Apply LF line endings as an SVN property, this time on the JGE source files.
This commit is contained in:
@@ -1,70 +1,70 @@
|
||||
/*
|
||||
** Haaf's Game Engine 1.7
|
||||
** Copyright (C) 2003-2007, Relish Games
|
||||
** hge.relishgames.com
|
||||
**
|
||||
** hgeDistortionMesh helper class header
|
||||
*/
|
||||
|
||||
|
||||
#ifndef HGEDISTORT_H
|
||||
#define HGEDISTORT_H
|
||||
|
||||
|
||||
//#include "hge.h"
|
||||
#include "../JTypes.h"
|
||||
|
||||
|
||||
#define HGEDISP_NODE 0
|
||||
#define HGEDISP_TOPLEFT 1
|
||||
#define HGEDISP_CENTER 2
|
||||
|
||||
class JTexture;
|
||||
class JQuad;
|
||||
|
||||
/*
|
||||
** HGE Distortion mesh class
|
||||
*/
|
||||
class hgeDistortionMesh
|
||||
{
|
||||
public:
|
||||
hgeDistortionMesh(int cols, int rows);
|
||||
hgeDistortionMesh(const hgeDistortionMesh &dm);
|
||||
~hgeDistortionMesh();
|
||||
|
||||
hgeDistortionMesh& operator= (const hgeDistortionMesh &dm);
|
||||
|
||||
void Render(float x, float y);
|
||||
void Clear(PIXEL_TYPE col=ARGB(0xFF,0xFF,0xFF,0xFF), float z=0.5f);
|
||||
|
||||
void SetTexture(JTexture* tex);
|
||||
void SetTextureRect(float x, float y, float w, float h);
|
||||
void SetBlendMode(int blend);
|
||||
void SetZ(int col, int row, float z);
|
||||
void SetColor(int col, int row, PIXEL_TYPE color);
|
||||
void SetDisplacement(int col, int row, float dx, float dy, int ref);
|
||||
|
||||
JTexture* GetTexture() const {return quad->mTex;}
|
||||
void GetTextureRect(float *x, float *y, float *w, float *h) const { *x=tx; *y=ty; *w=width; *h=height; }
|
||||
int GetBlendMode() const { return 0; }
|
||||
float GetZ(int col, int row) const;
|
||||
PIXEL_TYPE GetColor(int col, int row) const;
|
||||
void GetDisplacement(int col, int row, float *dx, float *dy, int ref) const;
|
||||
|
||||
int GetRows() { return nRows; }
|
||||
int GetCols() { return nCols; }
|
||||
|
||||
private:
|
||||
hgeDistortionMesh();
|
||||
|
||||
//static HGE *hge;
|
||||
|
||||
Vertex *disp_array;
|
||||
int nRows, nCols;
|
||||
float cellw,cellh;
|
||||
float tx,ty,width,height;
|
||||
JQuad* quad;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
/*
|
||||
** Haaf's Game Engine 1.7
|
||||
** Copyright (C) 2003-2007, Relish Games
|
||||
** hge.relishgames.com
|
||||
**
|
||||
** hgeDistortionMesh helper class header
|
||||
*/
|
||||
|
||||
|
||||
#ifndef HGEDISTORT_H
|
||||
#define HGEDISTORT_H
|
||||
|
||||
|
||||
//#include "hge.h"
|
||||
#include "../JTypes.h"
|
||||
|
||||
|
||||
#define HGEDISP_NODE 0
|
||||
#define HGEDISP_TOPLEFT 1
|
||||
#define HGEDISP_CENTER 2
|
||||
|
||||
class JTexture;
|
||||
class JQuad;
|
||||
|
||||
/*
|
||||
** HGE Distortion mesh class
|
||||
*/
|
||||
class hgeDistortionMesh
|
||||
{
|
||||
public:
|
||||
hgeDistortionMesh(int cols, int rows);
|
||||
hgeDistortionMesh(const hgeDistortionMesh &dm);
|
||||
~hgeDistortionMesh();
|
||||
|
||||
hgeDistortionMesh& operator= (const hgeDistortionMesh &dm);
|
||||
|
||||
void Render(float x, float y);
|
||||
void Clear(PIXEL_TYPE col=ARGB(0xFF,0xFF,0xFF,0xFF), float z=0.5f);
|
||||
|
||||
void SetTexture(JTexture* tex);
|
||||
void SetTextureRect(float x, float y, float w, float h);
|
||||
void SetBlendMode(int blend);
|
||||
void SetZ(int col, int row, float z);
|
||||
void SetColor(int col, int row, PIXEL_TYPE color);
|
||||
void SetDisplacement(int col, int row, float dx, float dy, int ref);
|
||||
|
||||
JTexture* GetTexture() const {return quad->mTex;}
|
||||
void GetTextureRect(float *x, float *y, float *w, float *h) const { *x=tx; *y=ty; *w=width; *h=height; }
|
||||
int GetBlendMode() const { return 0; }
|
||||
float GetZ(int col, int row) const;
|
||||
PIXEL_TYPE GetColor(int col, int row) const;
|
||||
void GetDisplacement(int col, int row, float *dx, float *dy, int ref) const;
|
||||
|
||||
int GetRows() { return nRows; }
|
||||
int GetCols() { return nCols; }
|
||||
|
||||
private:
|
||||
hgeDistortionMesh();
|
||||
|
||||
//static HGE *hge;
|
||||
|
||||
Vertex *disp_array;
|
||||
int nRows, nCols;
|
||||
float cellw,cellh;
|
||||
float tx,ty,width,height;
|
||||
JQuad* quad;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user