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/*  Project Starshatter 4.5
	Destroyer Studios LLC
	Copyright © 1997-2005. All Rights Reserved.

	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