) 2019 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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@ -15,23 +15,20 @@
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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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/*
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* Convert float RGB(A) colors to unsigned byte
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*/
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#ifndef INCLUDED_COLOR
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#define INCLUDED_COLOR
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#include "SColor.h"
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#include "graphics/SColor.h"
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#include "maths/Vector3D.h"
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#include "maths/Vector4D.h"
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// simple defines for 3 and 4 component floating point colors - just map to
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// corresponding vector types
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// Simple defines for 3 and 4 component floating point colors - just map to
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// corresponding vector types.
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typedef CVector3D RGBColor;
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typedef CVector4D RGBAColor;
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// exposed as function pointer because it is set at init-time to
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// Convert float RGB(A) colors to unsigned byte.
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// Exposed as function pointer because it is set at init-time to
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// one of several implementations depending on CPU caps.
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extern SColor4ub (*ConvertRGBColorTo4ub)(const RGBColor& src);
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@ -39,4 +36,41 @@ extern SColor4ub (*ConvertRGBColorTo4ub)(const RGBColor& src);
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// possible codepath.
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extern void ColorActivateFastImpl();
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#endif
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class CStr8;
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struct CColor
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{
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CColor() : r(-1.f), g(-1.f), b(-1.f), a(1.f) {}
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CColor(float cr, float cg, float cb, float ca) : r(cr), g(cg), b(cb), a(ca) {}
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/**
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* Try to parse @p Value as a color. Returns true on success, false otherwise.
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* @param value Should be "r g b" or "r g b a" where each value is an integer in [0,255].
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* @param defaultAlpha The alpha value that is used if the format of @p Value is "r g b".
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*/
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bool ParseString(const CStr8& value, int defaultAlpha = 255);
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bool operator==(const CColor& color) const;
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bool operator!=(const CColor& color) const
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{
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return !(*this == color);
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}
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// For passing to glColor[34]fv:
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const float* FloatArray() const { return &r; }
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// For passing to CRenderer:
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SColor4ub AsSColor4ub() const
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{
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return SColor4ub(
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static_cast<u8>(r * 255.f),
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static_cast<u8>(g * 255.f),
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static_cast<u8>(b * 255.f),
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static_cast<u8>(a * 255.f)
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);
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}
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float r, g, b, a;
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};
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#endif // INCLUDED_COLOR
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/* Copyright (C) 2012 Wildfire Games.
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/* Copyright (C) 2019 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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@ -18,11 +18,11 @@
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#ifndef INCLUDED_MATERIAL
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#define INCLUDED_MATERIAL
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#include "graphics/Color.h"
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#include "graphics/ShaderDefines.h"
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#include "graphics/Texture.h"
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#include "ps/CStr.h"
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#include "ps/CStrIntern.h"
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#include "ps/Shapes.h"
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#include "simulation2/helpers/Player.h"
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class CMaterial
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@ -1,4 +1,4 @@
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/* Copyright (C) 2011 Wildfire Games.
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/* Copyright (C) 2019 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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@ -18,9 +18,9 @@
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#ifndef INCLUDED_MODELABSTRACT
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#define INCLUDED_MODELABSTRACT
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#include "maths/BoundingBoxOriented.h"
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#include "graphics/Color.h"
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#include "graphics/RenderableObject.h"
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#include "ps/Shapes.h"
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#include "maths/BoundingBoxOriented.h"
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#include "simulation2/helpers/Player.h"
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class CModel;
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/* Copyright (C) 2016 Wildfire Games.
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/* Copyright (C) 2019 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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@ -29,9 +29,9 @@ struct SPropPoint;
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#include <set>
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#include <vector>
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#include "graphics/Color.h"
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#include "lib/file/vfs/vfs_path.h"
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#include "ps/CStr.h"
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#include "ps/Shapes.h"
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#include "graphics/ObjectBase.h"
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@ -1,4 +1,4 @@
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/* Copyright (C) 2017 Wildfire Games.
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/* Copyright (C) 2019 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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@ -18,12 +18,12 @@
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#ifndef INCLUDED_GRAPHICS_OVERLAY
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#define INCLUDED_GRAPHICS_OVERLAY
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#include "graphics/Color.h"
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#include "graphics/Texture.h"
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#include "maths/Vector2D.h"
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#include "maths/Vector3D.h"
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#include "maths/FixedVector3D.h"
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#include "ps/CStrIntern.h"
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#include "ps/Shapes.h"
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class CTerrain;
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class CSimContext;
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/* Copyright (C) 2017 Wildfire Games.
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/* Copyright (C) 2019 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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@ -19,6 +19,7 @@
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#include "ShaderProgram.h"
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#include "graphics/Color.h"
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#include "graphics/ShaderManager.h"
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#include "graphics/TextureManager.h"
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#include "lib/res/graphics/ogl_tex.h"
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@ -27,7 +28,6 @@
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#include "ps/CLogger.h"
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#include "ps/Filesystem.h"
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#include "ps/PreprocessorWrapper.h"
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#include "ps/Shapes.h"
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#if !CONFIG2_GLES
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/* Copyright (C) 2015 Wildfire Games.
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/* Copyright (C) 2019 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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@ -23,11 +23,11 @@
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#include <boost/tokenizer.hpp>
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#include "TerrainTextureManager.h"
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#include "graphics/Color.h"
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#include "graphics/TerrainTextureManager.h"
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#include "maths/MathUtil.h"
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#include "ps/CLogger.h"
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#include "ps/Filesystem.h"
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#include "ps/Shapes.h"
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#include "ps/XML/XeroXMB.h"
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#include "ps/XML/Xeromyces.h"
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/* Copyright (C) 2018 Wildfire Games.
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/* Copyright (C) 2019 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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@ -19,10 +19,10 @@
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#include "TerritoryTexture.h"
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#include "graphics/Color.h"
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#include "graphics/Terrain.h"
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#include "lib/bits.h"
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#include "ps/Profile.h"
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#include "ps/Shapes.h"
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#include "renderer/Renderer.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/helpers/Pathfinding.h"
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@ -1,4 +1,4 @@
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/* Copyright (C) 2012 Wildfire Games.
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/* Copyright (C) 2019 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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@ -18,6 +18,7 @@
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#ifndef INCLUDED_TEXTRENDERER
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#define INCLUDED_TEXTRENDERER
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#include "graphics/Color.h"
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#include "graphics/ShaderProgramPtr.h"
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#include "maths/Matrix3D.h"
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#include "ps/CStrIntern.h"
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/* Copyright (C) 2015 Wildfire Games.
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/* Copyright (C) 2019 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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@ -18,6 +18,7 @@
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#ifndef INCLUDED_GUIRENDERER
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#define INCLUDED_GUIRENDERER
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#include "graphics/Color.h"
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#include "graphics/ShaderTechnique.h"
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#include "graphics/Texture.h"
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#include "lib/res/handle.h"
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@ -1,4 +1,4 @@
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/* Copyright (C) 2017 Wildfire Games.
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/* Copyright (C) 2019 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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@ -35,6 +35,7 @@ GUI Core, stuff that the whole GUI uses
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#include <map>
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#include <vector>
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#include "graphics/Color.h"
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#include "ps/CStr.h"
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#include "ps/Errors.h"
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// I would like to just forward declare CSize, but it doesn't
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/* Copyright (C) 2015 Wildfire Games.
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/* Copyright (C) 2019 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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@ -15,80 +15,9 @@
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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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/*
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Shapes.cpp
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*/
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#include "precompiled.h"
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#include <string>
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#include "Shapes.h"
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#include "CLogger.h"
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#include "CStr.h"
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/**
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* Try to parse @p Value as a color. Returns true on success, false otherwise.
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* @param Value Should be "r g b" or "r g b a" where each value is an integer in [0,255].
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* @param DefaultAlpha The alpha value that is used if the format of @p Value is "r g b".
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*/
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bool CColor::ParseString(const CStr8& Value, int DefaultAlpha)
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{
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const unsigned int NUM_VALS = 4;
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int values[NUM_VALS] = { 0, 0, 0, DefaultAlpha };
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std::stringstream stream;
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stream.str(Value);
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// Parse each value
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size_t i;
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for (i = 0; i < NUM_VALS; ++i)
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{
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if (stream.eof())
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break;
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stream >> values[i];
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if ((stream.rdstate() & std::stringstream::failbit) != 0)
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{
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LOGWARNING("Unable to parse CColor parameters. Your input: '%s'", Value.c_str());
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return false;
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}
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if (values[i] < 0 || values[i] > 255)
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{
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LOGWARNING("Invalid value (<0 or >255) when parsing CColor parameters. Your input: '%s'", Value.c_str());
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return false;
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}
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}
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if (i < 3)
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{
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LOGWARNING("Not enough parameters when parsing as CColor. Your input: '%s'", Value.c_str());
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return false;
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}
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if (!stream.eof())
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{
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LOGWARNING("Too many parameters when parsing as CColor. Your input: '%s'", Value.c_str());
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return false;
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}
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r = values[0]/255.f;
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g = values[1]/255.f;
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b = values[2]/255.f;
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a = values[3]/255.f;
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return true;
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}
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/*************************************************************************/
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bool CColor::operator == (const CColor &color) const
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{
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return r==color.r &&
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g==color.g &&
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b==color.b &&
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a==color.a;
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}
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/*************************************************************************/
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CRect::CRect() :
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left(0.f), top(0.f), right(0.f), bottom(0.f)
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|
@ -1,4 +1,4 @@
|
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/* Copyright (C) 2015 Wildfire Games.
|
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/* Copyright (C) 2019 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@ -16,49 +16,15 @@
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*/
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/*
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Shapes.h
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--Overview--
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Classes mostly useful for representing 2D screen overlays;
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includes functionality for overlay position, color, texture and borders.
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CColor is used more widely for various game systems.
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*/
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#ifndef INCLUDED_SHAPES
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#define INCLUDED_SHAPES
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|
||||
#include "graphics/SColor.h"
|
||||
|
||||
class CStr8;
|
||||
|
||||
struct CColor
|
||||
{
|
||||
CColor() : r(-1.f), g(-1.f), b(-1.f), a(1.f) {}
|
||||
CColor(float cr,float cg,float cb,float ca) : r(cr), g(cg), b(cb), a(ca) {}
|
||||
|
||||
bool ParseString(const CStr8& Value, int DefaultAlpha = 255);
|
||||
|
||||
bool operator == (const CColor &color) const;
|
||||
|
||||
bool operator != (const CColor &color) const
|
||||
{
|
||||
return !(*this==color);
|
||||
}
|
||||
|
||||
// For passing to glColor[34]fv:
|
||||
const float* FloatArray() const { return &r; }
|
||||
|
||||
// For passing to CRenderer:
|
||||
SColor4ub AsSColor4ub() const
|
||||
{
|
||||
return SColor4ub((u8)(r*255.0), (u8)(g*255.0), (u8)(b*255.0), (u8)(a*255.0));
|
||||
}
|
||||
|
||||
float r, g, b, a;
|
||||
};
|
||||
|
||||
class CPos;
|
||||
class CSize;
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2014 Wildfire Games.
|
||||
/* Copyright (C) 2019 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@ -17,8 +17,8 @@
|
||||
|
||||
#include "lib/self_test.h"
|
||||
|
||||
#include "graphics/Color.h"
|
||||
#include "ps/CLogger.h"
|
||||
#include "ps/Shapes.h"
|
||||
|
||||
class TestCColor : public CxxTest::TestSuite
|
||||
{
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2015 Wildfire Games.
|
||||
/* Copyright (C) 2019 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@ -19,13 +19,13 @@
|
||||
|
||||
#include "TerrainOverlay.h"
|
||||
|
||||
#include "graphics/Color.h"
|
||||
#include "graphics/Terrain.h"
|
||||
#include "lib/bits.h"
|
||||
#include "lib/ogl.h"
|
||||
#include "maths/MathUtil.h"
|
||||
#include "ps/Game.h"
|
||||
#include "ps/Profile.h"
|
||||
#include "ps/Shapes.h"
|
||||
#include "ps/World.h"
|
||||
#include "renderer/Renderer.h"
|
||||
#include "renderer/TerrainRenderer.h"
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2017 Wildfire Games.
|
||||
/* Copyright (C) 2019 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@ -22,11 +22,11 @@
|
||||
#ifndef INCLUDED_WATERMANAGER
|
||||
#define INCLUDED_WATERMANAGER
|
||||
|
||||
#include "graphics/Color.h"
|
||||
#include "graphics/Texture.h"
|
||||
#include "lib/ogl.h"
|
||||
#include "maths/Matrix3D.h"
|
||||
#include "maths/Vector2D.h"
|
||||
#include "ps/Shapes.h"
|
||||
#include "renderer/VertexBufferManager.h"
|
||||
|
||||
class CSimulation2;
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2018 Wildfire Games.
|
||||
/* Copyright (C) 2019 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@ -25,7 +25,7 @@
|
||||
#include "simulation2/components/ICmpOwnership.h"
|
||||
#include "simulation2/MessageTypes.h"
|
||||
|
||||
#include "ps/Shapes.h"
|
||||
#include "graphics/Color.h"
|
||||
|
||||
class CCmpMinimap : public ICmpMinimap
|
||||
{
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2018 Wildfire Games.
|
||||
/* Copyright (C) 2019 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@ -19,12 +19,11 @@
|
||||
|
||||
#include "ICmpPlayer.h"
|
||||
|
||||
#include "graphics/Color.h"
|
||||
#include "maths/FixedVector3D.h"
|
||||
#include "simulation2/system/InterfaceScripted.h"
|
||||
#include "simulation2/scripting/ScriptComponent.h"
|
||||
|
||||
#include "ps/Shapes.h"
|
||||
|
||||
BEGIN_INTERFACE_WRAPPER(Player)
|
||||
END_INTERFACE_WRAPPER(Player)
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2018 Wildfire Games.
|
||||
/* Copyright (C) 2019 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@ -21,7 +21,7 @@
|
||||
|
||||
#include "simulation2/system/InterfaceScripted.h"
|
||||
|
||||
#include "ps/Shapes.h"
|
||||
#include "graphics/Color.h"
|
||||
|
||||
BEGIN_INTERFACE_WRAPPER(Selectable)
|
||||
DEFINE_INTERFACE_METHOD_2("SetSelectionHighlight", void, ICmpSelectable, SetSelectionHighlight, CColor, bool)
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2017 Wildfire Games.
|
||||
/* Copyright (C) 2019 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@ -19,6 +19,7 @@
|
||||
|
||||
#include "scriptinterface/ScriptConversions.h"
|
||||
|
||||
#include "graphics/Color.h"
|
||||
#include "maths/Fixed.h"
|
||||
#include "maths/FixedVector2D.h"
|
||||
#include "maths/FixedVector3D.h"
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2009 Wildfire Games.
|
||||
/* Copyright (C) 2019 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@ -19,12 +19,12 @@
|
||||
|
||||
#include "Brushes.h"
|
||||
|
||||
#include "ps/Game.h"
|
||||
#include "ps/Shapes.h"
|
||||
#include "ps/World.h"
|
||||
#include "graphics/Color.h"
|
||||
#include "graphics/Terrain.h"
|
||||
#include "lib/ogl.h"
|
||||
#include "maths/MathUtil.h"
|
||||
#include "ps/Game.h"
|
||||
#include "ps/World.h"
|
||||
#include "renderer/TerrainOverlay.h"
|
||||
#include "simulation2/Simulation2.h"
|
||||
#include "simulation2/system/SimContext.h"
|
||||
|
Loading…
Reference in New Issue
Block a user