Apply LF line endings as an SVN property, this time on the JGE source files.

This commit is contained in:
wrenczes@gmail.com
2011-01-28 06:03:52 +00:00
parent 32cabc15c2
commit f2cbd883a6
78 changed files with 23650 additions and 23650 deletions
+47 -47
View File
@@ -1,47 +1,47 @@
//-------------------------------------------------------------------------------------
//
// JGE++ is a hardware accelerated 2D game SDK for PSP/Windows.
//
// Licensed under the BSD license, see LICENSE in JGE root for details.
//
// Copyright (c) 2007 James Hui (a.k.a. Dr.Watson) <jhkhui@gmail.com>
//
// Note: Inspired by HGE's DistortionMesh.
//
//-------------------------------------------------------------------------------------
#ifndef _JDISTORT_MESH_H
#define _JDISTORT_MESH_H
#include "JRenderer.h"
class JDistortionMesh
{
public:
JDistortionMesh(JTexture *tex, float x, float y, float width, float height, int cols, int rows);
~JDistortionMesh();
void Render(float x, float y);
void SetColor(int col, int row, PIXEL_TYPE color);
void SetDisplacement(int col, int row, float dx, float dy);//, int ref);
private:
static JRenderer *mRenderer;
Vertex* mVertices;
int mRows;
int mCols;
float mCellWidth;
float mCellHeight;
float mTexX;
float mTexY;
float mTexWidth;
float mTexHeight;
JTexture* mTexture;
JQuad* mQuad;
};
#endif
//-------------------------------------------------------------------------------------
//
// JGE++ is a hardware accelerated 2D game SDK for PSP/Windows.
//
// Licensed under the BSD license, see LICENSE in JGE root for details.
//
// Copyright (c) 2007 James Hui (a.k.a. Dr.Watson) <jhkhui@gmail.com>
//
// Note: Inspired by HGE's DistortionMesh.
//
//-------------------------------------------------------------------------------------
#ifndef _JDISTORT_MESH_H
#define _JDISTORT_MESH_H
#include "JRenderer.h"
class JDistortionMesh
{
public:
JDistortionMesh(JTexture *tex, float x, float y, float width, float height, int cols, int rows);
~JDistortionMesh();
void Render(float x, float y);
void SetColor(int col, int row, PIXEL_TYPE color);
void SetDisplacement(int col, int row, float dx, float dy);//, int ref);
private:
static JRenderer *mRenderer;
Vertex* mVertices;
int mRows;
int mCols;
float mCellWidth;
float mCellHeight;
float mTexX;
float mTexY;
float mTexWidth;
float mTexHeight;
JTexture* mTexture;
JQuad* mQuad;
};
#endif