/* Copyright (C) 2009 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 . */ /** * ========================================================================= * File : MiniPatch.h * Project : 0 A.D. * Description : Definition of a single terrain tile * ========================================================================= */ #ifndef INCLUDED_MINIPATCH #define INCLUDED_MINIPATCH #include "lib/res/handle.h" class CPatch; /////////////////////////////////////////////////////////////////////////////// // CMiniPatch: definition of a single terrain tile class CMiniPatch { public: // constructor CMiniPatch(); // destructor ~CMiniPatch(); // get the index of this tile in the root terrain object; x,y in [0,MapSize) void GetTileIndex(ssize_t& x,ssize_t& z); public: // texture applied to tile Handle Tex1; // 'priority' of the texture - determines drawing order of terrain textures int Tex1Priority; // parent patch CPatch* m_Parent; }; #endif