/* 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