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+/* Starshatter OpenSource Distribution
+ Copyright (c) 1997-2004, Destroyer Studios LLC.
+ All Rights Reserved.
+
+ Redistribution and use in source and binary forms, with or without
+ modification, are permitted provided that the following conditions are met:
+
+ * Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+ * Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+ * Neither the name "Destroyer Studios" nor the names of its contributors
+ may be used to endorse or promote products derived from this software
+ without specific prior written permission.
+
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
+ LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+ SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+ INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+ CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ POSSIBILITY OF SUCH DAMAGE.
+
+ SUBSYSTEM: Stars.exe
+ FILE: TerrainLayer.h
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ A blended detail texture applied to a terrain patch
+ through a specific range of altitudes
+*/
+
+#ifndef TerrainLayer_h
+#define TerrainLayer_h
+
+#include "Types.h"
+#include "Bitmap.h"
+
+// +--------------------------------------------------------------------+
+
+class Terrain;
+class TerrainRegion;
+
+// +--------------------------------------------------------------------+
+
+class TerrainLayer
+{
+ friend class Terrain;
+ friend class TerrainRegion;
+
+public:
+ static const char* TYPENAME() { return "TerrainLayer"; }
+
+ TerrainLayer() : tile_texture(0), detail_texture(0), min_height(0), max_height(-1) { }
+ ~TerrainLayer() { }
+
+ int operator < (const TerrainLayer& t) const { return min_height < t.min_height; }
+ int operator <= (const TerrainLayer& t) const { return min_height <= t.min_height; }
+ int operator == (const TerrainLayer& t) const { return min_height == t.min_height; }
+
+ // accessors:
+ const char* GetTileName() const { return tile_name; }
+ const char* GetDetailName() const { return detail_name; }
+ Bitmap* GetTileTexture() const { return tile_texture; }
+ Bitmap* GetDetailTexture() const { return detail_texture; }
+ double GetMinHeight() const { return min_height; }
+ double GetMaxHeight() const { return max_height; }
+
+private:
+ Text tile_name;
+ Text detail_name;
+ Bitmap* tile_texture;
+ Bitmap* detail_texture;
+ double min_height;
+ double max_height;
+};
+
+
+#endif TerrainLayer_h
+