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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2024, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    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